2. Media
• Media are the collective communication tools
used to store and deliver information or data.
• It is either associated with communication media,
or the specialized mass media, communication
businesses such as print media
and press, photography, advertising, cinema,
broadcasting (radio and television).
3. Communication
• Communication channels through which
news, entertainment, education, data, or
promotional messages are disseminated.
• Media includes every broadcasting and
narrowcasting medium such as newspapers,
magazines, TV, radio, billboards, mail,
telephone, fax, internet etc.
4. MULTIMEDIA
• Multimedia is a combination of text, graphics,
sound, animations and videos, to effectively
communicate ideas to users.
• Multimedia also referred to as “hypermedia or
rich media”, is simply multiple forms of media
integrated together.
5. History
• In the real world, though when most people talk
about multimedia, they are talking about
computer graphics, on-screen presentation and
whole of other possibilities.
• It is hard to say, but one of the earliest and best
known example of multimedia was the “video
game” developed in 1972 by Nolan Bushnell.
• Game consisted of two simple paddles that batted
a square “ball” back and forth across the screen
like tennis.
• It started as an arcade game, but eventually
ended up in many homes.
6. A new revolution
• In 1976 another revolution was about to start
friends Steve jobs and Steve Wozniak founded
a startup company called Apple computer.
• A year later they unveiled the appleII, the first
computer to use colour graphics.
• The computer revolution moved quickly :1981
saw IBM’s first PC, and in 1984 Apple
released the Macintosh , the first computer
system to use a graphical user interface (GUI).
7. • The Macintosh also bore the first mouse,
which would forever change the way people
interact with computers.
• In1985, Microsoft released the first version of
operating system. In this year, commodore
released the Amiga a machine which may
experts consider to be first multimedia
computer due to its advanced graphics
processing power and innovative user
interface.
9. Text : Text or written language is the most common way of
communicating information. It is one of the basic
components of multimedia.
• It was originally defined by printed media such as books and
newspaper that used various typefaces to display the
alphabet, numbers and special characters.
• Text should be used to convey imperative information and
should be positioned at appropriate place in a multimedia
product.
Static text : The word are laid out to it fit in well with the
graphical surroundings. The word are built into graphics just
like graphics and explanation given in the pages of the book,
the information is well laid about and easy to read.
Hyper text: provides users with flexibility and choice to
navigate through the material.
10. • Image: are an important component of
multimedia.
• These are generated by the computer in two ways
as bitmap or raster images and vector images.
• Raster or Bitmap images: is a simple matrix of
the tiny dots called pixel that forms a bitmap
image.
• Each pixel consists of two or more colours. The
colours depth is determined by how much data, in
bits is used to determine the number of colours
e.g. one bit is two colours, four bits means sixteen
colours, eighth bits indicates 256 colours, 16 bits
yields 65536 colours so on.
11. Difference between Raster and
Vector images
• Raster images are made of pixels. A pixel is a
single point or the smallest single element in a
display device. If you zoom in to a raster
image you may start to see a lot of little tiny
squares.
• Vector images are mathematical calculations
from one point to another that form lines and
shapes. If you zoom into a vector graphic it
will always look the same.
12.
13. Animation: One of the most exciting forms of
pictoral presentation is animation.
• Animation refers to a simulated motion picture
depicting movement of drawn or simulated
objects.
The main features of this definition are as follows:
(1) picture - an animation is a kind of pictorial
representation.
(2) motion - an animation depicts apparent
movement.
(3) simulated - an animation consists of objects that
are artificially created through drawing or some
other simulation method.
14.
15. Sound is one of the most important element
of multimedia.
• It is meaningful “ speech” in any language.
• It can provide time listening pleasure of
music, the starting accent of special effects
or the ambience of a mood setting
background.
• Sound is terminology used in the analog
form, and digitized form of sound is called
as audio.
16.
17. Video is unedited material as it had been
originally formed by movie camera or recorded
by a video camera.
• The embedding of video in multimedia
applications is a powerful way to convey
information which can incorporate a personal
element which other media lack.
• Video enhances, dramatizes and give impact to
multimedia applications.
18. • The advantages of integrating video into a
multimedia presentation is the capacity to
effectively convey a great deal of information
in the least amount of time.
19. Graphics
• Pictures (images) is a two dimensional screen
display and as well as a three dimensional,
such as a statue or hologram.
• Graphs, pie charts, painting etc all come under
graphics.
• It is very useful features of multimedia.
• Multimedia presentations uses pictures or clip
art make people understand.
• Various file formats of images are: jpg, png,
gif etc.
20. CATEGORIES OF
MULTIMEDIA
Linear and Non-linear
• Linear Multimedia is designed to be presented in a
sequential manner. It has a distinct beginning and
end. It goes on a logical flow from a starting point to
a conclusion/end.
• It is usually intended for display purposes with not
much interaction or distraction from the audience.
Because of its nature where audience participation is
not expected, Linear Multimedia may also be referred
to as “Passive Multimedia.”
21. • In this kind of presentation, the creator of the
multimedia is in control.
• Main goals include: to entertain, to transmit
knowledge, and to make people familiar on a certain
topic WITHOUT any form of diversion.
Examples:
• A power-point presentation
• A slideshow of pictures that goes on with a specific
direction
• A storyline/ A movie
• A video
22. • Non-linear multimedia is a non-sequential type of
multimedia where the person’s participation is crucial.
• In this type of media, the person needs to interact with a
computer program, thus making him in control of the
experience.
• With the presence of an interface, the person and the
computer interacts with each other.
• From a starting point, the person using a nonlinear
multimedia is given a range of options that, according to
his own preferences, will lead him to a new information.
Examples may include:
A Website
A search engine’s home page
A DvD menu screen
A Youtube Channel
23. TYPE OF MULTI-MEDIA
PRESENTATIONS
• A recorded presentation may allow
interactivity via a navigation system.
• A live multimedia presentation may
allow interactivity via an interaction with
the presenter or performer.
24. APPLICATION OF
MULTIMEDIA
There are so many applications of multimedia
in this web world. They are:
• Multimedia in Entertainment
• Multimedia in Commercial
• Multimedia in Education
• Multimedia in Journalism
• Multimedia in Engineering
• Multimedia in Industry
• Multimedia in Medicine
25. Entertainment-
• Multimedia in entertainment application aims at
diverting users that is engaging them in some
activity.
• The activities include listening to music, watching
a video, playing games, participating in an
interactive story, meeting people at virtual
environment etc.
26. • Commercial - Much of the electronic old and new
media used by commercial artists is multimedia.
• Exciting presentations are used to grab and keep
attention in advertising.
• Industrial, business to business and inter-office
communications are often developed by creative
services firms for advanced multimedia
presentations beyond simple slide shows to sell
ideas or liven-up training.
• Commercial multimedia developers may be hired to
design for governmental services and nonprofit
services applications as well.
27.
28. Education - In Education, multimedia is used to
produce computer-based training courses
(popularly called CBTs) and reference books like
encyclopedia and almanacs.
• A CBT lets the user go through a series of
presentations, text about a particular topic, and
associated illustrations in various information
formats.
• Edutainment is an informal term used to describe
combining education with entertainment, especially
multimedia entertainment.
• Learning theory in the past decade has expanded
dramatically because of the introduction of
multimedia.
29.
30. • Journalism - Newspaper companies all over are
also trying to embrace the new phenomenon by
implementing its practices in their work.
• News reporting is not limited to traditional
media outlets. Freelance journalists can make
use of different new media to produce
multimedia pieces for their news stories.
• It engages global audiences and tells stories
with technology, which develops new
communication techniques for both media
producers and consumers.
• Common Language Project is an example of
this type of multimedia journalism production.
31.
32. Engineering –
• Software engineers may use multimedia in
Computer Simulations for anything from
entertainment to training such as military or
industrial training.
• Multimedia for software interfaces are often done
as a collaboration between creative professionals
and software engineers.
33. Industry - In the Industrial sector, multimedia is
used as a way to help present information to
shareholders, superiors and coworkers.
• Multimedia is also helpful for providing
employee training, advertising and selling
products all over the world via virtually unlimited
web-based technology
Medicine- 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.
34. IMPORTANCE OF
MULTIMEDIA
• In fact, research shows that people remember only
20% of what they see, 30% of what they hear.
When they see and hear it, they remember 50%, if
we include some interaction, they will remember
80% of it
• Increase interest of the user
• Low cost of production
• Increased access to data
• Empowerment of the users
• Increased retension of the information provided
35. STAGES OF MULTIMEDIA
APPLICATION DEVELOPMENT
A multimedia application is developed in stages as
all other software are being developed.
In multimedia application development a few stages
have to complete before others stages being, and
some stages may be skipped or combined with
others stages.
36. Planning and costing: This stage of multimedia
application is the first stage which begins with an
idea or need.
• This idea can be further refined by outlining its
messages and objectives.
• Before starting to develop the multimedia project,
it is necessary to plan what writing skills, graphic
art, music, video and other multimedia expertise
will be required.
• It is also necessary to estimate the time needed to
prepare all elements of multimedia and prepare a
budget accordingly.
• After preparing a budget , a prototype or proof of
concept can be developed.
37. Designing and production: The next stage is to
execute each of the planned tasks and create a
finished product.
Stages in Developing a Multimedia Application:-
•Pre-production
•Production
•Post production
•Completion
38. Stages Main activities (Content) Main activities (IT)
Pre-production Design Concept, Story,
Boarding, Building,
Prototype and Budgeting.
Project planning,
Specification analysis,
Design.
Production Image, audio and video
gathering, Recording live
audio and Shooting live
video.
Programming, Unit testing
and Integration testing.
Post production Mix/edit audio master,
Edit finished art work with
graphics and Lay in final
stero audio system
emulation.
System testing and User
acceptance testing.
Completion Transfer to other formats,
Distribute copies of final
products and return
hardware and software
loans.
Backup elements and
Storage.
39. Testing: Testing a project ensure the product to
be free from bugs.
• Apart from bug elimination another aspect of
testing is to ensure that the multimedia
application meets the objectives of the project.
• It is also necessary to test whether the
multimedia project works properly on the
intended deliver platforms and they meet the
needs of the clients.
40. Delivering:
• The final stage of the multimedia application
development is to pack the project the deliver the
completed project to the end user.
• This stage has several steps such as
implementation, maintenance, shipping and
marketing the product.
41. Advantages of Multimedia
• Easy to use
• Multimedia is entertaining as well a educational
• Trendy
• Good for “computer – phobic's”:- Those who are
intimated by computer key boards and complex
instruction are more comfortable with pressing
buttons with a mouse or on a screen.
• Enhancement of Text Only Massage:-
Multimedia enhance text only presentation by
adding interesting sounds and compelling visuals.
42. • Improves over Traditional Audio-Video
Presentation:- Audience are more attentive to
multimedia message than traditional presentations
done with slides or overhead transparencies.
• Gains and holds attention:- People are more
interested in multimedia messages which combine
the elements of text.
Audio, Videos and Graphics communication
research has shown that the combination of
communication modes offers greater
understanding and retention of information.
43. Disadvantages of Multimedia
• Quite expensive
• Not always easy to configure
• Require special hardware
• Not always compatible
• Development require specialized skills.
• Multimedia in WBT(web based technology) may
require learning curve for designer since the use
of multimedia in WBT is fairly new to most
trainers and instructional designers.