Multimedia

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Multimedia:

“Multimedia is any combination of text, art, sound, animation, and video delivered to
you by computer or other electronic or digitally manipulated means. A multimedia project
development requires creative, technical, organizational, and business skills.”

What Is Multimedia?

Multimediais any combination of text, art, sound, animation, andvideo delivered to you
by computer or other electronic or digitally manipulated means. It is richly presented sensation.
When you weave together the sensual elements of multimedia—dazzling pictures and
animations, engaging sounds, compelling video clips, and raw textual information— you can
electrify the thought and action centers of people’s minds. When you give them interactive
control of the process, they can be enchanted.

Multimedia Definitions:

When you allow an end user also known as the viewer of a multimedia project—to
control what and when the elements are delivered, it is called interactive multimedia. When you
provide a structure of linked elements through which the user can navigate, interactive multi-
media becomes hypermedia. The software vehicle, the messages, and the content presented on a
computer, television screen, PDA (personal digital assistant), or mobile phone together
constitute a multimedia project. If the project is to be shipped or sold to consumers or end users,
typically delivered as a down-load on the Internet but also on a CD-ROM or DVD in a box or
sleeve, with or without instructions, it is a multimedia title. Your project may also be a page or
site on the World Wide Web, where you can weave the elements of multimedia into documents
with HTML (Hypertext Markup Language) or DHTML (Dynamic Hypertext Markup Language)
or XML (eXtensible Markup Language) and play rich media files.

The GUI is more than just the actual graphics on the screen—it also often provides the rules or
structure for the user’s input. The hardware and soft-ware that govern the limits of what can
happen here are the multimedia platform or environment.

Use of Multimedia:

 Multimedia in Business

 Multimedia in Schools
 Multimedia at Home

 Multimedia in Public Places

Multimedia in Business:  Business applications for multimedia include presentations, training,


marketing, advertising, product demos, simulations, databases, catalogs, instant messaging, and
networked communications.  Voice mail and video conferencing are provided on many local
and wide area networks (LANs and WANs) using distributed networks and Internet protocols. 
Mobile phones and personal digital assistants (PDAs) utilizing Bluetooth and Wi-Fi
communications technology make communication and the pursuit of business more efficient.

Multimedia in Schools:  . E-learning is a sensitive and highly politicized subject among


educators, so educational software is often positioned as ―enrich-ing‖ the learning process, not
as a potential substitute for traditional teacher-based methods.

 videos used for training emergency medicine specialists. Such online e-learning provides a
cost-effective vehicle to learn clinical techniques outside of the hospital setting.

 An interesting use of multimedia in schools involves the students themselves. Students can put
together interactive magazines and news-letters, make original art using image-manipulation
software tools, and interview students, coaches, and teachers.

 ITV (Interactive TV) is widely used among campuses to join stu-dents from different locations
into one class with one teacher.

Multimedia at Home:  From gardening, cooking, home design, remodeling, and repair to
software multimedia has entered the home.  Today, home consumers of multimedia own either
a computer with an attached CD- ROM or DVD drive or a set-top player that hooks up to the
television, such as a Nintendo Wii, X-box, or Sony PlayStation machine.
 Nintendo alone has sold over 118 million game players worldwide along with more than 750
million games. Users with TiVo technology (www.tivo.com) can store 80 hours of television
viewing and gaming on a stand-alone hard disk.

 Live Internet pay-for-play gaming with multiple players has also become popular, bringing
multimedia to homes on the broadband Inter-net, often in combination with CDROMs or DVDs
inserted into the user’s machine.

Multimedia in Public Places:  In hotels, train stations, shopping malls, museums, libraries,
and grocery stores, multimedia is already available at stand-alone terminals or kiosks,
providing information and help for customers.

 A supermarket kiosk that pro-vides services ranging from meal planning to coupons.

 Hotel kiosks list nearby restaurants, maps of the city, airline schedules, and provide guest
services such as automated checkout. Printers are often attached so that users can walk away
with a printed copy of the information.

 Museum kiosks are not only used to guide patrons through the exhibits, but when installed at
each exhibit, provide great added depth, allowing visitors to browse through richly detailed
information specific to that display.

Delivering Multimedia: Multimedia requires large amounts of digital memory when stored in an
end user’s library, or large amounts of bandwidth when distributed over wires, glass fiber, or
airwaves on a network. The greater the bandwidth, the bigger the pipeline, so more content can
be delivered to end users quickly.

 CD-ROM

 DVD
 Flash Drives

 CD-ROM:  (compact disc read-only memory) discs can bemass-produced and can contain
up to 80 minutes of full-screen video, images, or sound.

The disc can also contain unique mixes of images, sounds, text, video, and animations controlled
by an authoring system to provide unlimited user interaction.

 DVD:  Multilayered Digital Versatile Disc (DVD) technology increases the capacity and
multimedia capability of CDs to 4.7GB on a single-sided, single-layered disc to as much as
17.08GB of storage on a double-sided, double-layered disc.

 DVD authoring and integration software allows the creation of interactive front-end menus
for both films and games.

 Flash drives:  . As high-speed connections become more and more pervasive and users
become better connected, copper wire, glass fiber, and radio/cellular technologies.

 The Broadband Internet:

These days telecommunications networks are global, so when information providers and content
owners determine the worth of their products and how to charge money for them, information
elements will ultimately link up online as distributed resources on a data highway (actually more
like a toll road), where you will pay to acquire and use multimedia-based information.

Text: About Fonts and Faces:  The Internet and the World Wide Web, text has become more
important than ever.
 Indeed, the native language of the Web is HTML (Hypertext Markup Language), originally
designed to dis-play simple text documents on computer screens, with occasional graphic
images.

Fonts and Faces:  A font is a collection of characters of a single size and style belonging to a
particular typeface family.

 A typeface is a family of graphic characters that usually includes many type sizes and styles.

 Typical font styles are boldface and italic.

 Your computer software may add other style attributes, such as underlining and outlining of
characters.

 Type sizes are usually expressed in points; one point is 0.0138 inch, or about 1/72 of an inch.

 font’s size is the distance from the top of the capital letters to the bottom of the descenders in
letters such as g and y.

 Helvetica, Times, and Courier are typefaces; Times 12-point italic is a font.

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