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 Multimedia Issues
 Audio
 Movies and Video
 Virtual Reality and 3-D Modeling
Celia B. Seaton
 Adapted from the words “Multi” and
“Media”
Multi means many
Media means ways of communicating
 Multimedia is a mixture of graphics, video,
animation, audio, 3-D/ Virtual Reality and text.
These are combined and conveyed interactively
via electronic or digital means.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
TEXT
 Text is the most basic form of multimedia.
 It entails the use of words to express an idea or convey a
message to end user.
 Text is frequently used in menus, contents and navigation bars.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
GRAPHICS
 Graphics are typically two- dimensional.
 Can be produced manually ( drawn, painted) or digitally
(computer aided).
 Graphics help to make the message clearer (diagrams,
illustrations) by supporting text.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
GRAPHIC
 Example
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
AUDIO
 Audio is that which is heard.
 In the context of multimedia, audio can take the
form of speech, music and digitally generated
sound effects.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
AUDIO
 Audio is stored in online repositories
such as soundcloud, spotify, 8tracks.
AUDIO
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
ANIMATION
 Animation is defined as a series of successive
drawings which creates the illusion of motion.
 In the multimedia context, animation is used to
enhance or further reinforce a message.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
VIDEO
 Video is the capturing, processing and displaying of
motion picture.
 Video tends to be more realistic than animation and
can be transmitted live as well as delayed.
 Video files utilize more storage space than regular
files and come in different formats.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
VIDEO
 Common video formats include:
 mp4, avi, mkv, vlc and wmv.
 At times depending on the format and our machine’s
capability, we have to download plug-ins or drivers to
play different video formats.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
3-D/ Virtual
Reality
 Virtual reality is an artificial environment that is created
with software.
 The simplest form of virtual reality is 3-D imagery.
 Users can have an experience which is facilitated by
virtual reality through the use of a computer.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
3-D/ Virtual
Reality
 Real environments can be simulated. Example
(classrooms, webinars, tutorials etc.)
 Imaginary environments can be simulated. Example
(virtual tours, models, games, etc.)
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
3-D/ Virtual
Reality
 Software used to create 3-D and Virtual reality include:
 Google Sketchup, 3-D StudioMax, Visual Reality and
True Space.
TEXT
AUDIO
GRAPHICS
VIDEO
ANIMATION
3-D/ Virtual
Reality
 Multimedia is used in a myriad of instances.
Some are:
Business
Education
Entertainment
Home
Government
 Business
Use and Applications
 Sales / Marketing Presentations
 Trade shows/ Expos
 Staff Training Application
 Company Kiosks
 Education
Use and Applications:
 Teaching and Learning (Courseware /
Simulations)
 Distance Learning
 Research
 Archiving
 Entertainment
Use and Applications
 Movies
 Games (Leisure / Educational)
 Music
 Home
Use and Applications
 Television
 Satellite TV
 Instant messaging(chats, voting)
 Internet
 Public Places
Use and Applications
 Information Kiosks
 Smart Cards
 Security
Briefing Products
 In this instance linear products are used to present information
quickly and concisely.
 Characteristic of briefing product:
 Short Development Cycle
 Limited Number of Presentations
 High use of text to present information.
 Limited use of graphics, audio and video.
 Few navigational controls. (pointer, mouse click)
 Content and the format are suitable for the target audience.
Briefing Products
 Briefing products depend on:
 The understanding of the presented subject.
 Integration of the content.
 Consistency in layout
 Examples Include:
 Corporate Presentation
 Sales Presentation
 Educational Lectures
Reference Products
 These products are used for general browsing or to source specific
information. (stored on CD/ DVD ROM, online)
 Characteristic of reference product:
 Used by wide range of users (children – adult)
 Have navigational menu, book marking, searching, printing
capabilities
Reference Products
 The usability and success of these products depend 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 concerns
and trouble shoot issues.
 Examples of reference products are electronic forms of:
 Encyclopedia
 Dictionaries
 Cookbooks, Historical, Informative
Reference Products
 Example of Reference Product:
Database Products
 These are similar to reference products in that a large amount of data
is made available to the user.
 Data such as text, graphics, animation and sound can be made
accessible.
 Characteristics of Database Products are:
 Manages multimedia data (large data)
 Descriptive finding methods
 Content based search
 Simultaneous access
 Online database
Database Products
 Examples are:
 Google Search
 Google Earth
 Imap Jamaica
Education and Training Products
 These are similar to textbook or training manuals but have added
media such as audio, animation and video.
 These can target various audiences; from pre-school to postgraduate as
well as training in the corporate world.
 Products used in this sector can be:
 Instructor Support Products
 Standalone or Self-Paced Products
 Combination Products
Education and Training Products
 Example
Kiosk Products
 An interactive station which is usually found in public places giving
information or providing a particular service.
 Characteristics of Kiosk Products:-
 Limited target users and usage.
 User friendly.
 Quick response time.
Kiosk Products
 Categories of Kiosk
 Point Of Information
 Point Of Sales System
 Allow users to purchase or make orders
 Some examples of Kiosk Products:-
 Instant Photo Booth
 Banking Kiosk (Express deposit box)
 University Information Kiosk
Entertainment & Games
 Usually in CD ROM or DVD format.
 Typically these types of multimedia are:
 Immersive.
 Requires constant feedback and interaction with the user.
 Challenging and sometimes intriguing for user
 Enabled online play for more than one user experience.

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The Internet and Multimedia

  • 1.  Multimedia Issues  Audio  Movies and Video  Virtual Reality and 3-D Modeling Celia B. Seaton
  • 2.  Adapted from the words “Multi” and “Media” Multi means many Media means ways of communicating
  • 3.  Multimedia is a mixture of graphics, video, animation, audio, 3-D/ Virtual Reality and text. These are combined and conveyed interactively via electronic or digital means. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 4. TEXT  Text is the most basic form of multimedia.  It entails the use of words to express an idea or convey a message to end user.  Text is frequently used in menus, contents and navigation bars. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 5. GRAPHICS  Graphics are typically two- dimensional.  Can be produced manually ( drawn, painted) or digitally (computer aided).  Graphics help to make the message clearer (diagrams, illustrations) by supporting text. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 7. AUDIO  Audio is that which is heard.  In the context of multimedia, audio can take the form of speech, music and digitally generated sound effects. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 8. AUDIO  Audio is stored in online repositories such as soundcloud, spotify, 8tracks. AUDIO TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 9. ANIMATION  Animation is defined as a series of successive drawings which creates the illusion of motion.  In the multimedia context, animation is used to enhance or further reinforce a message. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 10. VIDEO  Video is the capturing, processing and displaying of motion picture.  Video tends to be more realistic than animation and can be transmitted live as well as delayed.  Video files utilize more storage space than regular files and come in different formats. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 11. VIDEO  Common video formats include:  mp4, avi, mkv, vlc and wmv.  At times depending on the format and our machine’s capability, we have to download plug-ins or drivers to play different video formats. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 12. 3-D/ Virtual Reality  Virtual reality is an artificial environment that is created with software.  The simplest form of virtual reality is 3-D imagery.  Users can have an experience which is facilitated by virtual reality through the use of a computer. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 13. 3-D/ Virtual Reality  Real environments can be simulated. Example (classrooms, webinars, tutorials etc.)  Imaginary environments can be simulated. Example (virtual tours, models, games, etc.) TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 14. 3-D/ Virtual Reality  Software used to create 3-D and Virtual reality include:  Google Sketchup, 3-D StudioMax, Visual Reality and True Space. TEXT AUDIO GRAPHICS VIDEO ANIMATION 3-D/ Virtual Reality
  • 15.  Multimedia is used in a myriad of instances. Some are: Business Education Entertainment Home Government
  • 16.  Business Use and Applications  Sales / Marketing Presentations  Trade shows/ Expos  Staff Training Application  Company Kiosks
  • 17.  Education Use and Applications:  Teaching and Learning (Courseware / Simulations)  Distance Learning  Research  Archiving
  • 18.  Entertainment Use and Applications  Movies  Games (Leisure / Educational)  Music
  • 19.  Home Use and Applications  Television  Satellite TV  Instant messaging(chats, voting)  Internet
  • 20.  Public Places Use and Applications  Information Kiosks  Smart Cards  Security
  • 21. Briefing Products  In this instance linear products are used to present information quickly and concisely.  Characteristic of briefing product:  Short Development Cycle  Limited Number of Presentations  High use of text to present information.  Limited use of graphics, audio and video.  Few navigational controls. (pointer, mouse click)  Content and the format are suitable for the target audience.
  • 22. Briefing Products  Briefing products depend on:  The understanding of the presented subject.  Integration of the content.  Consistency in layout  Examples Include:  Corporate Presentation  Sales Presentation  Educational Lectures
  • 23. Reference Products  These products are used for general browsing or to source specific information. (stored on CD/ DVD ROM, online)  Characteristic of reference product:  Used by wide range of users (children – adult)  Have navigational menu, book marking, searching, printing capabilities
  • 24. Reference Products  The usability and success of these products depend 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 concerns and trouble shoot issues.  Examples of reference products are electronic forms of:  Encyclopedia  Dictionaries  Cookbooks, Historical, Informative
  • 25. Reference Products  Example of Reference Product:
  • 26. Database Products  These are similar to reference products in that a large amount of data is made available to the user.  Data such as text, graphics, animation and sound can be made accessible.  Characteristics of Database Products are:  Manages multimedia data (large data)  Descriptive finding methods  Content based search  Simultaneous access  Online database
  • 27. Database Products  Examples are:  Google Search  Google Earth  Imap Jamaica
  • 28. Education and Training Products  These are similar to textbook or training manuals but have added media such as audio, animation and video.  These can target various audiences; from pre-school to postgraduate as well as training in the corporate world.  Products used in this sector can be:  Instructor Support Products  Standalone or Self-Paced Products  Combination Products
  • 29. Education and Training Products  Example
  • 30. Kiosk Products  An interactive station which is usually found in public places giving information or providing a particular service.  Characteristics of Kiosk Products:-  Limited target users and usage.  User friendly.  Quick response time.
  • 31. Kiosk Products  Categories of Kiosk  Point Of Information  Point Of Sales System  Allow users to purchase or make orders  Some examples of Kiosk Products:-  Instant Photo Booth  Banking Kiosk (Express deposit box)  University Information Kiosk
  • 32. Entertainment & Games  Usually in CD ROM or DVD format.  Typically these types of multimedia are:  Immersive.  Requires constant feedback and interaction with the user.  Challenging and sometimes intriguing for user  Enabled online play for more than one user experience.