Multimedia Fundamentals Lecture 1 PDF
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Manchester Metropolitan University
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This document is a lecture on Multimedia Fundamentals, specifically covering the history of multimedia, basic concepts, types of multimedia, multimedia products, and evaluation. It is a study material from MMU Multimedia University.
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CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1A INTRODUCTION TO MULTIMEDIA LECTURE 1 HISTORY OF MULTIMEDIA HISTORY 1960s...
CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1A INTRODUCTION TO MULTIMEDIA LECTURE 1 HISTORY OF MULTIMEDIA HISTORY 1960s 1970s 1980s Text-based, command Mouse VideoWorks Atari – video interaction line arcade to Mouse + GUI = Macromedia Machine to solve Director (MM complex home users popular Multimedia authoring) mathematical (MM) calculations. Imagesfrom https://www.tumblr.com/search/70%27s%20video%20games, https://www.techspot.com/guides/477-xerox-parc-tech-contributions/, https://vintagemacmuseum.com/videoworks-and-vintage-memories/. HISTORY 1980s 1990s Intel: 80386 processors More technological advances – capable of handling MM better processing power, OS, applications memory, storage, audio and 1984 - CD-ROM devices video capabilities 1987 - Mac II colour monitor Cheaper 1988 - CD-R 1989 – Video Toaster: video SFX, computer animation and graphics & SoundBlaster: MIDI music Images from http://www.old-computers.com/, https://pc-museum.com/officewing.htm Multimedia (present) BASIC CONCEPTS OF MULTIMEDIA MULTIMEDIA Multi many medium of Media communication Multi Media Multimedia DEFINITION OF MULTIMEDIA Combination of multimedia elements such as text, graphics, audio, video and animation. Delivered interactively to the user by electronic /digitally MULTIMEDIA ELEMENTS GRAPHICS | TEXT | AUDIO | VIDEO | ANIMATION TYPES OF MULTIMEDIA Non - Linear Linear (passive) (interactive) Hypermedia (navigation) LINEAR VS. NONLINEAR Passive Linear Starting at the beginning and running through to the end Interactive User are given navigational Nonlinear control and can wander through the content Used to navigate the interactive Hypermedia multimedia LINEAR VS. NONLINEAR Passive Linear Starting at the beginning and running through to the end Interactive User are given navigational Nonlinear control and can wander through the content Used to navigate the interactive Hypermedia multimedia LINEAR VS. NONLINEAR Passive Linear Starting at the beginning and running through to the end Interactive User are given navigational Nonlinear control and can wander through the content Used to navigate the interactive Hypermedia multimedia TYPES OF MULTIMEDIA PRODUCT Some of these Briefing Reference products may overlap each other. Education Multimedia Database and Training Products Entertainment Kiosk and Games 1 BRIEFING PRODUCTS Small, straightforward, sequential used to present information quickly and concisely. Examples :- corporate presentations educational lectures sales presentations 1 BRIEFING PRODUCTS CHARACTERISTIC Short development cycle ( from few hours to few days) Limited use of graphics, audio & video due to the time constraint Limited number of usage where once the presentation was over the product is disposed / modified for future uses Have few navigational controls 1 BRIEFING PRODUCTS Good briefing presentation depends on: The understanding of the presented subject Seamless integration of content Consistent layout 2 REFERENCE PRODUCTS Most common form of commercial multimedia products Often used for answering specific questions/ for general browsing of information. Stored on CD/ DVD ROM / high-density storage device 2 REFERENCE PRODUCTS Examples are electronic forms of : Encyclopedia Dictionaries Cookbooks, Historical, Informative Scientific surveys. 2 REFERENCE PRODUCTS CHARACTERISTIC Used by wide range of user (small – adult / casual to very technical users) Have navigational menu, book marking, searching, printing utility 2 REFERENCE PRODUCTS 2 basic classes of reference product are: 1. Generalized Content (dictionary/encyclopedia) broad treatment of content at a limited depth 2. Detailed Content focus on specific area and provide extensive information. 3 DATABASE PRODUCTS Focus on storing and accessing actual data such as collections of fonts, pictures, sound and video clips. 3 DATABASE PRODUCTS Examples : Google Search Google Earth Library system Phone directory 3 DATABASE PRODUCTS CHARACTERISTIC Manages multimedia data (large data) Descriptive finding methods - content based search Simultaneous access - online database Relational consistency in data management 4 EDUCATION & TRAINING PRODUCTS Similar to textbook / training manuals but have added media such as audio, animation and video. Shares the same characteristics as Reference Product 4 EDUCATION & TRAINING PRODUCTS 3 general categories of education & training products are: Instructor support products – resource materials for instructors Standalone / self-paced products – Learning materials for students to study at their own pace Combination products 5 KIOSK PRODUCTS A product which is usually stationed at public places Allow the user to find information interactively & also other types of transaction 5 KIOSK PRODUCTS CHARACTERISTIC Limited target users and usage User friendly and easily used by user Fast response 6 ENTERTAINMENT & GAMES PRODUCTS CHARACTERISTIC Requires constant feedback & interaction with the user Challenging and sometimes intriguing for user Enabled online play for more than one user experience Example : arcade games computer games movies 6 ENTERTAINMENT & GAMES PRODUCTS MULTIMEDIA SYSTEMS MULTIMEDIA SYSTEMS Any system which is able to process multimedia data and application Characteristics: 🙐Contain digital 🙐Must be control 🙐information & data by computer 🙐Have an interactive 🙐Able to be interface. integrated COMPONENTS OF MULTIMEDIA SYSTEM 🙐 Multimedia Components 🙐Intangible 🙐Tangible Elements Elements 🙐Hardware 🙐Creativity 🙐Organization 🙐Software 🙐Communication CREATIVITY most important asset develop a sense of scope & content for the project being creative implies knowledge of hardware and software “What can I build that will look great, sound great and knock the socks off the viewer?? “ “ How creative am I” ORGANIZATION detailed plan for the project is critical have an organized outline/plan for the project COMMUNICATION Communication among workgroup members & clients Use quality equipment & software HARDWARE Interprets your instructions into computer activity Types: Capture devices, Storage Devices, Display devices, Computer systems, Communication networks HARDWARE Platforms Most popular platforms for producing and delivering multimedia projects: Apple Macintosh OS Microsoft Windows OS 🙐Affordabilit 🙐Software y availability 🙐World-wide obtainability SOFTWARE Should have all the basic features to create a good multimedia content More expensive software offer advance powerful features and require higher skill Save time and help to organize a project Freeware SOFTWARE Example types of software:- Project management software Multimedia authoring software Graphic editing software Sound editing software EVALUATING MULTIMEDIA PRODUCTS User 🙐Subject and Content 🙐Platform 🙐Usability 🙐Cost SUBJECT AND CONTENT To have a product that meet the area of interest Able to supply the information needed added with the entertainment value Satisfy education, training and learning objectives PLATFORM Focus on what type of equipment the user has and if it is compatible with a specific product. Criteria for evaluation: Hardware platforms Computer processor speed & data bus requirements Memory sizing USABILITY Usability means that the user can apply, learn, use the program efficiently. The key criteria here are: Learning/training time: how long does it take to learn how to use the product Error rate: how often mistakes made by the users & how simple is the mistake? Task Time: how long does it take to accomplish a task Retention: how difficult is for the user to operate & how attractive is the product to use. COST It is depending on how much is gained and the benefits. END OF LECTURE