Multimedia Environment, Hardware & Applications PDF

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UnrivaledUnderstanding

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Universiti Teknologi MARA, Johor

Ts. Dr. Rashidah Mokhtar

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multimedia hardware applications technology

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This document provides information about multimedia environment, hardware, and applications. It covers topics such as multimedia domain, applications, development tools, and different platforms. The content is presented as lecture notes in a presentation format.

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CSC441 MULTIMEDIA ENVIRONMENT, HARDWARE & APPLICATIONS Compiled by: Ts. Dr. Rashidah Mokhtar CSC441: Multimedia Technology & Applications TOPIC OUTLINE Multimedia domain and areas of use Multimedia applications Multimedia development and system support tools 2 MULTIMEDIA DOMAIN AND AREAS OF...

CSC441 MULTIMEDIA ENVIRONMENT, HARDWARE & APPLICATIONS Compiled by: Ts. Dr. Rashidah Mokhtar CSC441: Multimedia Technology & Applications TOPIC OUTLINE Multimedia domain and areas of use Multimedia applications Multimedia development and system support tools 2 MULTIMEDIA DOMAIN AND AREAS OF USE 3 BUSINESS • • • • Sales / Marketing Presentation Trade show production Staff Training Application Company Kiosk • product demos, • catalogues, • networked communication • voicemail EDUCATION • Courseware / Simulations • E-Learning / Distance Learning • Information Searching ENTERTAINMENT • Games (Leisure / Educational) • Movies • Video on Demand • Online HOME • Television • Satellite TV • SMS services (chats, voting, reality TV) PUBLIC ACCESS • Information Kiosk • Smart Cards, Security VIRTUAL REALITY • Virtual reality (VR) is an extension of multimedia—and it uses the basic multimedia elements of imagery, sound, and animation. • It requires instrumented feedback from a wired-up person • VR is perhaps interactive multimedia at its fullest extension. MULTIMEDIA APPLICATIONS 10 MULTIMEDIA APPLICATIONS • an Application which uses a collection of multiple media sources e.g. text, graphics, images, sound/audio, animation and/or video. • Hypermedia can be considered as one of the multimedia applications. 11 MULTIMEDIA DEVELOPMENT AND SYSTEM SUPPORT TOOLS 12 Stages of a multimedia project • • • • Planning and costing Design and production Testing Delivery Requirements for a multimedia project • Hardware. • Software. • Creativity and organizational skills 13 Planning and Costing Delivering STAGES OF A MULTIMEDIA PROJECT 1 Designing and Producing Testing STAGES OF A MULTIMEDIA PROJECT Planning and costing –The needs of a project are analyzed by outlining its messages and objectives. –A plan that outlines the required multimedia expertise is prepared. –A graphic template, the structure, and navigational system are developed. –A time estimate and a budget are prepared. –A short prototype or proof-of-concept is prepared STAGES OF A MULTIMEDIA PROJECT Planning and costing • Task planning involves: • Designing the instructional framework. • Holding creative idea sessions. • Determining the delivery platform and authoring platform. • Assembling the team. • Building a prototype, producing audio and video, testing the functionality, and delivering the final product. STAGES OF A MULTIMEDIA PROJECT Designing and Producing • The planned tasks are performed to create a finished product. • The product is revised, based on the continuous feedback received from the client. • Designing a multimedia project requires knowledge and skill with computers; talent in graphics, arts, video, and music; and the ability to conceptualize logical pathways. • Designing involves thinking, choosing, making, and doing. DESIGNING A MULTIMEDIA PROJECT (CONTINUED) DESIGNING THE STRUCTURE DESIGNING THE USER INTERFACE STAGES OF A MULTIMEDIA PROJECT Testing and delivering • Testing • The program is tested to ensure that it meets the objectives of the project, works on the proposed delivery platforms, and meets the client requirements. (Alpha (performed by developer) and Beta testing (performed by client)) • Delivering • The final project is packaged and delivered to the end user. SOFTWARE 2 MACINTOSH VERSUS WINDOWS PLATFORM What is? The Macintosh platform: • Was launched by Apple in 1984. • Has a good built-in audio and high-quality graphics capability. • Includes hardware and software for digitizing and editing video and producing DVD discs. • Makes multimedia project development easier and smoother. The Windows platform: • Is a collection of different vendor-neutral components that are tied together by the requirements of the Windows operating system. • Initially focused on business computing and was not suitable for multimedia. However, it is now easier to find multimedia hardware and software for Windows as compared to the Macintosh. MACINTOSH VERSUS WINDOWS PLATFORM Networking Macintosh and Windows Computers • Networking is essential for direct communication and sharing of resources across platforms. • Local area network (LAN), wide area network (WAN), and Internet connections provide connectivity and networking capabilities. • In a LAN, workstations are located within a short distance. They are relatively less expensive. • In a WAN, communication systems span great distances and are typically set up and managed by large corporations. They are expensive to install and maintain. • A dial-up connection to the Internet through an Internet Service Provider (ISP) also enables communication. MACINTOSH VERSUS WINDOWS PLATFORM Networking Macintosh and Windows Computers • To establish communication between a Macintosh and Windows PC, install Ethernet system and client-server software. • Ethernet is a method of wiring up computers. • Client/server software is required for communication and transfer of files. • Macintosh computers have built-in Ethernet networking, while Windows PCs require an additional Ethernet card. HARDWARE 2 CONNECTIONS The various connection methodologies include: Small Computer System Interface (SCSI). Integrated Drive Electronics (IDE). Universal Serial Bus (USB). FireWire. SMALL COMPUTER SYSTEM INTERFACE (SCSI) • SCSI can connect internal and external peripheral equipments and devices that conform to the SCSI standard. • SCSI cards can be installed on Macintosh and PC platforms. • SCSI is preferred for real-time video editing, network servers, and situations that require mirroring. • SCSI ID conflicts should be avoided by providing unique IDs to devices. INTEGRATED DRIVE ELECTRONICS (IDE) • IDE connections are also known as Advanced Technology Attachment (ATA). • They connect only internal peripherals.(hard disk, CD-ROM drives) • They can connect four peripherals mounted inside the PC. • The circuitry for IDE is less expensive than SCSI. • IDE utilizes processor chip time. UNIVERSAL SERIAL BUS (USB) • It is a standard for connecting devices to the computer using the plug-and-play system. • USB uses a single cable to connect 127 USB peripherals to a single PC. • It can be attached to one computer at a time. • FireWire was introduced by Apple in the 1980s. • It is the industry standard and provides support for highbandwidth serial data transfer, particularly for digital video and mass storage. • FireWire speeds up the movement of multimedia data and large files and enables easy connection of digital consumer products including digital camcorders, digital video tapes, digital video disks, set-top boxes, and music systems - directly to a personal computer • Can connect multiple computers and peripheral devices (peer-topeer). • It is the most common method for connecting and interconnecting professional digital video equipment. 29 HDMI High-Definition Multimedia Interface. • a digital interface for transmitting audio and video data in a single cable. • It is supported by most HDTVs and related components, such as DVD and Blu-ray players, cable boxes, and video game systems. • HDMI carries the audio and video streams together, greatly eliminating cable clutter. For example, a component cable connection requires three cables for video and two for audio, totalling five cables in all. The same information can be transmitted using one HDMI cable. • Because HDMI is a digital connection, HDMI cables are less prone to interference and signal noise than analog cables. MEMORY • Sufficient memory must be allocated for storing and archiving files. • RAM enables the simultaneously running of many applications. • Memory requirements of a multimedia project depend on the project's content and scope. • ROM is non-volatile. The BIOS program that boots up the computer resides in the ROM. • The two types of memory are random access memory (RAM) and read only memory (ROM). STORAGE DEVICES • Floppy disk - Is a inexpensive, removable, and portable device for storing binary data. They are made of flexible mylar plastic coated with a thin layer of special magnetic material. • Hard disk - Is a non-removable mass-storage device, and has a higher data storage capacity and data transfer speed. • Syquest cartridge - Is a removable storage medium and can hold 44 MB of data.(200MB, 270 MB) • Zip cartridge - Is inexpensive and can hold 100MB of data. STORAGE DEVICES • Jaz cartridge - Is a removable storage medium that can hold 1GB of data. (2GB) • Magneto-optical drive - Is rewriteable and uses a high power laser. It is suitable for archiving data. Jaz cartridge Magneto-optical drive STORAGE DEVICES Digital Versatile Disc (DVD): • Is an optical disc technology for distributing multimedia and feature length movies. • Can store 1GB of data. They provide sharp and detailed video resolution. • The two types of DVDs are DVD-video (high studio-quality video) and DVDROM. Compact disc read-only memory (CD-ROM) player - Is an important delivery medium for large, massproduced multimedia projects. CD Recordable (CD-R) - Is very inexpensive, and suitable for shortrun distribution of finished multimedia projects. These writeonce CDs can be used as highcapacity file archives. 35 Keyboard - Is the most commonly used input device. The most common keyboard for PCs is the 101 style, which provides 101 keys. Mouse - Is the standard input device for a graphical user interface (GUI). Trackball - It is suitable to small confined environments such as a portable laptop. Touchscreen - They are monitors that usually have a textured coating across the glass face. 36 Magnetic card encoder and reader - Is useful when an interface is needed for a database application or multimedia project that tracks users. Graphic tablet - Provides great control for editing finely detailed graphic elements. Scanner - Is the most useful device for producing multimedia. They are categorized as flat-bed, handheld, and drum. 37 Voice recognition system - Is used to facilitate hands-free interaction with the project. Digital camera - Is used to capture still images of a specific resolution, and store them in camera’s memory. These images can then be uploaded to a computer. 38 OUTPUT DEVICES Audio devices: • They include sound chips and microphones. • Amplifiers are required when the project has to be presented to a large audience or in a noisy setting. • Speakers can be internal or external. Video devices: • Video creates the maximum visual impact. • Video devices include videodisc players and video cards. • Videodisc players provide precise control over the image being viewed. • Video cards enable the user to • place an image in a window on • the computer monitor. 39 OUTPUT DEVICES Projectors: •Projectors are used when you have a larger audience that can be accommodated around a computer monitor. •The different types of projectors include cathode-ray tube (CRT), liquid-crystal display (LCD) panels, stand-alone LCD projectors, and light-valve projectors. •CRT projectors are compatible with the output of most computers as well as televisions. •LCD panels are portable devices that are popular for on-the-road presentations. •Light-valve projectors use liquid crystal technology. The images generated are very bright and color saturated and can be projected onto wide screens. Printers: • The two types of printers are laser and inkjet. • Laser printers offer higher print quality, lower operating costs, but a higher initial cost. • Inkjet printers are comparatively cheaper, but require higher maintenance. • Color printers have become an important part of multimedia development. 40 MODEMS 41 ISDN Modem ISDN • • • • • • • • Modems modulate and de-modulate analog signals. They provide connectivity through standard phone lines. Modems can be internal or external. Modem speed is measured in baud, and the standard modem speed should be at least 56 Kbps. ISDN stands for Integrated Services Digital Network. It is used for higher transmission speeds by telephone. They transfer data at the rate of 128 Kbps. ISDN lines are used for networking, Internet access, and audio-video conferencing. • They are more expensive than the conventional analog lines. CREATIVITY AND ORGANIZATIONAL SKILLS 4 Creativity In a multimedia project, being creative implies knowledge of hardware and software. It is essential to develop an organized outline detailing the skills, time, budget, tools, and resources needed for the project. Creativity and organizational skills Organization Assets such as graphics, sound, and the like should be continuously monitored throughout the project’s execution. A standardized file-naming procedure should be followed for precise organization and swift retrieval. Communication 44 Communication among the workgroup and client is essential to the efficient and accurate completion of your project. Use quality equipment and software for stable and fast networking of the workgroup. Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Multimedia Making It Work, Tay Vaughan, 2014, 9th Edition, McGraw Hill. REFERENCES 45 https://madhavuniversity.edu.in/role-ofmultimedia-in-informationtechnology.html#:~:text=and%20virtual%20r eality.,Business,catalogues%2C%20networked%20c ommunication%20and%20voicemail.&text=S o%20we%20can%20use%20the,common% 20photo%20sharing%20marketing%20strate gies. “T H E B ES T WAY TO GET S TA RT ED IS TO QUIT TALK IN G AN D B EGIN D OIN G.” – WALT D IS N EY Thank you

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