3. Audio Capabilities:
Assessment Capabilities:
Branching and Navigation:
Graphics and Animation:
Features that Support Video:
Format Templates, Themes, Skins, and Text
Features:
Support and User Community Features:
Integration with Social Media:
5. active content progresses often without
any navigational control for the viewer such as
a cinema presentation;
uses interactivity to control
progress as with a video game or self-paced
computer-based training. Hypermedia is an
example of non-linear content.
6. • use multimedia for a variety
of purposes ranging from fine arts, to
entertainment, to commercial art, to
journalism, to media.
multimedia is used to produce
computer-based training courses and reference
books . A lets the user go through a series of
presentations, text about a particular topic, and
associated illustrations in various information
formats.
7. Multimedia is a robust education
and research methodology within the social
work context. The different multimedia which
supports the education process are interactive
media, communicative media.multimedia
technology in social work education existed
before the prevalence of the internet. It takes
the form of images, audio, and video into the
curriculum.
8. With the spread and
development of the English language around the
world, it has become an important way of
communicating between different people and
cultures. Multimedia Technology creates a platform
where language can be taught. The traditional form
of teaching English as a Second Language in
classrooms have drastically changed with the
prevalence of technology, making easier for
students to obtain language learning skills.
Multimedia motivates students to learn more
languages through audio, visual and animation
support.
9. In
mathematical and scientific research,
multimedia is mainly used for modeling and
simulation. For example, a scientist can look at
a molecular model of a particular substance
and manipulate it to arrive at a new
substance. Representative research can be
found in journals such as the Journal of
Multimedia.
10. In medicine, doctors can get trained
by looking at a virtual surgery or they can
simulate how the human body is affected by
diseases spread by viruses and bacteria and
then develop techniques to prevent it.
Multimedia applications such as virtual
surgeries also help doctors to get practical
training.
11.
12. • User-friendly. It does not need the number of energy
users, in this sense, you can sit down to watch the
demo, you can read the text and hear the sound.
• Multi-sensory. It uses the senses of many users,
while the use of multimedia, such as hearings, see
and talk.
• Comprehensive and interactive. Through different
media in the process of digital integration. The
possibility of interaction easy feedback are greatly
increased.
13. • Creative Industries. the creative industries,
including advertising, media and news, they use
multimedia fun and interactive way to express
their thoughts.
• entertainment industry. We like to see a 3D
movie in the cinema theaters and on television –
and enjoy the movie special effects would not
have been no multimedia possible.
• Flexible. Digitalization, this media can easily be
changed to adapt to different situations and
audiences.
14. SOME OTHER ADVANTAGES OF MULTIMEDIA:-
• Increases learning effectiveness
• Gains attention
• Reduces training cost
• Easy to use
• Give information to individuals
• Provides high quality of presentations
15. • Expensive
• Requires special hardware
• Not always compatible
• Takes time to compile
• Information overload
• Limitations of technology