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CHAPTER 1
UsEs oF MULTTMEDTA
INFORMATION
1.1 rNTRoDUcrroN
"Multirnediu: Arr opplicatiorr requiring rnore tharr two trips to tlrc cor fut operote."
t rtcroctive Multi rned i a Ass ocioti or r
-l
The concepts behind what is emerging today date back to over four decades
to a series of visionary thinkers who foresaw the evolution of computers
towards richer personalized devices that would become an extension of the
individual. In 1945 Vannevar Bush, then the Director of the Office of
Scientific Research and Development in the U.S. government, suggested [1]
that one of the future devices available for individuals would be a memex,
"a device in which one stores all his books, records, and communications,
and which is mechanized so that it can be consulted with exceeding speed
and flexibility. It is an enlarged intimate supplement to his memory." The
memex would additionally be an associative device, so that related items
could be easily located.
'loday, the iinking of associated data for easy access is called hypertext, a
term coined by Ted Nelson l2l, or hypermedia, when any type of media
form can be linked. It is the simultaneous use of data in different media
forms (voice, video, text, animations, etc.) that is called multimedia. Digital
video and auc'lio media are the most demanding of the new rnedia that are
being added to the repertoire of computing and communications systems.
1.3 TARLY HYPERTEXT AND COLLABORATIVE RESEARCH
The idea of lihking related information gave impetus to Ted Nelson and
Doug Englebart, who separately conceived and developed the first comput-
erized versions of hypertext-style editing systems. In 1968 Englebart dem-
onstrated the NLS system developed at SRI [3,41, which had interactive
multiperson editing, branching to different files, text search facilities, and
outline processing. In the late 1960s, Ted Nelson and Andries van Dam
collaborated at Brown University to develop a hypertext editing system on
an IBM 360 [4,5]. A fourth-generation system developed at Brown, I'nter-
medid, has continued this research and includes animation and video tools.
Figure 1 .3c L.ntering the Aspett coLtrthotrse (tctp) attcl tlttlr cottrt
clerk's oifice (l)ottonr) ior access to towll recrlrcls (Reprtltltrcecl
courtes)' of the N4lT N4etlia Laboratory, O MIT Meciia Laboratory
197u)
expgnses. After more than five years of funcl raisirrg, the lab opened in l9B5
with ten research groups (Table 1.1).
During the 1980s, other multirneclia research groups were beirrg forrned as
well. Two notable ones were:
I Olivetti Research t.ab
'l'he carnbridge, linglanc], research group
hati two multiyear rnulti-
rnedia proiects. Panclora, a joint effort witlt C-antbridg,e ijpiversity,
focusecl on cieveloltirtg a peripheral l;ox for creatirtg i rrrr-rltirleciia
.I
.6 A TOUR OF EMERCINC APPLICATIONS 1',|
Video-on-Demand
The first stage is developing as an effort by the cable television industry, the
telephone industry, and broadcasters to provide greater flexibility in what
programmilrg is'shown when. The video-on-dernand model [11] takes
advantage of some forrn of two-way communication between the home
and the video source, which could be a low-ban(width back channel on a
CATV path or a phone line with sulficient banciwidth to carry a compressed
video signal. The home may be furnished wittr a low-cost box, which accepts
l2 U5E5 OF MUTTIMEDIA INFORMATION
siSnals from a hand-held control and which transmits the appropriate status
to the video control center. The viewer uses the hand-held control to
navigate a selection menu and choose a program. shortly after the selection
is made, the program begins playing. During the course of the movie the
viewer is able to pause, reposition, and use other VCR-like controls.
Interactive Cinema
In what is billed as the first interactive cinema, a New york production
company hopes to usher audiences toward a day when the next step of the
hero or heroine is in the hands of movie watchers. The company, Control-
led Entropy Entertainment, uses low-cost technology, which allows the
audience to vote on the direction of the plot. Their first fiim, I'm your Man,
has three principal characters. About every 90 seconds during the drama
the audience is given a three-way branch in the plot. They register their
votes using a three-button pistol grip on the armrest of each seat (Figure
1.5), the choice of the majority being taken.
unpredictability of the film after repeated showings appears to be part of
the attraction. The production has 68 scene variations for a total of about
9O minutes of footage, though a given showing lasts only 20 minutes.
whether the audience feels more in control or more involved in the creative
process may depend on how frequently their votes coincided with the
Flgure 1.5 Scene frorn the interactive filn I'trt Your Mort, in whiclr
the auciience votes to control the direction of the plot (Reproclucecl
with perrnission of Controllecl Entropy Erttertainntertt)
1.6 A TOUR OF EMERCINC APPLICATIONS t3
Flgure 1.6 ttre Next President, an on-line game in which hundreds of participants
compete and collaborate to determine the iate of their favorite fictitious presidential
aspirant. (Reproduced with permission of Prodigy services company, @ 1992 prodigy
Services company; game designed and developed by crossover Technologies)
t4 USES OF MULTIMEDIA INFORMATION
The Home-Vision system reduces the number of homes that agents must
take a buyer to see by 50 percent. An added benefit is the transparent
tracking of buyers as they browse the database. These statistics can be used
by real-estate agencies to generate marketing reports to the seller and to
better understand the buyer.
A crucial advantage of multimedia technology is the shift to a visually-
oriented interface. The Home-Vision system is one illustration of this.
Replacing tables and text with pictures can make the information and the
interaction process more direct for users. For example, the mock-up phar-
macy inventory interface (Figure 1.8) developed by GainTechnology shows
a section of the store shelf. Store personnel and customers can point at the
items as if browsing through a store catalog.
R
i
n
Relational
Database +t+t
s Server Cables Wall
/Vall &Tabl€ Proiectors
Display
Query
Soltware CPUs Cables Table
LaDtoD Projectors
Sites which meet the given requirements are highlighted on a 3-D map
of Georgia. Sites can be accessed in any order to viewlmages of buildingi
or community video clips illustrating quality of lif€-and business highlights.
Once the sites of interest are identified, arrangements for site visits are made.
The underlying system (Figure 1.11) uses a distributed set of computers
tp control six independent video proiectors for three wall screens and three
rhgnitors built into the navigation table. A table-mounted laptop computer
has custom software for user queries. eueries are sent to the relational
database that contains the indices for maps, device controls, and reports
stored on the network server. once the query is completed, the interface
manager is notified. The interface manager tells each display cpU to present
specific parts of the data on the corresponding screen. c-onirol of videodiscs
and other devices is handled by the communications manager, which has
32 serial interfaces for communicating with devices. The inteiface manager
handles user input, in particular allowing the user to move the pointer from
screen to screen in one continuous virtual coordinate system.
,.s-
-1.6.5 Education
:r/
*
The ability of multimedia materials to convey by picture, sound, animation,
or movie what is otherwise hard to express, to capture for reuse on any
2A USES OF MULTIMEDIA INFORMATION
occasion remote lands and singular events, and, with the use of the
computer, to provide this information in a form that can be engagingly
interactive and easily recast by any aspiring communicator is the explana-
tion for the popularity and particularly long history of multimedia technol-
ogy's role in education. For many years educational titles have been one of
the dorninant product areas for multimedia computing, surpassed only by
entertainment. A view of some of the innovative uses that have been
produced for education purposes can be obtained from a sampling of the
projects and products developed by Apple Computer's Multimedia Lab,
directed by Kristina Hooper Woolsey.
The Visual Alman4c is an ambitious early proiect [17] that created a large
audiovisual database (stored on videodisc), a set of HyperCard-based mul-
timedia tools, and a number of sample activities tor educators to use as
models. The audiovisual database is organized as twelve collections having
a variety of cultural, historical, and scientific themes; the total database
consists of over 70OO media objects, with accompanying keywords, cita-
tions, and descriptive material. Specific tools for searching, editing, and
composing, with the media obiects as the raw materials, are included with
the software.
The Visual Almanac has been a resource for many subsequent efforts,
both within and external to the Apple Multimedia Lab. One interesting
effort, Beyond the Desktop [18], provides students with picture cards of
objects in the visual database. Each card has a barcode, which, when
scanned by the student, will call up the corresponding media obiect on the
computer. The card becomes a tangible reminder, like a baseball card, that
can be carried around and referred to by the child. Everyday obiects like
pages of a book, pencils, and rocks can be barcoded and used in the same
way. This allows familiar obiects and experiences to be tightly associated
with the information in the computer.
The Classroom Multimedia Kiosk proiect [18] uses a kiosk equipped with
video and computer presentation and a barcode scanner and printer as a
centerpiece for class discussion. In a U.S. history scenario (based on a
Geography Television videodisc), students use the kiosk to view a video
segment on a historical topic and to make small prirrted History Cards. The
cards are barcoded and are associated with a specific video sequence selected
by the student. The student can later scan the card to replay the video
sequence. The card also contains an image taken from the video sequence.
Collections of history cards can be used by the students to collaboratively
create timelines, maps, and other compositions'
Irr 101 Activities [18], the computer becomes an advisor, susgestinS
interesting and creative recreational activities at home. Following My First
Activity Book by Angela Wilkes, the child first goes on a treasure hunt to find
as.many items as possible needed for the activity. After the collection step
is completed, the child selects the What Can I Do? button. Given the
availabie items, the computer then lists possible activities, their complexity,
and duration. For any selected activity, the computer provides a guided tour
.I.6
A TOUR OF EMERCINC APPLICATIONS
21
Proiect Description
Visual Almanac Avideodisc collage of audiovisual materials
for
educators, organized in l2 collectio"r.
Ou., iOOO
media objects, 5000 from external sources.
GTV: A Geographical Combines still images and music in an
Perspective on MTV_stvle
presentation popular with middle school
American History ug" gioup.
Interactive NOVA: Supplements the NOVA movie about animal
Animal Pathfinders migration with additional documentation
and three
activities that involve the students in the
subject
matter.
Life Story Supplements BBC,s rnovie about the discovery
of
DNA with accessory materials including --l
docurnentary interviews, text transcriplions,
simulations, references, and navigational
tools.
Mystery of the Using raw footage from a TV documentary
Disappearing Ducks on
wetlands, provides an interactive rneans
ti explore
the ecological controversy. Includes a rnystery
game
about disappearing ducks developed Uy frigh'schoot
students and professional designiri.
1.8 AcKNowLEDGMENTS
'the following individuals in providing infor-
I appreciate the assistance of
*itio.t used in the preparation of this chapter:
Dave Backer (Course TechnologY)
Diane Blackman (Entropy Entertainment)
Valerie Eames (MlT Media