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INTRODUCTION TO
MULTIMEDIA
Part 1
What is Multimedia?
What is Multimedia?
• Derived from the word “Multi” and “Media”
• Multi
• Many, Multiple,
• Media
• Distribution tool & information presentation – text, graphic,
voice, images, music and etc.
Hence, multimedia means a usage of multiple media to
communicate.
Definition of Multimedia
• Multimedia is a combination of text, graphic art,
sound, animation, and video elements delivered to
you by computer or other electronic means.
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
Why use Multimedia?
Why use Multimedia?
oMultimedia offers powerful means of communication.
oMultimedia 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.
 A broad term for something that contains words
to express something.
 Text is the most basic element of multimedia.
 A good choice of words could help convey the
intended message to the users (keywords).
 Used in contents, menus, navigational buttons
TEXT
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
o It may be an easy type to forget when considering multimedia systems, but
text content is by far the most common media type in computing
applications.
o Most multimedia systems use a combination of text and other media to
deliver functionality. Text in multimedia systems can express specific
information, or it can act as reinforcement for information contained in
other media items.
o For example, when web pages include image elements, they can also
include a short amount of text for the user’s browser to include as an
alternative, in case the digital image is not available.
TEXT
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Example
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
TEXT
 Two-dimensional figure or illustration
 Could be produced manually (by drawing,
painting, carving, etc.) or by computer graphics
technology.
 Used in multimedia to show more clearly what a
particular information is all about (diagrams,
picture).
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
o Digital image files appear in many multimedia applications. Digital photographs can display
application content or can alternatively form part of a user interface.
o Information communicated through images is easier to remember and understand.
o Interactive elements, such as buttons, often use custom images created by the designers
and developers involved in an application.
o Digital image files use a variety of formats and file extensions.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
o Digital image files formats and file extensions.
• JPEG: Joint Photographic Experts Group, commonly used for photographs.
• PNG: Portable Network Graphics, commonly used for images that need to be displayed on the
web.
• GIF: Graphics Interchange Format, supports animations.
• BMP: Bitmap, commonly used in Windows operating systems.
• TIFF: Tagged Image File Format, commonly used for images that need to be edited or printed.
• RAW: unprocessed image data from a digital camera's sensor.
• PSD: Photoshop Document, used by Adobe Photoshop.
• SVG: Scalable Vector Graphics, commonly used for logos and icons.
• EPS: Encapsulated PostScript, commonly used for print design.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
 “A picture means a thousand words”
 A single image can convey a complex idea or convey a message more
effectively than a large amount of written or spoken words.
 Visual information has the power to evoke emotions, capture attention, and
communicate nuanced concepts in a concise and powerful manner.
 In essence, a picture can communicate a wealth of information and evoke a
strong response in a way that words alone may struggle to achieve.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
Introduction_to_Multimedia.ppt
Introduction_to_Multimedia.ppt
 Example
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
 Produced by vibration, as perceived by the sense of
hearing.
 In multimedia, audio could come in the form of speech,
sound effects and also music score.
 Audio files and streams play a major role in some
multimedia systems. Audio enhances multimedia
applications with music, sound effects, and speech.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
AUDIO
 Example
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
AUDIO
 The illusion of motion created by the consecutive
display of images of static elements.
 In multimedia, animation is used to further
enhance / enriched the experience of the user to
further understand the information conveyed to
them.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
ANIMATION
 Example
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
ANIMATION
 Is the technology of capturing, recording, processing,
transmitting, and reconstructing moving pictures.
 Video is more towards photo realistic image sequence /
live recording as in comparison to animation.
 Video also takes a lot of storage space. So plan carefully
before you are going to use it.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
VIDEO
• Video has the ability to convey more information, more accurately
than text, graphics, or still pictures online. It is also a more engaging
and exciting way to communicate.
• Video in digital format becomes even more powerful because we
can capture, edit, and play it back on existing computer systems and
integrate it into a wide variety of applications.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
VIDEO
o Any static presentation becomes lively by adding a video or animation.
o Video refers to the sequence of natural scenes captured using analog
or digital video capturing device. Animation is a visual change over
time. The digital images are played one after the other to create a
moving effect.
o We can say that animation is created from drawn pictures and video is
created using real time visuals.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
VIDEO
• When the user is given the option of controlling the elements.
Hypermedia
 A combination of hypertext, graphics, audio, video, (linked
elements) and interactivity culminating in a complete,
non-linear computer-based experience.
 Hypermedia provides a structure of linked elements
through which the user can navigate.
Interactive Multimedia
Example
• Interactive Multimedia
Example
• Interactive Multimedia
Example
• Interactive Multimedia
Example
• Interactive Multimedia
Example
• Interactive Multimedia
Example
• Hypertext and Hypermedia
Main Page
1. Video link
2. Image link
3. Audio Link
Linear VS Non-Linear
• A Multimedia Project is identified as Linear when:
• It is not interactive
• User have no control over the content that is being
showed to them.
• Example:
• A movie
• A non-interactive lecture
ordemo show
LINEAR
Linear VS Non-Linear
• A Multimedia Project is identified as Non-Linear when:
• It is interactive
• Users have control over the content that is being showed to them.
• Users are given navigational control
• Example:
• Games
• Courseware
• Virtual Reality
• Augmented Reality
• Web Applications
• Simulations
NON-LINEAR
Overview of Multimedia Software Tools
 Music Sequencing and Notation
o Cakewalk, Cubase, Soundedit
 Digital Audio
o Adobe Audition, Cool Edit, Sound Forge, Pro Tools, Audacity
 Graphics and Image Editing
o Adobe Illustrator, Adobe Photoshop, Adobe Fireworks, Adobe Freehand
 Video Editing
o Adobe Premiere, Adobe After Effects, Cyberlink PowerDirector
 Animation
o Java 4D, DirectX, OpenGL, 3D Studio Max, SoftImage XSI, Maya
• Use to merge multimedia elements (text, audio,
graphic, animation, video) into a project.
• Designed to manage individual multimedia
elements and provide user interaction (if required).
Authoring Tools
An authoring tool is a software application that helps users create multimedia
content, such as eLearning courses, presentations, and simulations.Authoring tools
typically offer a variety of features, such as:
• A drag-and-drop interface that makes it easy to add and arrange content
• A library of pre-built templates that can be used to quickly create courses
• The ability to incorporate multimedia content, such as text, images, video,
and audio
• The ability to create interactive content, such as quizzes and simulations
• The ability to export content in a variety of formats, such as HTML, SCORM,
and AICC
Authoring tools can be used by a variety of users, including instructional designers,
trainers, and subject matter experts.They can be used to create content for a
variety of purposes, such as training, education, and marketing.
Authoring Tools
Authoring Tools
Example:
• Adobe Animate
• Microsoft Power
Point
Authoring Tools
Articulate Storyline 360 Adobe Captivate
Elucidat iSpring Suite
Easygenerator
INTRODUCTION TO
MULTIMEDIA
Part 2
Importance of Multimedia
• There are a number of fields where multimedia could be of
use. Examples are:-
• Business
• Education
• Entertainment
• Home
• Public Places
• Business
• Use andApplications
• Sales / Marketing Presentation
• Trade show production
• StaffTraining Application
• Company Kiosk
Importance of Multimedia
Importance of Multimedia
• Education
• Use andApplications
• Courseware / Simulations
• E-Learning / Distance Learning
• Information Searching
Importance of Multimedia
• Entertainment
• Use andApplications
• Games (Leisure / Educational)
• Movies
• Video on Demand
•Online
Importance of Multimedia
• Home
• Use andApplications
• IPTV
• SatelliteTV
• Games
Importance of Multimedia
• Public Places
• Use andApplications
• Information Kiosk
• Smart Cards, Security
Multimedia Products
1. Briefing Products
2. Reference Products
3. Database Products
4. Education andTraining Products
5. Kiosk
6. Entertainment and Games
Multimedia Products
• Small, straightforward, linear products used to present
information quickly and concisely.
• Characteristic of briefing product:
 Short Development Cycle
 Limited Number of Presentations
 Usage of text to present information with limited use of
graphic, audio and video.
 Have few navigational controls. (mouse click and button
press to move from one page to another)
 Content and the format are suitable for the audience and
fulfill the purpose of the presentation.
1/2
Briefing Products
Multimedia Products
Briefing Products
• Good briefing presentation depends on:
 The understanding of the presented subject.
 Seamless integration of content.
 Consistent layout
2/2
Multimedia Products
Briefing Products
• Example:
 Corporate Presentation
 Management
 Operational
 Sa;es
2/2
Multimedia Products
Briefing Products
• Example:
 Sales Presentation
2/2
Multimedia Products
Briefing Products
• Example:
 Educational Lectures
2/2
Reference Products
1/2
• Often used for answering specific questions or for general browsing of
information. (stored on CD/ DVD ROM)
• Characteristic of reference product:
 Used by wide range of user (small – adult)
 Have navigational menu, book marking, searching, printing utility
• 2 Basic classes of reference product:
 Generalized Content (dictionary/encyclopedia)
 Provides broad treatment of content at a limited depth
 Detailed Content (Cookbooks/Scientific Surveys)
 Focus on specific area and provide extensive information.
Multimedia Products
Reference Products
• Good usability and success depends on:
 The developers understanding the body of information and
how the end user will want to access it.
 Help function should always available to explain how to
access and use the information
2/2
Multimedia Products
Reference Products
• Examples are electronic forms of:
 Encyclopedia
2/2
Multimedia Products
Reference Products
• Examples are electronic forms of:
 Dictionaries
2/2
Multimedia Products
Reference Products
• Examples are electronic forms of:
 Cookbooks
2/2
Multimedia Products
Reference Products
• Examples are electronic forms of:
 Historical, Informative, Scientific Surveys.
2/2
Multimedia Products
Database Products
1/2
• Similar to reference product in a sense that large amount of information
are made available to the end user.
• Focus on storing and accessing the actual data (multimedia data such
as text, graphic, audio, animation and video)
• Characteristics of Database Products are:
 Manages multimedia data (large data)
 Descriptive finding methods
 Content based search
 Simultaneous access
 Online database
 Relational consistency in data management.
Multimedia Products
Database Products
• Examples are:
 Google Search
 Google Earth
2/2
Multimedia Products
Education and Training Products
• Similar to textbook or training manuals but have added media such as
audio, animation and video.
• Make up a significant share of the multimedia market ranging from pre-
kindergarten to postgraduate offerings from technical to corporate
training products.
• 3 categories of E&T product:
 Instructor Support Products
 Standalone or Self-Paced Products
 Combination Products
• Shares the same characteristics as Reference Product
1/2
Multimedia Products
Education and Training Products
2/2
Multimedia Products
• Education and Training products make up a significant share of the multimedia market
ranging from pre-kindergarten to postgraduate offerings to technical and corporate
training products.
• Education and training products often mirror textbooks and training manuals.
Examples:
• Learning Management System (LMS)
• Virtual Learning Environment (VLE)
• Online Course Platforms
• Simulation Software
• Augmented Reality (AR) &
• Virtual Reality (VR)
Kiosk Products
1/2
• A product which is usually stationed at public places and allow the user
to find information interactively and also other types of transaction.
• Characteristics of Kiosk Products:-
 Limited target users and usage.
 User friendly and easily used by user.
 Fast response.
Multimedia Products
Kiosk Products
2/2
• Categories of Kiosk
 Point Of Information
 Provide certain information (example map, timetable etc)
 Point Of Sales System
 Allow users to purchase or make orders
• Example of Kiosk Products:-
 Instant Photo Booth
 Banking Kiosk (money deposit, cheque)
 University Information Kiosk
Multimedia Products
Entertainment & Games
• The most popular multimedia products.
• Delivered on machines ranging from the Home PC via CD/DVD ROM or networks,
to dedicated game-stations that connect to televisions, to stand-alone arcade
machines.
• Computer games are responsible for many of the progressions in technology, which are later
adapted into other products.
• Characteristics of E & G Products:-
 Immersive.
 Requires constant feedback and interaction with the user.
 Challenging and sometimes intriguing for user
 Enabled online play for more than one user experience.
Multimedia Products
Delivering Multimedia
Multimedia products can be delivered through various channels and
platforms. Here are some common methods of delivering multimedia content:
• Web-Based Delivery
• Mobile Applications
• DVDs and CDs
• Online Streaming Platforms
• Digital Downloads
• Broadcasting
• Interactive Multimedia Platforms
• Virtual Reality (VR) and Augmented Reality (AR) devices
Introduction_to_Multimedia.ppt

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Introduction_to_Multimedia.ppt

  • 3. What is Multimedia? • Derived from the word “Multi” and “Media” • Multi • Many, Multiple, • Media • Distribution tool & information presentation – text, graphic, voice, images, music and etc. Hence, multimedia means a usage of multiple media to communicate.
  • 4. Definition of Multimedia • Multimedia is a combination of text, graphic art, sound, animation, and video elements delivered to you by computer or other electronic means. TEXT AUDIO GRAPHIC VIDEO ANIMATION
  • 6. Why use Multimedia? oMultimedia offers powerful means of communication. oMultimedia 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.
  • 7.  A broad term for something that contains words to express something.  Text is the most basic element of multimedia.  A good choice of words could help convey the intended message to the users (keywords).  Used in contents, menus, navigational buttons TEXT 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION
  • 8. o It may be an easy type to forget when considering multimedia systems, but text content is by far the most common media type in computing applications. o Most multimedia systems use a combination of text and other media to deliver functionality. Text in multimedia systems can express specific information, or it can act as reinforcement for information contained in other media items. o For example, when web pages include image elements, they can also include a short amount of text for the user’s browser to include as an alternative, in case the digital image is not available. TEXT 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION
  • 9.  Example 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION TEXT
  • 10.  Two-dimensional figure or illustration  Could be produced manually (by drawing, painting, carving, etc.) or by computer graphics technology.  Used in multimedia to show more clearly what a particular information is all about (diagrams, picture). 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION GRAPHIC
  • 11. o Digital image files appear in many multimedia applications. Digital photographs can display application content or can alternatively form part of a user interface. o Information communicated through images is easier to remember and understand. o Interactive elements, such as buttons, often use custom images created by the designers and developers involved in an application. o Digital image files use a variety of formats and file extensions. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION GRAPHIC
  • 12. o Digital image files formats and file extensions. • JPEG: Joint Photographic Experts Group, commonly used for photographs. • PNG: Portable Network Graphics, commonly used for images that need to be displayed on the web. • GIF: Graphics Interchange Format, supports animations. • BMP: Bitmap, commonly used in Windows operating systems. • TIFF: Tagged Image File Format, commonly used for images that need to be edited or printed. • RAW: unprocessed image data from a digital camera's sensor. • PSD: Photoshop Document, used by Adobe Photoshop. • SVG: Scalable Vector Graphics, commonly used for logos and icons. • EPS: Encapsulated PostScript, commonly used for print design. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION GRAPHIC
  • 13.  “A picture means a thousand words”  A single image can convey a complex idea or convey a message more effectively than a large amount of written or spoken words.  Visual information has the power to evoke emotions, capture attention, and communicate nuanced concepts in a concise and powerful manner.  In essence, a picture can communicate a wealth of information and evoke a strong response in a way that words alone may struggle to achieve. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION GRAPHIC
  • 16.  Example 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION GRAPHIC
  • 17.  Produced by vibration, as perceived by the sense of hearing.  In multimedia, audio could come in the form of speech, sound effects and also music score.  Audio files and streams play a major role in some multimedia systems. Audio enhances multimedia applications with music, sound effects, and speech. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION AUDIO
  • 18.  Example 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION AUDIO
  • 19.  The illusion of motion created by the consecutive display of images of static elements.  In multimedia, animation is used to further enhance / enriched the experience of the user to further understand the information conveyed to them. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION ANIMATION
  • 20.  Example 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION ANIMATION
  • 21.  Is the technology of capturing, recording, processing, transmitting, and reconstructing moving pictures.  Video is more towards photo realistic image sequence / live recording as in comparison to animation.  Video also takes a lot of storage space. So plan carefully before you are going to use it. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION VIDEO
  • 22. • Video has the ability to convey more information, more accurately than text, graphics, or still pictures online. It is also a more engaging and exciting way to communicate. • Video in digital format becomes even more powerful because we can capture, edit, and play it back on existing computer systems and integrate it into a wide variety of applications. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION VIDEO
  • 23. o Any static presentation becomes lively by adding a video or animation. o Video refers to the sequence of natural scenes captured using analog or digital video capturing device. Animation is a visual change over time. The digital images are played one after the other to create a moving effect. o We can say that animation is created from drawn pictures and video is created using real time visuals. 5 Elements of Multimedia TEXT AUDIO GRAPHIC VIDEO ANIMATION VIDEO
  • 24. • When the user is given the option of controlling the elements. Hypermedia  A combination of hypertext, graphics, audio, video, (linked elements) and interactivity culminating in a complete, non-linear computer-based experience.  Hypermedia provides a structure of linked elements through which the user can navigate. Interactive Multimedia
  • 30. Example • Hypertext and Hypermedia Main Page 1. Video link 2. Image link 3. Audio Link
  • 31. Linear VS Non-Linear • A Multimedia Project is identified as Linear when: • It is not interactive • User have no control over the content that is being showed to them. • Example: • A movie • A non-interactive lecture ordemo show LINEAR
  • 32. Linear VS Non-Linear • A Multimedia Project is identified as Non-Linear when: • It is interactive • Users have control over the content that is being showed to them. • Users are given navigational control • Example: • Games • Courseware • Virtual Reality • Augmented Reality • Web Applications • Simulations NON-LINEAR
  • 33. Overview of Multimedia Software Tools  Music Sequencing and Notation o Cakewalk, Cubase, Soundedit  Digital Audio o Adobe Audition, Cool Edit, Sound Forge, Pro Tools, Audacity  Graphics and Image Editing o Adobe Illustrator, Adobe Photoshop, Adobe Fireworks, Adobe Freehand  Video Editing o Adobe Premiere, Adobe After Effects, Cyberlink PowerDirector  Animation o Java 4D, DirectX, OpenGL, 3D Studio Max, SoftImage XSI, Maya
  • 34. • Use to merge multimedia elements (text, audio, graphic, animation, video) into a project. • Designed to manage individual multimedia elements and provide user interaction (if required). Authoring Tools
  • 35. An authoring tool is a software application that helps users create multimedia content, such as eLearning courses, presentations, and simulations.Authoring tools typically offer a variety of features, such as: • A drag-and-drop interface that makes it easy to add and arrange content • A library of pre-built templates that can be used to quickly create courses • The ability to incorporate multimedia content, such as text, images, video, and audio • The ability to create interactive content, such as quizzes and simulations • The ability to export content in a variety of formats, such as HTML, SCORM, and AICC Authoring tools can be used by a variety of users, including instructional designers, trainers, and subject matter experts.They can be used to create content for a variety of purposes, such as training, education, and marketing. Authoring Tools
  • 36. Authoring Tools Example: • Adobe Animate • Microsoft Power Point
  • 37. Authoring Tools Articulate Storyline 360 Adobe Captivate Elucidat iSpring Suite Easygenerator
  • 39. Importance of Multimedia • There are a number of fields where multimedia could be of use. Examples are:- • Business • Education • Entertainment • Home • Public Places
  • 40. • Business • Use andApplications • Sales / Marketing Presentation • Trade show production • StaffTraining Application • Company Kiosk Importance of Multimedia
  • 41. Importance of Multimedia • Education • Use andApplications • Courseware / Simulations • E-Learning / Distance Learning • Information Searching
  • 42. Importance of Multimedia • Entertainment • Use andApplications • Games (Leisure / Educational) • Movies • Video on Demand •Online
  • 43. Importance of Multimedia • Home • Use andApplications • IPTV • SatelliteTV • Games
  • 44. Importance of Multimedia • Public Places • Use andApplications • Information Kiosk • Smart Cards, Security
  • 45. Multimedia Products 1. Briefing Products 2. Reference Products 3. Database Products 4. Education andTraining Products 5. Kiosk 6. Entertainment and Games
  • 46. Multimedia Products • Small, straightforward, linear products used to present information quickly and concisely. • Characteristic of briefing product:  Short Development Cycle  Limited Number of Presentations  Usage of text to present information with limited use of graphic, audio and video.  Have few navigational controls. (mouse click and button press to move from one page to another)  Content and the format are suitable for the audience and fulfill the purpose of the presentation. 1/2 Briefing Products
  • 47. Multimedia Products Briefing Products • Good briefing presentation depends on:  The understanding of the presented subject.  Seamless integration of content.  Consistent layout 2/2
  • 48. Multimedia Products Briefing Products • Example:  Corporate Presentation  Management  Operational  Sa;es 2/2
  • 49. Multimedia Products Briefing Products • Example:  Sales Presentation 2/2
  • 50. Multimedia Products Briefing Products • Example:  Educational Lectures 2/2
  • 51. Reference Products 1/2 • Often used for answering specific questions or for general browsing of information. (stored on CD/ DVD ROM) • Characteristic of reference product:  Used by wide range of user (small – adult)  Have navigational menu, book marking, searching, printing utility • 2 Basic classes of reference product:  Generalized Content (dictionary/encyclopedia)  Provides broad treatment of content at a limited depth  Detailed Content (Cookbooks/Scientific Surveys)  Focus on specific area and provide extensive information. Multimedia Products
  • 52. Reference Products • Good usability and success depends on:  The developers understanding the body of information and how the end user will want to access it.  Help function should always available to explain how to access and use the information 2/2 Multimedia Products
  • 53. Reference Products • Examples are electronic forms of:  Encyclopedia 2/2 Multimedia Products
  • 54. Reference Products • Examples are electronic forms of:  Dictionaries 2/2 Multimedia Products
  • 55. Reference Products • Examples are electronic forms of:  Cookbooks 2/2 Multimedia Products
  • 56. Reference Products • Examples are electronic forms of:  Historical, Informative, Scientific Surveys. 2/2 Multimedia Products
  • 57. Database Products 1/2 • Similar to reference product in a sense that large amount of information are made available to the end user. • Focus on storing and accessing the actual data (multimedia data such as text, graphic, audio, animation and video) • Characteristics of Database Products are:  Manages multimedia data (large data)  Descriptive finding methods  Content based search  Simultaneous access  Online database  Relational consistency in data management. Multimedia Products
  • 58. Database Products • Examples are:  Google Search  Google Earth 2/2 Multimedia Products
  • 59. Education and Training Products • Similar to textbook or training manuals but have added media such as audio, animation and video. • Make up a significant share of the multimedia market ranging from pre- kindergarten to postgraduate offerings from technical to corporate training products. • 3 categories of E&T product:  Instructor Support Products  Standalone or Self-Paced Products  Combination Products • Shares the same characteristics as Reference Product 1/2 Multimedia Products
  • 60. Education and Training Products 2/2 Multimedia Products • Education and Training products make up a significant share of the multimedia market ranging from pre-kindergarten to postgraduate offerings to technical and corporate training products. • Education and training products often mirror textbooks and training manuals. Examples: • Learning Management System (LMS) • Virtual Learning Environment (VLE) • Online Course Platforms • Simulation Software • Augmented Reality (AR) & • Virtual Reality (VR)
  • 61. Kiosk Products 1/2 • A product which is usually stationed at public places and allow the user to find information interactively and also other types of transaction. • Characteristics of Kiosk Products:-  Limited target users and usage.  User friendly and easily used by user.  Fast response. Multimedia Products
  • 62. Kiosk Products 2/2 • Categories of Kiosk  Point Of Information  Provide certain information (example map, timetable etc)  Point Of Sales System  Allow users to purchase or make orders • Example of Kiosk Products:-  Instant Photo Booth  Banking Kiosk (money deposit, cheque)  University Information Kiosk Multimedia Products
  • 63. Entertainment & Games • The most popular multimedia products. • Delivered on machines ranging from the Home PC via CD/DVD ROM or networks, to dedicated game-stations that connect to televisions, to stand-alone arcade machines. • Computer games are responsible for many of the progressions in technology, which are later adapted into other products. • Characteristics of E & G Products:-  Immersive.  Requires constant feedback and interaction with the user.  Challenging and sometimes intriguing for user  Enabled online play for more than one user experience. Multimedia Products
  • 64. Delivering Multimedia Multimedia products can be delivered through various channels and platforms. Here are some common methods of delivering multimedia content: • Web-Based Delivery • Mobile Applications • DVDs and CDs • Online Streaming Platforms • Digital Downloads • Broadcasting • Interactive Multimedia Platforms • Virtual Reality (VR) and Augmented Reality (AR) devices

Editor's Notes

  • #15: This image captures the unconditional love, joy, and bond between a parent and child. It conveys the tenderness, vulnerability, and the immense sense of connection that words might struggle to capture fully. The emotions and the beauty of the moment are encapsulated in the picture, and a viewer can instantly understand and appreciate the depth of the relationship between the mother and her baby.
  • #16: The image captures the struggles and challenges faced by individuals who are marginalized and living in poverty. The picture evokes a sense of empathy and compassion, as viewers can witness the difficulties and adversity that the beggar endures. It reminds us of the disparities in society and the need for support and understanding for those less fortunate.