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Interactive multimedia and virtual reality


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Interactive multimedia and virtual reality

  1. 1. InteractIve MultIMedIa and vIrtual realIty By SuprabhaBhadran
  2. 2. MultIMedIa The notion of Multimedia Consistsof two words: Multi = many; much; Medium = An intervening substancethrough which something istransmitted or carried on. “Multimedia can beany combination of text, graphics, sound, animation and video, to effectively communicateideasto usersdelivered by computer or any other electronic devices.”
  3. 3. • “Multimediaisthepresentation of a(usually interactive) computer application, incorporating mediaelementssuch astext, graphics, video, animation and sound on computer.” - Stephen McGloughlin
  4. 4. • Multimedia isusually recorded & played, displayed or accessed by computerized and electronic devices, but can also bepart of a liveperformance. • Multimedia also describeselectronic media devicesused to storeand experience multimediacontent. A PowerPoint presentation used in a corporate office
  5. 5. Why MultIMedIa? • Based on EdgarDale (Cone Of Learning), on average, people remember: • 10% of what they read, • 20% of what they hear, • 30% of what they see, • 50% of what they hearand see,  multimedia approach • Multimedia rich elements, multi-sensory delivery system can facilitate greaterretention of new knowledge.
  6. 6. CharaCteristiCs of MultiMedia A Multimediasystem hasfour basic characteristics: – Multimediasystemsmust becomputercontrolled. – Multimediasystemsareintegrated. – Theinformation they handlemust berepresented digitally. – Theinterfaceto thefinal presentation of mediais usually interactive.
  7. 7. types of MultiMedia Linear Multimedia – Usershavevery littlecontrol over thepresentation. – When it isnot interactiveand theusersjust sit and watch. – Thepresentation normally playsfrom thestart to end or even loopscontinually to present the information. – E.g. A movieisacommon typeof linear multimedia
  8. 8. Nonlinear/InteractiveMultimedia – Usersdictatetheflow of delivery. – User control theflow of theshow. – Theuserscontrol thedelivery of elementsto control thewhat and when. – Usershavetheability to movearound or follow different path through theinformation presentation. – e.g., computer game, computer-based training, information archive(encyclopedia).
  9. 9. appliCations of MultiMedia • Multimediafindsitsapplication in variousareas, afew are: – Education • Computer-based trainings, referencee-books, documentsimaging, distant learning. – Entertainment • Interactivegames – Medicine • Training to doctorsthrough virtual surgery – Business • Employeetraining, advertisements, customer support, selling products. – Arts • Art exhibitions, literaturepresentations – Scientific Research • Modeling and simulations
  10. 10. VIRTUAL REALITY Virtual reality (VR) isaterm that appliesto computer-simulated environmentsthat can simulatephysical presencein placesin thereal world, aswell asin imaginary worlds. Or “A computer generated, immersive(or wide field), multi-sensory information program which tracksauser in real time.”
  11. 11. • Virtual reality isoften used to describeawidevariety of applicationscommonly associated with immersive, highly visual, 3D environments. Thedevelopment of CAD software, graphicshardwareacceleration, head mounted displays, databasegloves, and miniaturization havehelped popularizethenotion. U.S.Navy personnel using a VR parachute trainer
  12. 12. • VR consistsof acomputer-generated, multi- dimensional environment and interfacetools that allow usersto: 1)immersethemselvesin theenvironment, 2) navigatewithin theenvironment, and 3) interact with objectsand other inhabitantsin theenvironment.
  13. 13. APPLICATION Theusageof VR in atraining perspectiveisto allow professionalsto conduct training in a virtual environment wherethey can improve upon their skillswithout theconsequenceof failing theoperation. Marines training with the Future Immersive Training Environment
  14. 14. • VR playsan important rolein combat training for the military. It allowstherecruitsto train under a controlled environment wherethey areto respond to different typesof combat situations. • Virtual reality isquickly finding wideacceptancein themedical community asresearchersand clinicians alikebecomeawareof itspotential benefits. • Several pioneer research groupshavealready demonstrated improved clinical performanceusing VR imaging, planning and control techniques.