This document provides an introduction to authoring systems and multimedia authoring. It defines an authoring system as a program with pre-programmed elements for developing interactive multimedia software. It also defines multimedia as the combined use of multiple media like text, graphics, audio, video and animation in a single application. The document discusses the differences between authoring and programming and lists different types of products that can be developed with authoring systems. It also describes different paradigms in authoring like card-based, icon-based and time-based systems. Common types of interactivity like linear, branching and hypermedia are also outlined along with the components of multimedia like text, graphics, sound, video, animation and interactivity. Finally
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.
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.
Multimedia offers powerful means of communication.
Multimedia is good for:
Showing what things look like, how they move and how they change
Keeping an audience’s interest
Establishing personal contact
Establishing the identity and academic credibility of a speaker
Communicating the speaker’s enthusiasm for the subject.
Unit four Image processing multimedia System.pptdejen6
After studying this chapter, the reader will be able to recognize components of multimedia, understand multimedia production, and create interactive applications using multimedia tools. It defines multimedia and explains its importance. It identifies the necessary hardware and software to run multimedia and differentiates multimedia from hypermedia. It lists and explains the stages of multimedia authoring and identifies common sound, image, and video file formats.
Multimedia involves representing information through various digital media like audio, video, animation, and text. A multimedia system integrates these different types of media and allows them to be stored, processed, and interactively presented on a computer. Key challenges for multimedia systems include synchronizing and properly rendering different media streams. Popular multimedia applications include the World Wide Web, presentations, digital video editing, and virtual reality.
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 discusses different types of projected media that can be used in the classroom, including text, images, audio, video, and animations. It provides examples of digital formats and software for each type of media. The learning objectives are to have students identify different projected media types, participate in a group quiz, and share insights about the topic.
The document provides an overview of a syllabus for a multimedia course. It includes 7 topics: 1) Introduction to Multimedia, 2) Multimedia Elements, 3) Sound, Audio and Video, 4) Multimedia Authoring Tools, 5) Designing and Producing, 6) Planning and Costing, and 7) Coding and Compression. Each topic provides definitions and explanations of key concepts related to that topic, such as defining multimedia, describing common multimedia elements like images and text, explaining tools for authoring multimedia, and processes for designing, planning, and coding multimedia projects.
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.
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.
Multimedia offers powerful means of communication.
Multimedia is good for:
Showing what things look like, how they move and how they change
Keeping an audience’s interest
Establishing personal contact
Establishing the identity and academic credibility of a speaker
Communicating the speaker’s enthusiasm for the subject.
Unit four Image processing multimedia System.pptdejen6
After studying this chapter, the reader will be able to recognize components of multimedia, understand multimedia production, and create interactive applications using multimedia tools. It defines multimedia and explains its importance. It identifies the necessary hardware and software to run multimedia and differentiates multimedia from hypermedia. It lists and explains the stages of multimedia authoring and identifies common sound, image, and video file formats.
Multimedia involves representing information through various digital media like audio, video, animation, and text. A multimedia system integrates these different types of media and allows them to be stored, processed, and interactively presented on a computer. Key challenges for multimedia systems include synchronizing and properly rendering different media streams. Popular multimedia applications include the World Wide Web, presentations, digital video editing, and virtual reality.
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 discusses different types of projected media that can be used in the classroom, including text, images, audio, video, and animations. It provides examples of digital formats and software for each type of media. The learning objectives are to have students identify different projected media types, participate in a group quiz, and share insights about the topic.
The document provides an overview of a syllabus for a multimedia course. It includes 7 topics: 1) Introduction to Multimedia, 2) Multimedia Elements, 3) Sound, Audio and Video, 4) Multimedia Authoring Tools, 5) Designing and Producing, 6) Planning and Costing, and 7) Coding and Compression. Each topic provides definitions and explanations of key concepts related to that topic, such as defining multimedia, describing common multimedia elements like images and text, explaining tools for authoring multimedia, and processes for designing, planning, and coding multimedia projects.
This presentation covers the various types of multimedia, the advantages and disadvantages of their use as well as how multimedia can be used in education.
Multimedia is a combination of different media types like text, graphics, audio, video and animation to effectively communicate ideas. The five main elements of multimedia are text, graphics, audio, video and animation. Multimedia can be linear, with no user interaction, or non-linear and interactive. It has various applications in education, business and entertainment by engaging multiple senses to improve learning, presentations and entertainment.
The document introduces multimedia and its components. Multimedia combines text, audio, images, video and interactivity. It is usually experienced through electronic devices and can be interactive. Key applications of multimedia include education, business, entertainment and games/animation industries.
The document discusses multimedia authoring tools and paradigms. Multimedia authoring tools provide frameworks for organizing and editing project elements and combining content and functions. They enable importing and editing of data. Common features of authoring tools include editing, programming, interactivity, performance tuning, and delivery features. Popular authoring tools mentioned include Macromedia Authorware, Director, and Flash. Authoring paradigms or metaphors include the scripting language, slide show, hierarchical, iconic/flow-control, frames, card/scripting, and cast/score metaphors.
This document discusses multimedia authoring tools and paradigms. It defines multimedia authoring as the process of creating multimedia applications and notes that authoring tools provide frameworks for organizing, editing, and combining project elements. The document outlines several authoring paradigms including scripting language, slide show, hierarchical, iconic/flow-control, frames, card/scripting, and cast/score metaphors. It also describes common features of authoring tools such as editing, programming, interactivity, performance, and delivery capabilities.
This document discusses the hardware and software requirements for multimedia computers. It covers several topics:
1. It describes different classes of multimedia applications including streaming stored/live audio and video, and real-time interactive audio and video.
2. It discusses various multimedia software like MCI, Video for Windows, QuickTime, DirectX, and authoring tools.
3. It outlines the hardware requirements for multimedia computers as defined by the MPC standards, including components like sound cards, video cards, network cards, and USB/MIDI ports.
This document discusses authoring tools used to create multimedia products. It describes different types of authoring tools including presentation packages, tools for production, and tools for interactive training. The key metaphors used in authoring include movie screen, slide show, and linked screens. Common features of authoring tools include lists of media events, flowcharts, card stacks, and object properties. Examples of popular authoring tools mentioned are Flash, Director, Authorware, PowerPoint, and mTropolis.
This document provides an overview of a multimedia course. It will cover foundational aspects of human vision, image compression, and video compression. Programming aspects will include Java media APIs, SMIL, VRML/X3D, and basic game programming. Assessment will be 60% assignments and 40% exam, with a minimum 50% required in each. The course aims to cover platform independent multimedia.
This document discusses different types of authoring tools and systems for creating multimedia content. It begins by explaining the difference between authoring tools and programming tools, with authoring tools being higher-level and easier to use for non-programmers. The document then covers the main components of authoring tools, including media loading, editing, page/slide building, and distribution features. It categorizes authoring tools as CD-ROM based, web-based, or web-based course management tools. Examples of tools are provided for each category, along with their attributes and instructional applications. Development models like slide-based, icon-based, score-based, object-oriented, and scripting languages are also outlined.
Cs8092 computer graphics and multimedia unit 5SIMONTHOMAS S
This document discusses multimedia authoring tools and techniques. It covers several topics:
1. Types of multimedia authoring tools including card/page based tools, icon based tools, and time based tools. Popular examples are discussed.
2. Key features and capabilities of authoring tools including editing, programming, interactivity, playback, delivery, and project organization.
3. Authoring system metaphors like hierarchical, flow control, and different technologies focused on like hypermedia.
4. Considerations for multimedia production, presentation, and automatic authoring. Professional development tools are also outlined.
ONLINE CREATION TOOLS AND APPLICATIONS FOR ICT CONTENT DEVELOPMENTSunsunGarden
This document discusses various online tools and platforms for creating and sharing different types of digital content. It describes audio and visual content creation tools that allow users to create, edit and publish audio like music and sounds using software like Audio Director, Logic Pro, Cubase Pro and Adobe Audition. It also discusses tools for creating infographics, videos, presentations and memes. It provides examples of online platforms like Prezi and Zoho for presentations, and content management systems that allow publishing and organizing web content.
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.
Interactive multimedia involves integrating various media types such as text, sound, graphics, animation and video into a single interactive unit. Designing interactive multimedia requires considering who the users are, where it will be used, and ensuring the interface is easy to use. Developing interactive multimedia generally involves determining goals and needs, learning the content, brainstorming ideas, storyboarding, flowcharting, detailed design, programming, producing support materials, evaluation and revision. It is usually a team effort involving specialists in areas like graphic design, programming, production, project management, writing, and media design.
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.
Multimedia & Software Programs as a Recent Teaching ToolsSameh Abdel-ghany
This document discusses various multimedia and software programs that can serve as teaching tools. It begins by introducing different categories of multimedia, including painting/drawing tools, 3D modeling tools, image editing tools, sound editing tools, and animation/video editing tools. Examples of software for each category are provided. The document then discusses programs for creating graphics and multimedia, as well as web-based learning sites that allow creating online presentations, accessing self-paced resources, and engaging diverse learning styles. Specific software and tools are provided as examples for each category.
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 provides an introduction to multimedia and its components. Multimedia refers to using a combination of different media like text, audio, graphics, animation, video and interactive content. The presentation discusses the advantages and disadvantages of multimedia. It describes the key components of multimedia - text, graphics, audio, video and animation. It also discusses multimedia computers and their requirements. Finally, it outlines some common applications of multimedia in education, business, advertising, entertainment and the web.
This presentation covers the various types of multimedia, the advantages and disadvantages of their use as well as how multimedia can be used in education.
Multimedia is a combination of different media types like text, graphics, audio, video and animation to effectively communicate ideas. The five main elements of multimedia are text, graphics, audio, video and animation. Multimedia can be linear, with no user interaction, or non-linear and interactive. It has various applications in education, business and entertainment by engaging multiple senses to improve learning, presentations and entertainment.
The document introduces multimedia and its components. Multimedia combines text, audio, images, video and interactivity. It is usually experienced through electronic devices and can be interactive. Key applications of multimedia include education, business, entertainment and games/animation industries.
The document discusses multimedia authoring tools and paradigms. Multimedia authoring tools provide frameworks for organizing and editing project elements and combining content and functions. They enable importing and editing of data. Common features of authoring tools include editing, programming, interactivity, performance tuning, and delivery features. Popular authoring tools mentioned include Macromedia Authorware, Director, and Flash. Authoring paradigms or metaphors include the scripting language, slide show, hierarchical, iconic/flow-control, frames, card/scripting, and cast/score metaphors.
This document discusses multimedia authoring tools and paradigms. It defines multimedia authoring as the process of creating multimedia applications and notes that authoring tools provide frameworks for organizing, editing, and combining project elements. The document outlines several authoring paradigms including scripting language, slide show, hierarchical, iconic/flow-control, frames, card/scripting, and cast/score metaphors. It also describes common features of authoring tools such as editing, programming, interactivity, performance, and delivery capabilities.
This document discusses the hardware and software requirements for multimedia computers. It covers several topics:
1. It describes different classes of multimedia applications including streaming stored/live audio and video, and real-time interactive audio and video.
2. It discusses various multimedia software like MCI, Video for Windows, QuickTime, DirectX, and authoring tools.
3. It outlines the hardware requirements for multimedia computers as defined by the MPC standards, including components like sound cards, video cards, network cards, and USB/MIDI ports.
This document discusses authoring tools used to create multimedia products. It describes different types of authoring tools including presentation packages, tools for production, and tools for interactive training. The key metaphors used in authoring include movie screen, slide show, and linked screens. Common features of authoring tools include lists of media events, flowcharts, card stacks, and object properties. Examples of popular authoring tools mentioned are Flash, Director, Authorware, PowerPoint, and mTropolis.
This document provides an overview of a multimedia course. It will cover foundational aspects of human vision, image compression, and video compression. Programming aspects will include Java media APIs, SMIL, VRML/X3D, and basic game programming. Assessment will be 60% assignments and 40% exam, with a minimum 50% required in each. The course aims to cover platform independent multimedia.
This document discusses different types of authoring tools and systems for creating multimedia content. It begins by explaining the difference between authoring tools and programming tools, with authoring tools being higher-level and easier to use for non-programmers. The document then covers the main components of authoring tools, including media loading, editing, page/slide building, and distribution features. It categorizes authoring tools as CD-ROM based, web-based, or web-based course management tools. Examples of tools are provided for each category, along with their attributes and instructional applications. Development models like slide-based, icon-based, score-based, object-oriented, and scripting languages are also outlined.
Cs8092 computer graphics and multimedia unit 5SIMONTHOMAS S
This document discusses multimedia authoring tools and techniques. It covers several topics:
1. Types of multimedia authoring tools including card/page based tools, icon based tools, and time based tools. Popular examples are discussed.
2. Key features and capabilities of authoring tools including editing, programming, interactivity, playback, delivery, and project organization.
3. Authoring system metaphors like hierarchical, flow control, and different technologies focused on like hypermedia.
4. Considerations for multimedia production, presentation, and automatic authoring. Professional development tools are also outlined.
ONLINE CREATION TOOLS AND APPLICATIONS FOR ICT CONTENT DEVELOPMENTSunsunGarden
This document discusses various online tools and platforms for creating and sharing different types of digital content. It describes audio and visual content creation tools that allow users to create, edit and publish audio like music and sounds using software like Audio Director, Logic Pro, Cubase Pro and Adobe Audition. It also discusses tools for creating infographics, videos, presentations and memes. It provides examples of online platforms like Prezi and Zoho for presentations, and content management systems that allow publishing and organizing web content.
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.
Interactive multimedia involves integrating various media types such as text, sound, graphics, animation and video into a single interactive unit. Designing interactive multimedia requires considering who the users are, where it will be used, and ensuring the interface is easy to use. Developing interactive multimedia generally involves determining goals and needs, learning the content, brainstorming ideas, storyboarding, flowcharting, detailed design, programming, producing support materials, evaluation and revision. It is usually a team effort involving specialists in areas like graphic design, programming, production, project management, writing, and media design.
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.
Multimedia & Software Programs as a Recent Teaching ToolsSameh Abdel-ghany
This document discusses various multimedia and software programs that can serve as teaching tools. It begins by introducing different categories of multimedia, including painting/drawing tools, 3D modeling tools, image editing tools, sound editing tools, and animation/video editing tools. Examples of software for each category are provided. The document then discusses programs for creating graphics and multimedia, as well as web-based learning sites that allow creating online presentations, accessing self-paced resources, and engaging diverse learning styles. Specific software and tools are provided as examples for each category.
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 provides an introduction to multimedia and its components. Multimedia refers to using a combination of different media like text, audio, graphics, animation, video and interactive content. The presentation discusses the advantages and disadvantages of multimedia. It describes the key components of multimedia - text, graphics, audio, video and animation. It also discusses multimedia computers and their requirements. Finally, it outlines some common applications of multimedia in education, business, advertising, entertainment and the web.
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2. What is
authoring
system?
A program which has pre-programmed
elements for the development of
interactive multimedia software titles.
A program that helps to write hypertext
or multimedia applications.
3. What is
multimedia?
Multi = "many"
Media = plural of "medium"
Medium = a channel of communication
"a means of communicating information
using multiple channels“
The combined use of several media --
such as text, graphics, audio, video, and
animation -- in a single application for
educational or entertainment purposes.
4. Multimedia
Authoring vs
Multimedia
Programming
Authoring involves the assembly and
bringing together of Multimedia with
possibly high level graphical interface
design and some high level scripting.
Programming involves low level
assembly and construction and control
of Multimedia and involves real
languages like C and Java.
For educational multimedia, it is also
important to create an effective
instructional environment.
5. Multimedia
Authoring vs
Multimedia
Programming
The authoring process can be used to develop many
different types of products, including:
Educational applications
Computer-based training
Reference systems
Simulations
Virtual environments
Entertainment programs and games
Interactive information kiosks
Retail CD-ROMs
Training systems
6. Paradigm in
Multimedia
Authoring
The authoring paradigm, or authoring
metaphor, is the methodology by which
the authoring system accomplishes its
task.
7. Paradigm in
Multimedia
Authoring
Four main perspectives in multimedia authoring
tools :
Tool (any software package that could authors
multimedia product)
Product (the result of combining all multimedia
components)
Developer (designers, programmers, and
multimedia authors)
End user (customer or viewer)
10. Card-based
In these authoring systems, elements are organised as
pages of a book or a stack of cards.
The authoring system lets you link these pages or cards
into organised sequences.You can jump, on command,
to any page you wish to in a structured navigation
pattern.
Card- and page-based systems allow you to play audio,
video and animations.
Some examples of card- and page-based systems
include:
1. HyperCard (Macintosh)
2. SuperCard (Macintosh)
3.ToolBook (Windows)
4.Visual BASIC (Windows)
12. Icon-based
In these authoring systems, multimedia elements and
interaction cues or events are organised as objects in a
structural framework.
Icon based, event driven tools simplify the organisation
of a project and typically display flow diagrams of
activities along branching paths.
Some examples of icon-based systems include:
1. Authorware Professional (Windows)
2. IconAuthor (Windows)
Icon-based, event-driven systems are suited to a wide
range of applications and offer a high level of support
when developing packages with complex navigation
structures.
14. Time-based
Time Based Authoring Programs use a movie
metaphor.
Like a movie on videotape, you start the
multimedia title and it plays until some action
causes it to pause or stop.
These programs also allow for branching to
different parts of the movie, and any amount of
user control and interactivity may be
build in.
Good for creating animations
17. Linear
Presentation
is one in which the author decides the
sequence and manner in which
information is presented.
The user controls only the pace.
19. Linear
Presentation
The features of linear presentations are:
❑Slides are shown in a pre-determined
order.
❑Slides that jump out of this sequence
are not allowed.
❑Slides follow an ordered line from the
beginning to the end of the
presentation.
20. Linear
Presentation
Advantages of linear presentations
Predictable, every audience will see exactly the
same presentation
Relatively easy for another person to do the
presentation should the author be unavailable as
the presentation always runs in the same order
Simple to prepare handouts as slides are always in
the same order
skippedTiming of the presentation is very
predictable
21. Linear
Presentation
Disadvantages of linear presentations
Not very interactive with the audience, they cannot
change the order of presentation
Not flexible in terms of changing the time taken to
do the presentation, for instance a presentation
planned for 1 hour may now need to be done in half
an hour, this is not simple in a linear presentation
It is apparent to the audience they are not seeing
the full presentation if slides need to be
Can be boring as the audience may have to view
slides that happen to be irrelevant to them
22. Branching
is one in which the user has some control over
the sequence of presentation by selecting from a
group of choices such as from a main menu.
The author still maintains the control of deciding
what to include in the choices available at any
point in the program.
24. Hypermedia
can be thought of as a web of interrelated
information in which the user is in almost
complete control of the pace and, to a
somewhat lesser extent, the sequence and
content of the presentation.
Links provide for random access of information.
26. Text
Text often shapes the content of a multimedia title.
Technically speaking a text medium is easy to
handle and store.
As a rule text passages should be brief and the font
should be easy to read on the computer screen.
Common file formats for text data are .txt, .rtf, and
.doc.
27. Graphics
(images)
Graphics shape the design of a multimedia title,
adding visual appeal and expressing concepts
that text alone cannot easily communicate.
Graphics is a more complex medium than text.
They are more difficult to create, and you have
to deal with a number of colors and screen
resolutions.
In addition, graphics files tend to be quite large.
A single color picture for the computer screen
can easily fill up several standard floppy disks.
However, applications from the entertainment
side of the business have established high
quality graphics and photo realistic images as
basic elements of all multimedia applications.
Common file formats for graphics are .bmp, .tif,
.gif, and .jpg.
28. Sound
(audio)
Sound can refer to speech, natural or synthesized
sound effects, or music.
can use spoken words to complement written text,
and music and sound effects to create a mood, add
emphasis or realism, or signal interactivity.
With recorded (digitized) sound you have to deal
with sound quality and storage capacity.
Music can mean "recorded songs", or the computer
can imitate instruments and produce synthesized
music.
Common file formats for digitized sound are .wav,
.aif, .snd, and .mid.
29. Video
Digitized video offers a level of authenticity similar
to television or movies - with some performance
limitations.
With video you can show tasks and events that
words and graphics are inadequate to explain.
Producing high quality video clips is a difficult and
time consuming job.
The current PC performance for video playback is
limited by certain technical factors, so if you create
a multimedia application that includes video clips
you must have a clear idea of the performance of
the typical user's PC.
Usually you must compromise between the video
screen size, video resolution, number of colors used
and length of the clip.
Common digital video file formats are .mov, .avi,
and .mpg.
30. Animation
Animation involves graphics that move in some
way with animation you can clarify things or create
special effects.
Digitized video has replaced animation for certain
things, but in many cases animations are easier to
produce and "lighter" for the PC’s performance.
Technically speaking, animation can mean either
external "video like" media files, or they can be
closely integrated (programmed) into the
application itself.
Common animation file formats include .flc, .fli,
and .swf.
Digital video and .gif file formats are also used for
animation content.
31. Interactivity
(control)
Interactivity in the context of computer-based
multimedia learning is reciprocal activity between a
learner and a multimedia learning system
One final component of multimedia is the amount
of control afforded to the user.
At a minimum the user should be able to start and
stop the program. In more advanced programs
there may be a multitude of navigation options
available to take users through the program.
33. Consistent
(konsistensi)
Reka bentuk antara muka adalah seragam pada
setiap skrin program.
Contohnya setiap antara muka menggunakan
perkataan atau arahan yang melakukan fungsi yang
sama.
34. Clarity
(kejelasan)
Label pada ikon adalah jelas supaya bahan
multimedia dapat difahami dengan mudah.
Menggunakan ikon yang releven dengan fungsinya
seperti ikon gambar printer untuk fungsi mencetak.
ikon perlu dilabel dengan jelas supaya pengguna
dapat memahami fungsinya dengan mudah.
35. Context
(konteks)
Setiap bahagian atau isi kandungan mesti berkait
rapat dengan tajuknya
Contohnya, penggunaan grafik, audio atau video
mesti berkait rapat dengan isi kandungan yang
disediakan
36. Navigation
(navigasi)
Navigasi adalah prinsip utama dalam multimedia
interaktif.
Sebagai multimedia tidak liner, pengguna
sepatutnya boleh bergerak besar berdasarkan
menu yang disediakan
37. Search
(carian)
Pengguna dapat mencari kata kunci atau glossary.
Fungsi carian memudahkan pengguna mencari
maklumat yang diperlukan dengan mudah dan
cepat.
40. Flexibility
(fleksibiliti)
Pengguna mempunyai hak untuk mendapatkan
semua kemudahan yang disediakan tanpa
halangan.
Contohnya, pengguna dibenarkan untuk akses
semua isi kandungan pembelajaran, setiap
bahagian sesuatu program tersebut.