This document provides an overview of key concepts related to multimedia publishing. It defines publishing and distinguishes between traditional and digital publishing. Some key points made include:
- Publishing is the process of production and dissemination of information to make it available to the public. It involves knowledge management and editorial processes.
- Traditional publishing refers to print media like books, newspapers and magazines. Digital publishing utilizes electronic and digital media.
- Both types have merits like durability for traditional and speed/accessibility for digital. Demerits include costs and limitations of each format.
- Electronic publishing involves digital formats like e-books, websites, databases and more. It has advantages like lower costs, links and interactivity
Multimedia is a combination of different media types like text, audio, images, animations and video that is delivered interactively. It allows users to control the elements. There are many types of multimedia products including briefing products for quick presentations, reference products for information browsing, database products for storing and accessing data, education products for teaching, kiosks for public information, and entertainment games. Multimedia is widely used in business, education, home and other areas.
This document discusses text, fonts, and hypermedia. It begins by outlining objectives related to word choice, typefaces versus fonts, font sources, and hypermedia concepts. It then provides information on the history of text, fonts and type terminology. It discusses using text in multimedia, including considerations for screen reading versus print. It also covers hypermedia, hypertext, and web technologies. Overall, the document provides an overview of textual concepts and their application in digital media.
A multimedia project requires a team with diverse skills, known as the multimedia skillset. These teams consist of roles like project managers, designers, programmers, writers, and specialists in areas like video and audio. Each team member has specific responsibilities to ensure the project is successfully developed, such as project managers coordinating the team and designers creating visuals and interfaces.
Multimedia combines multiple forms of media like text, audio, images, video, and animation. It has been used commercially and for entertainment since the 1960s. Key elements include text, audio, images, video, animation, and hypermedia. Multimedia is applied in various fields like education, journalism, engineering, industry, communication, and medicine for training, presentations, and interactive experiences. It allows information to be presented dynamically and engages users with its multiple media forms.
The document discusses the definition and types of multimedia. Multimedia is defined as any presentation that combines several media such as text, animation, graphics, sound, video and streaming content. There are four main types of multimedia: still media like photos, dynamic media like animation and video, interactive media like websites, and streaming media which is delivered over the internet. The document also discusses multimedia software, hardware, skills needed for creation, and standards.
The document introduces multimedia and its uses. It defines multimedia as using more than one media element, such as text, graphics, sound, animation and video. Most multimedia is digitized and interactive, allowing users some control over the content. It is used in business, education, entertainment and on the internet. Careers in multimedia include positions in management, production, art, content and support.
Multimedia is a combination of different media types like text, audio, images, animations and video that is delivered interactively. It allows users to control the elements. There are many types of multimedia products including briefing products for quick presentations, reference products for information browsing, database products for storing and accessing data, education products for teaching, kiosks for public information, and entertainment games. Multimedia is widely used in business, education, home and other areas.
This document discusses text, fonts, and hypermedia. It begins by outlining objectives related to word choice, typefaces versus fonts, font sources, and hypermedia concepts. It then provides information on the history of text, fonts and type terminology. It discusses using text in multimedia, including considerations for screen reading versus print. It also covers hypermedia, hypertext, and web technologies. Overall, the document provides an overview of textual concepts and their application in digital media.
A multimedia project requires a team with diverse skills, known as the multimedia skillset. These teams consist of roles like project managers, designers, programmers, writers, and specialists in areas like video and audio. Each team member has specific responsibilities to ensure the project is successfully developed, such as project managers coordinating the team and designers creating visuals and interfaces.
Multimedia combines multiple forms of media like text, audio, images, video, and animation. It has been used commercially and for entertainment since the 1960s. Key elements include text, audio, images, video, animation, and hypermedia. Multimedia is applied in various fields like education, journalism, engineering, industry, communication, and medicine for training, presentations, and interactive experiences. It allows information to be presented dynamically and engages users with its multiple media forms.
The document discusses the definition and types of multimedia. Multimedia is defined as any presentation that combines several media such as text, animation, graphics, sound, video and streaming content. There are four main types of multimedia: still media like photos, dynamic media like animation and video, interactive media like websites, and streaming media which is delivered over the internet. The document also discusses multimedia software, hardware, skills needed for creation, and standards.
The document introduces multimedia and its uses. It defines multimedia as using more than one media element, such as text, graphics, sound, animation and video. Most multimedia is digitized and interactive, allowing users some control over the content. It is used in business, education, entertainment and on the internet. Careers in multimedia include positions in management, production, art, content and support.
Desktop publishing involves using page layout skills on a personal computer to design publications. It allows users to combine text, graphics, and other elements into a standardized format for printed output or digital distribution. Key benefits of desktop publishing include making documents visually appealing and streamlining the process of disseminating information to others. While graphic design focuses more on conceptual creativity, desktop publishing is a more production-oriented process of implementing design ideas. Popular desktop publishing software gives users tools for formatting pages, inserting images and arranging objects on a page in layers for high-quality output comparable to traditional printing. Factors like intended audience, delivery method, and page limitations must be considered during the desktop publishing process.
This document provides an introduction to making multimedia projects. It discusses the stages of a multimedia project including planning, designing, producing, testing and delivering. It emphasizes the importance of having the right hardware, software, ideas, skills and organization. Specific hardware discussed includes computers, networking equipment and connection methods like SCSI, IDE, USB and FireWire. The document also covers input devices, output devices, memory, storage and different types of software tools used for text, graphics, sound, video and authoring multimedia projects.
This document discusses text and fonts. It defines text as the simplest data type used to communicate ideas and facts. It describes the different elements of text, such as alphabet characters, numbers, and special characters. It also discusses the different types of text, including unformatted, formatted, and hypertext. The document then defines fonts and typefaces, and includes terminology like baseline, leading, x-height, and serifs. It classifies fonts and describes font styles. Overall, the document provides an overview of text and the technical aspects of fonts.
This document discusses multimedia and its applications. Multimedia represents, stores, and transmits various forms of media like text, animation, graphics, audio, and video digitally. It allows for interactive elements and live user participation. Multimedia enhances learning by helping the brain absorb and retain information more easily. It finds useful applications in education, medicine, science, business, mass media, entertainment, and advertising. The document also describes common multimedia file formats, software, and basic concepts like image resolution and color modes.
Multimedia is content that combines different media types such as text, audio, images, animations, video and interactive content. It is used in business, education, homes, and public places for purposes like presentations, training, advertisements, video conferencing, and providing information. Multimedia content contains various elements including text, images, sound, animation, and video, which can be static or dynamic. These elements must be properly arranged for an effective multimedia project.
This document provides an overview of text in multimedia presentations and discusses various topics related to fonts and typefaces. It discusses:
1. The importance of text in multimedia and different attributes that can be applied to blocks of text like font, size, color, etc.
2. The differences between typefaces, fonts, and font families. It also describes different types of typefaces like serif, sans serif, script, etc.
3. Font encoding systems and how fonts can be represented through bitmapped images or as scalable vector graphics like TrueType and PostScript fonts. It highlights factors like legibility and readability that affect text display across different devices and mediums.
The document provides an overview of the Internet by defining it as a network of networks that connects computers worldwide and allows for communication through services like email, file transfers, and the World Wide Web. It discusses the early history and development of the Internet from the 1960s onward. It also defines important Internet technologies like TCP/IP, IP addresses, domain names, browsers, search engines, and common online services available to Internet users.
This document provides an introduction to using Adobe Photoshop for photography. It discusses key skills like asset management, file types and sizes, cropping tools, and dodging and burning tools. It also covers transferring images into Photoshop, opening and browsing files, checking file sizes, and using selection, zoom and adjustment tools to manipulate images. The document concludes with instructions on saving edited files separately from originals.
Chapter 02 multimedia systems hardware and softwareUrvi Surat
This document discusses multimedia systems and authoring tools. It begins by categorizing multimedia systems as either multimedia presentation systems for users or multimedia development systems for developers. It then discusses the evolution of the multimedia PC from early systems with limited capabilities to later systems adhering to MPC specifications with improved processors, memory, and multimedia support. The document also covers various types of authoring tools classified by metaphor and capabilities, and the typical multimedia development process.
This document provides an overview of graphics and images used in multimedia. It discusses different types of graphics like bitmaps and vectors. It also covers image resolution, file formats, and color schemes. Key points include:
- Graphics can be pictures, drawings, clip art, charts and more while images are digital representations of pictures.
- Bitmap graphics use pixels to represent color and are also called raster graphics. Vector images use drawing elements stored as commands.
- Resolution is measured in pixels, DPI, or PPI and affects image quality and size. Color depth is measured in bits and determines the number of colors an image can display.
- Common color schemes are RGB for screens and CMYK for printers. Form
The document discusses digital audio and sound. It defines key terms like audio, sound, frequency, amplitude, sampling rate, and bit resolution. It explains how sound is captured, stored, and played back in digital form. The various file formats for digital audio are also outlined, including wav, aiff, mp3, midi, and comparisons between lossy and lossless compression.
multimedia making it work by Tay Vaughan Chapter1alichaudhry28
This document discusses multimedia and its applications. It defines multimedia as a combination of different media types, and notes that multimedia becomes interactive when users can control elements. It then describes common applications of multimedia in business, education, homes, and public spaces. Finally, it discusses methods of delivering multimedia, including via CD-ROM, DVD, and virtual reality.
This presentation is tracing Photoshop development from the first version "Photoshop 1.0" till the 2010 version "Photoshop CS5". In addition, I included the most important requirements and Features in each version.
أعدد هذا العرض لمتابعة خط تطور برنامج الفوتوشوب من النسخة الأولى ولغاية آخر نسخة 2010 وهي الفوتوشوب سي أس 5، كما عمدت أيضا إلى إضافة أهم المتطلبات البرنامج وخصائصه لكل نسخة.
www.mediacenterimac.com - Editing is part of the creative post-production process of filmmaking. Editing always a major demand in the electronic media scenario. We are the best institute in terms of video editing & photography courses.We have Industry Professionals & State –of-art set up.
Multimedia Building Blocks by Daniyal KhanDaniyal Khan
This document discusses the building blocks of multimedia projects including audio, video, animation, text, and graphics. It explains that multimedia projects often contain graphic elements provided by a content specialist like photos, logos, and colors. The document also covers topics like vector images, image resolution, file size, scanning images, color models, and editing tools for cropping, brightness, contrast and filters. In summarizing key elements for multimedia design, it addresses factors to consider for images such as size, use, and required manipulation.
This document discusses digital audio, including how sound is digitized, processed, and stored. It explains that digital audio quality depends on sampling rate. Common sampling rates used in multimedia are 44.1 kHz for CD quality, 22.05 kHz for good voice, and 11.025 kHz for voice quality. File formats for digital audio are discussed, along with calculating file sizes. Guidelines are provided for using audio in multimedia, such as choosing high quality recordings and testing sound timing. Copyright considerations are also covered.
2D animation involves manipulating digital images, while 3D animation uses 3D models and virtual worlds to create animated scenes with depth. Traditional 2D animation was a lengthy hand-drawn process, while modern 2D and 3D animation is digital. Popular 2D animated movies include The Lion King and Spirited Away, while popular 3D animated movies include How to Train Your Dragon and Toy Story.
Output devices convey processed data to users. Display devices like LCD and plasma monitors visually output text, graphics, and video. Printers produce hard copies on paper through inkjet, laser, or other methods. Audio output devices like speakers and headphones allow users to hear processed sound files. A variety of other specialized output hardware exists as well, such as data projectors, interactive whiteboards, and fax machines.
Today we live in such a business world where graphic design plays an important role everywhere. From direct marketing to online marketing everywhere there is the presence of graphic design. Many companies offer this service professionally. These companies use different sort of software to provide their service. The software that runs far ahead than the others in this case is Adobe Photoshop. Some other software follows it like IN design, Quake Xpress, Corel Draw, Flash Professional CC.
This lesson provides concise introduction into the study of computer multimedia application systems. The lesson touches on elements of a digital multimedia which include text, images, audio, video, animation and graphics
The document discusses information and communication technologies in education, focusing on the internet and the world wide web. It defines key terms like internet, intranet, extranet, and ethernet. It explains how the internet functions as a network of networks using protocols. The document outlines the history of the internet from its origins as ARPANET and the key developments that led to its growth. It defines the world wide web and how information is accessed on the web using browsers, search engines, and uniform resource locators (URLs). The client-server model of website development and common scripting languages used are also summarized.
This document discusses the impacts and challenges of e-publishing. It begins with an introduction to e-publishing and how it has developed over three phases from converting printed books to digital formats to now outselling print. While e-publishing provides advantages like lower costs and global accessibility, it also faces challenges related to copyright issues, piracy, and ensuring compatibility across devices. The document recommends strategies for publishers to address these challenges, such as partnerships with local publishers to navigate regulations, digital rights management systems to prevent piracy, and cooperation across the industry on standards.
Desktop publishing involves using page layout skills on a personal computer to design publications. It allows users to combine text, graphics, and other elements into a standardized format for printed output or digital distribution. Key benefits of desktop publishing include making documents visually appealing and streamlining the process of disseminating information to others. While graphic design focuses more on conceptual creativity, desktop publishing is a more production-oriented process of implementing design ideas. Popular desktop publishing software gives users tools for formatting pages, inserting images and arranging objects on a page in layers for high-quality output comparable to traditional printing. Factors like intended audience, delivery method, and page limitations must be considered during the desktop publishing process.
This document provides an introduction to making multimedia projects. It discusses the stages of a multimedia project including planning, designing, producing, testing and delivering. It emphasizes the importance of having the right hardware, software, ideas, skills and organization. Specific hardware discussed includes computers, networking equipment and connection methods like SCSI, IDE, USB and FireWire. The document also covers input devices, output devices, memory, storage and different types of software tools used for text, graphics, sound, video and authoring multimedia projects.
This document discusses text and fonts. It defines text as the simplest data type used to communicate ideas and facts. It describes the different elements of text, such as alphabet characters, numbers, and special characters. It also discusses the different types of text, including unformatted, formatted, and hypertext. The document then defines fonts and typefaces, and includes terminology like baseline, leading, x-height, and serifs. It classifies fonts and describes font styles. Overall, the document provides an overview of text and the technical aspects of fonts.
This document discusses multimedia and its applications. Multimedia represents, stores, and transmits various forms of media like text, animation, graphics, audio, and video digitally. It allows for interactive elements and live user participation. Multimedia enhances learning by helping the brain absorb and retain information more easily. It finds useful applications in education, medicine, science, business, mass media, entertainment, and advertising. The document also describes common multimedia file formats, software, and basic concepts like image resolution and color modes.
Multimedia is content that combines different media types such as text, audio, images, animations, video and interactive content. It is used in business, education, homes, and public places for purposes like presentations, training, advertisements, video conferencing, and providing information. Multimedia content contains various elements including text, images, sound, animation, and video, which can be static or dynamic. These elements must be properly arranged for an effective multimedia project.
This document provides an overview of text in multimedia presentations and discusses various topics related to fonts and typefaces. It discusses:
1. The importance of text in multimedia and different attributes that can be applied to blocks of text like font, size, color, etc.
2. The differences between typefaces, fonts, and font families. It also describes different types of typefaces like serif, sans serif, script, etc.
3. Font encoding systems and how fonts can be represented through bitmapped images or as scalable vector graphics like TrueType and PostScript fonts. It highlights factors like legibility and readability that affect text display across different devices and mediums.
The document provides an overview of the Internet by defining it as a network of networks that connects computers worldwide and allows for communication through services like email, file transfers, and the World Wide Web. It discusses the early history and development of the Internet from the 1960s onward. It also defines important Internet technologies like TCP/IP, IP addresses, domain names, browsers, search engines, and common online services available to Internet users.
This document provides an introduction to using Adobe Photoshop for photography. It discusses key skills like asset management, file types and sizes, cropping tools, and dodging and burning tools. It also covers transferring images into Photoshop, opening and browsing files, checking file sizes, and using selection, zoom and adjustment tools to manipulate images. The document concludes with instructions on saving edited files separately from originals.
Chapter 02 multimedia systems hardware and softwareUrvi Surat
This document discusses multimedia systems and authoring tools. It begins by categorizing multimedia systems as either multimedia presentation systems for users or multimedia development systems for developers. It then discusses the evolution of the multimedia PC from early systems with limited capabilities to later systems adhering to MPC specifications with improved processors, memory, and multimedia support. The document also covers various types of authoring tools classified by metaphor and capabilities, and the typical multimedia development process.
This document provides an overview of graphics and images used in multimedia. It discusses different types of graphics like bitmaps and vectors. It also covers image resolution, file formats, and color schemes. Key points include:
- Graphics can be pictures, drawings, clip art, charts and more while images are digital representations of pictures.
- Bitmap graphics use pixels to represent color and are also called raster graphics. Vector images use drawing elements stored as commands.
- Resolution is measured in pixels, DPI, or PPI and affects image quality and size. Color depth is measured in bits and determines the number of colors an image can display.
- Common color schemes are RGB for screens and CMYK for printers. Form
The document discusses digital audio and sound. It defines key terms like audio, sound, frequency, amplitude, sampling rate, and bit resolution. It explains how sound is captured, stored, and played back in digital form. The various file formats for digital audio are also outlined, including wav, aiff, mp3, midi, and comparisons between lossy and lossless compression.
multimedia making it work by Tay Vaughan Chapter1alichaudhry28
This document discusses multimedia and its applications. It defines multimedia as a combination of different media types, and notes that multimedia becomes interactive when users can control elements. It then describes common applications of multimedia in business, education, homes, and public spaces. Finally, it discusses methods of delivering multimedia, including via CD-ROM, DVD, and virtual reality.
This presentation is tracing Photoshop development from the first version "Photoshop 1.0" till the 2010 version "Photoshop CS5". In addition, I included the most important requirements and Features in each version.
أعدد هذا العرض لمتابعة خط تطور برنامج الفوتوشوب من النسخة الأولى ولغاية آخر نسخة 2010 وهي الفوتوشوب سي أس 5، كما عمدت أيضا إلى إضافة أهم المتطلبات البرنامج وخصائصه لكل نسخة.
www.mediacenterimac.com - Editing is part of the creative post-production process of filmmaking. Editing always a major demand in the electronic media scenario. We are the best institute in terms of video editing & photography courses.We have Industry Professionals & State –of-art set up.
Multimedia Building Blocks by Daniyal KhanDaniyal Khan
This document discusses the building blocks of multimedia projects including audio, video, animation, text, and graphics. It explains that multimedia projects often contain graphic elements provided by a content specialist like photos, logos, and colors. The document also covers topics like vector images, image resolution, file size, scanning images, color models, and editing tools for cropping, brightness, contrast and filters. In summarizing key elements for multimedia design, it addresses factors to consider for images such as size, use, and required manipulation.
This document discusses digital audio, including how sound is digitized, processed, and stored. It explains that digital audio quality depends on sampling rate. Common sampling rates used in multimedia are 44.1 kHz for CD quality, 22.05 kHz for good voice, and 11.025 kHz for voice quality. File formats for digital audio are discussed, along with calculating file sizes. Guidelines are provided for using audio in multimedia, such as choosing high quality recordings and testing sound timing. Copyright considerations are also covered.
2D animation involves manipulating digital images, while 3D animation uses 3D models and virtual worlds to create animated scenes with depth. Traditional 2D animation was a lengthy hand-drawn process, while modern 2D and 3D animation is digital. Popular 2D animated movies include The Lion King and Spirited Away, while popular 3D animated movies include How to Train Your Dragon and Toy Story.
Output devices convey processed data to users. Display devices like LCD and plasma monitors visually output text, graphics, and video. Printers produce hard copies on paper through inkjet, laser, or other methods. Audio output devices like speakers and headphones allow users to hear processed sound files. A variety of other specialized output hardware exists as well, such as data projectors, interactive whiteboards, and fax machines.
Today we live in such a business world where graphic design plays an important role everywhere. From direct marketing to online marketing everywhere there is the presence of graphic design. Many companies offer this service professionally. These companies use different sort of software to provide their service. The software that runs far ahead than the others in this case is Adobe Photoshop. Some other software follows it like IN design, Quake Xpress, Corel Draw, Flash Professional CC.
This lesson provides concise introduction into the study of computer multimedia application systems. The lesson touches on elements of a digital multimedia which include text, images, audio, video, animation and graphics
The document discusses information and communication technologies in education, focusing on the internet and the world wide web. It defines key terms like internet, intranet, extranet, and ethernet. It explains how the internet functions as a network of networks using protocols. The document outlines the history of the internet from its origins as ARPANET and the key developments that led to its growth. It defines the world wide web and how information is accessed on the web using browsers, search engines, and uniform resource locators (URLs). The client-server model of website development and common scripting languages used are also summarized.
This document discusses the impacts and challenges of e-publishing. It begins with an introduction to e-publishing and how it has developed over three phases from converting printed books to digital formats to now outselling print. While e-publishing provides advantages like lower costs and global accessibility, it also faces challenges related to copyright issues, piracy, and ensuring compatibility across devices. The document recommends strategies for publishers to address these challenges, such as partnerships with local publishers to navigate regulations, digital rights management systems to prevent piracy, and cooperation across the industry on standards.
This document provides contact information for Parham Baghestani and Rahele Farnia who work as content producers at eContent. It lists their email addresses and the company website. It also lists several Adobe software programs and content formats, like SCORM, that the content producers have experience working with to create eLearning content.
E-publishing involves the digital creation and distribution of electronic content like books, images, text, music and videos. It has several advantages over print publishing like lower production costs, smaller inventory investments, and easier updating. India has over 20,000 publishing entities producing content in various languages, and e-publishing is growing rapidly in the country. Skills needed for careers in e-publishing include backgrounds in sciences, languages, editing, programming, and continuous learning. The future of publishing is increasingly driven by technology and new business models.
E-publishing is short form of electronic publishing, which refers to production of any work formatted to be read on a computer or by a hand-held device. This is an area that was never conceivable before the advent of the internet, particularly the web.
1. Multimedia authoring tools provide the framework for organizing and editing multimedia projects and allow combining content and functions. Common authoring tools include Macromedia Flash, Director, and Authorware.
2. Authoring systems use different metaphors like card-based, icon-based, and time-based to organize multimedia elements. Elements have properties and form hierarchical relationships.
3. Multimedia production involves specialized roles and the design phase includes prototyping. Authoring tools help with creation, testing, and final development.
This document discusses the development of inclusive e-learning content that is bias-free, pedagogically flexible, customizable, and accessible for all learners regardless of their background. It recognizes that all content inherently contains biases and examines different types of biases that can exist in educational materials like ageism, ableism, nationalism, racism, and religious biases. The document emphasizes that inclusive content must consider learners' social and economic realities to be truly accessible. It argues that addressing exclusion in education is urgent given data showing high dropout rates and low literacy skills in Europe that could limit future employment opportunities without intervention.
Half of Malaysian higher education institutions surveyed have a dedicated center for developing e-learning content. The main strategy used is collaboration between these centers and subject matter experts. The most commonly used applications for development are Flash, Articulate, and Adobe Captivate. Lecturers, graphic designers, and multimedia developers are primarily involved in content creation. Major support provided includes advice, equipment, and training, though few institutions offer development grants. The main challenges facing institutions are lack of motivation, specialists, and funding among staff. Copyright issues also present difficulties for most schools.
Here are the key things to consider when choosing an eBook reader:
- Storage capacity and ability to expand memory
- File type compatibility
- Connectivity options like WiFi and cellular
- Screen size, resolution, glare, and readability especially in sunlight
- Weight and comfort for extended reading sessions
- Color versus black and white display depending on intended book types
Multimedia refers to using multiple media types like text, audio, graphics, video and animations together. The document discusses the importance of multimedia in classrooms and its benefits. It provides details on the different elements of multimedia, types of multimedia devices, stages of multimedia production, advantages and disadvantages of using multimedia. In conclusion, the use of multimedia engages students, improves learning outcomes and develops important skills.
Electronic publishing involves the submission, editing, printing and distribution of manuscripts using computers and telecommunications. It refers broadly to any information published in electronic form, including sources distributed on magnetic tape or videodisc. Electronic publishing has grown steadily since the first electronic book was published in 1985 in Germany. Optical discs like CD-ROMs have become synonymous with electronic publishing due to their success and ability to hold large volumes of data durably. Electronic journals differ from conventional journals in their use of computer and communication networks, which eliminates time lags between submission and publication.
The document defines key terms related to web publishing including web pages, websites, web servers, web browsers, blogs, and more. It provides information on setting up web publishing including needing web development software, an internet connection, and a web server. It also discusses choosing a domain name, uploading content using FTP software, and selecting a web hosting provider.
The document introduces various types of e-content including open educational resources (OERs), reusable learning objects (RLOs), eBooks, online dictionaries, and encyclopedias. It provides examples of OERs like MIT OpenCourseware and OpenLearn which provide free educational content. RLOs are described as interactive online resources focused on a single learning objective. Examples of eBook sources include Project Gutenberg and online library collections. Overall the document serves to define and provide examples of different forms of digital educational content available online.
- the application of the skills of electronic publishing and its mechanisms from the beginning and until the arrival of the source to the target groups.2 - briefing programs used for electronic publishing and the ability to evaluate to determine the most appropriate for the target.3 - the ability to know the areas that should be employed in electronic publishing, media type appropriate for that.
Multimedia refers to the integration of multiple mediums of communication like text, graphics, audio, and video. Using multimedia in the classroom can facilitate learning through interactive icebreaker activities and videos or games that enhance language and culture. The advantages of multimedia include students learning more easily and quickly, and having access to entertaining and educational resources, while disadvantages are the need for reliable electricity, potential addictiveness of equipment, and health issues like visual fatigue.
Electronic publishing involves the digital publication and distribution of content like e-books, EPUBs, articles, and other written works. It allows for creation, sharing, and distribution of digital content through various electronic mediums like the web, CD-ROMs, disks, and more. Electronic publishing provides benefits like speed, accessibility, lower costs, interactive capabilities, and the ability to easily update and modify content. However, it also faces challenges like potential theft of content, limitations of electronic formats and devices, and difficulties in some regions with infrastructure and intellectual property laws.
The document provides an overview of ecommerce and online publishing. It discusses the history and evolution of online publishing, defines key terms like online publishing and e-publishing, describes various types of online publishing like static and dynamic web pages. The document also outlines the advantages and disadvantages of online publishing compared to traditional print publishing. It examines business models, technologies, user behavior and trends in online publishing. Lastly, it provides details on the process and steps to publish content online through Amazon Kindle.
The document discusses e-commerce and online publishing. It provides an overview of topics such as the history of online publishing, types of online publishing platforms, advantages and disadvantages of online publishing, business models, and trends in user behavior and new media technologies. It also describes the process of publishing content online through Amazon's Kindle Direct Publishing platform.
This document provides an overview of electronic resources, including their definition, characteristics, benefits, and lifecycle. Some key points:
- Electronic resources have revolutionized information dissemination by facilitating easy search and retrieval of information through networks and the internet from any location.
- They allow for remote access, simultaneous use by multiple users, and interaction between authors/publishers and users. Benefits include convenience, savings in physical space and costs, and improved accessibility.
- However, e-resources also face drawbacks like requiring compatible devices and software, and potential hardware or software failures interrupting access.
- The lifecycle of an e-resource involves discovery, trial access, selection, acquisition, providing access
The document discusses network publishing technology and how computer networks can now support interactive text applications across many countries. It describes how publishers have been exploiting computer technology to speed up printed publications and how using computer networks can take this trend to the next logical step of distributing work. The document also proposes the technical rationale for network publishing and suggests some components of a successful commercial system.
electronic media presentation for the masscommunicationrisemedia
Electronic media refers to various means of communication that use electronic or digital technology to deliver content to users, such as television, radio, internet, and smartphones. It allows for fast, widespread, and engaging dissemination of information. Some key advantages are that it can connect people globally nearly instantly, is cost-effective, and allows constant access to live content and breaking news. However, electronic media is also subject to rapid technological changes and potential misinformation if not properly regulated or verified. It has largely superseded print media while also raising new opportunities and challenges for public communication.
This document provides an overview of network and data communication topics, including:
- Networks allow devices to share resources and exchange files by interconnecting computers and devices either locally or on a large scale.
- Common network devices include hubs, bridges, switches, and routers that connect end-user devices like computers and printers.
- The Internet is a global network that allows access to online information and resources to support teaching and learning through tools, lectures, and multimedia.
- Search engines and browsers facilitate finding and accessing online information through the use of URLs, keywords, and favorites. Electronic mail and documents tools like Gmail and Google Docs further enhance online communication and collaboration.
PR1 - Efficient Magazine Workflow for Production and Editorial
These slides are from my presentation this morning at MagNet, Canada's Magazine Conference.
This chapter introduces computers and their basic components. It defines a computer as an electronic device that can accept data as input, process the data, produce output, and store results. The main components of a computer are the system unit, input devices, output devices, storage devices, and communication devices. Examples of input devices include keyboards, mice, and scanners, while common output devices are monitors and printers. The chapter also discusses computer networks, the internet, and how they allow sharing of resources. It introduces concepts such as websites, webpages, web applications, blogs, podcasts, and how they are categorized as Web 2.0 sites.
Rapid progress in information technology and electronic communications in the last few decades have profound impact on the way we gather, store, disseminate and consume information. Methodologies and tools for converting information to knowledge have also been very successful. All these have put a lot of pressure on traditional content storehouses like libraries to harness the new technologies for the benefits of their users.
Since Universities around the world own most of these libraries, they have been trying to embrace these newer technologies and have devised suitable methods that are beneficial to their users. They have created a new category of content called e-resources out of all forms of electronic documents and media. In the last few years, investments in these e-resources have increased many folds. Groups of universities have come together to collaboratively address the situation. In many cases, including India, Governments have also funded much of these efforts.
There are parallel efforts of creating additional knowledge resources by individuals for the consumption of individuals. In fact, the volume of effort in this area has been so large that lot of younger people are beginning to break away from traditional library and university system and greatly depend on these open sources. Proliferation of sources like Google, YouTube, Edx, Moocs and ResearchGate have been nothing short of explosive and has perhaps created the largest knowledge democracy.
In this talk, we look at the much of these developments, their implications and discuss a few use cases.
We have also suggested an architecture based on contemporary IT scenarios that will help to plan and setup an e-Resources infrastructure in a University that may be making efforts to either start it or upgrade their existing setup.
The talk concludes by suggesting a few areas of cooperation between the Universities and creating a scale that can dominate in the area of spreading validated information and create a widely spread knowledge-based society.
it merely focuses on all the aspects of online publishing..........at last the process has been very well explained as to how to publish an e book online
Planning for teaching, Internet, importance of internet, network, some important reasons for networking, applications of network, benefits of network, types of network, entering URL, Navigation buttons, browsing internet, uniform resource locator, email, email address, parts of mail, attach files to message, email features
This document discusses different types of multimedia materials used in education, including their advantages and disadvantages. It defines multimedia as the combination of multiple media like text, graphics, sound, animation and video. Print materials like textbooks, magazines and newspapers are described along with their pros and cons. E-materials like e-books and e-journals are also covered. Advantages of e-books include instant access and less physical space needed, while disadvantages include difficulty reading on screens and loss of files. E-journals provide quick access to archives but require technical skills and infrastructure. Overall the document provides an overview of traditional and digital multimedia materials for teaching.
This document discusses different types of multimedia materials used in education, including their advantages and disadvantages. It defines multimedia as the combination of multiple media like text, graphics, sound, animation and video. Print materials like textbooks, magazines and newspapers are described along with their pros and cons. E-materials like e-books and e-journals are also summarized in terms of advantages such as instant access and portability, and disadvantages like technical barriers and loss of data. The document provides an overview of various multimedia resources for teaching and learning.
The document discusses intranets, extranets, and electronic communication. An intranet is a private network within an organization that allows authorized internal users to communicate and share information. An extranet allows controlled access to an organization's intranet by external users such as suppliers or customers. Electronic communication refers to communication using technology like email, phones, video conferencing. The document compares synchronous communication which requires real-time interaction versus asynchronous communication which does not require both parties to communicate at the same time. It also discusses popular internet search engines and how to use them to search for nursing-related information.
This document summarizes a seminar presentation on e-publishing. It defines e-publishing as publishing works online, on compact disks, or in file formats compatible with electronic devices rather than traditional printed books. The presentation traces the history of e-publishing from the 1970s to today and discusses the types and advantages of e-publishing, such as lower costs, faster publishing times, and the ability to update works easily. However, it also notes disadvantages like concerns over piracy, file format compatibility issues, and potentially lower sales compared to print.
Engaging Your Audience Through Online Technologies: Session 2HRMM
Presented at the Museums in Conversation Conference, April 15, 2013, Syracuse, NY. This presentation covers a more in-depth overview of some of the specific technologies you can use in the museum.
For PDFs of print materials developed for this conference and links to research conducted for this presentation, please visit http://engagingyouraudience.wordpress.com
This document discusses digital libraries. It begins by defining a digital library as a collection of information stored in digital formats and accessible over a network. The first digital library, Project Gutenberg, was introduced in 1971 and focuses on digitizing public domain books. Digital libraries offer advantages like unlimited access from any location and preservation of materials, but also have disadvantages like copyright issues and high initial costs. The document then discusses online publication, including how it allows content to be distributed electronically without physical copies, and how academic publishing is transitioning from print to digital formats.
The document outlines the key topics covered in a digital marketing course, including:
1. Analyzing the digital marketing environment and customer behavior online.
2. Evaluating e-commerce metrics and website development strategies.
3. Optimizing search engine and email marketing techniques.
4. Developing online advertising and social media marketing strategies.
The course covers these topics through units on introduction to digital marketing, e-commerce metrics, website content development, search engine optimization, advertising online and social media marketing.
Similaire à Week one lecture- Multimedia and Digital Publishing (20)
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
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Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
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The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
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Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
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2. Understanding Edge (IoT)
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3. What is ArgoCD?
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4. Deployment Using ArgoCD for Edge Devices
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5. Introduction to Apache Kafka and S3
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7. What is Prometheus?
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8. Monitoring Application Metrics with Prometheus
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11. What is a Jupyter Notebook?
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12. Jupyter Notebooks with Code Examples
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What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
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-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
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For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
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A data warehouse is a central relational database that contains all measurements about a business or an organisation. This data comes from a variety of heterogeneous data sources, which includes databases of any type that back the applications used by the company, data files exported by some applications, or APIs provided by internal or external services.
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The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
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Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
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2. Learning Outcomes for Unit One:
At the end of this unit, you will:
1. Define publishing
2. Distinguish between traditional publishing and
digital publishing
3. Explain the merit and demerits of Traditional
publishing and Digital publishing
4. Identify the types of Digital publishing
5. Define Multimedia and Multimedia system
6. Understand and explain the terminologies in
Multimedia
3. What is Publishing?
• Publishing is the process of production and dissemination
of literature or information -the activity of making
information available to the general public. In some
cases, authors may be their own publishers, meaning:
originators and developers of content also provide media
to deliver and display the content for the same.
• The whole concept of publishing is about knowledge
management.
• The knowledge must go through value added editorial
processes.
• Must be disseminated to a target audience
• How to get information to the audience
– Analogue or Print-Media
– Electronic or Digital Media
4. Traditional or Analogue Publishing?
• Traditionally, the selection, preparation, and distribution
of printed matter—including books, newspapers,
magazines, and pamphlets Engraving using the early
Gutenberg press during the 15th century.
5. Merits of Analogue Publishing?
• Visually Appealing
• Tangible and durable
• Higher perceived value
• No access to technology required
• Greater quality control
• Accepted norm
• Valuable, certifiable and collectable;
• Does not require a power source.
6. Demerits of Analogue Publishing?
• Books are expensive
• Difficult to find a publisher
• Costly to publish
• High printing costs
• Restricted in Multimedia
• Distribution is labor intensive and costly
• Limited number of copies printed
• Require large storage place
• Lower profit margin for the author
• Concept of Electronic publishing
7. Concepts of Electronic Publishing and Web
Publishing?
Electronic 0r Digital Publishing
• Electronic publishing (also referred to as ePublishing or
digital publishing) includes the digital publication of e-
books, EPUBs, and electronic articles and the
distribution of written-information digitally through
CD-ROMs, DVDs, portable document files (PDF), or
online over the internet or other networks.
• Creation, distribution and sharing of digital content
through a variety of electronic media (web, CD-ROM,
disk). True digital publishing - takes advantage of
networking tools and multimedia capability.
8. Concepts of Electronic Publishing and Web
Publishing?
Web Publishing
• Web publishing (also known as online publishing )
• The Web is a truly revolutionary advance in ability to
disseminate information.
• Web publishing has disadvantages, however; some
temporary, some inherent.
• The medium for dissemination is the internet It isn’t
free: initial and ongoing costs.
• If you publish on the Web, do it for the right reasons.
9. Concepts of Electronic Publishing and Web
Publishing?
Electronic Publishing products
• CD-ROM, e-journals (Electronic or Online newspaper
article), e-books, Online Catalogue, Directories on the Web.
Online News Sources QR code Collaborative software Audio
, Video File sharing, digital libraries, Database, Wikipedia,
Mobile apps, Twitter, RSS (Really Simple Syndication ), E-
mail, Facebook, Blog, YouTube, Online Questionnaires e.t.c
10. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Speed, easily searchable Rapid communication between
the participants in the network and communicate with each
other. for example, Articles can be put on the Web as soon
as they are ready, without having to wait maybe months for
a space in a journal issue. Provide Capabilities make it easier
for users to search and access data and information
required directly and very quickly.
11. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Interactive: Electronic interaction with the buyer or user of
an electronic publication, the producer can collect valuable
market- research data very cheaply. The rapid turnaround
time means that articles can be read, commented on by the
journals readers, and amended much more quickly than can
be done with print.
12. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Lower costs of review, change and added: It is easy to
conduct audits and their modifications (add or delete) the
material published electronically, and get the updated
version for publication without significant cost. Electronic
publishing has removed much of the cost and risk involved
in print publishing.
13. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Accessibility: Electronic publishing are accessible to all users
regardless of geographic location. it is far cheaper for these
researchers to get one computer with Internet access than
to subscribe to many journals, so electronic journals will be
a tool for further breaking down the barriers to democratic
research.
14. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Links, added value Links are the mainstay of the hypertext
format, and should be exploited: Not only can papers link to
those they have cited, but with a bit of effort, they can be
linked to those that cite them. Rather than just recreate a
print journal in exact format, which many of the commercial
publishers are doing, advantage should be taken of all the
possibilities of the Web to add value, for example by using
animation, virtual reality and interactive mathematical
charts.
15. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Save Time & Storage: More information can be stored
electronically than on paper and e- Published material
can be sent across the globe in a few seconds. The
actual time it takes for a book to get published is much
faster than in traditional publication.
16. Advantages and Disadvantages of Electronic
Publishing
Advantages of e- Publishing
• Keep Rights: Where paper publishers usually try to obtain
as many rights as possible, the e-Publisher usually retains
none. That means the writer keeps the rights to his work
and even has the option to take it to a paper publisher at a
later date.
17. Advantages and Disadvantages of Electronic
Publishing
Disadvantages of e- Publishing
• Temporary disadvantages: Web services not yet available
everywhere. Many people will need training to us e this
resource, etc.
• Inherent disadvantages: requires computing equipment to
use etc. Multiplicity of Platforms (Web -pages can
experience inconsistency of appearance between different
computer architectures) Updates may not be applicable to
all Pages.
18. Advantages and Disadvantages of Electronic
Publishing
Disadvantages of e- Publishing
• Theft of literary and scientific: The existence of this
vast amount of information on the Internet makes it
easy to carry out piracy and robbery.
• Comfort: the print paper can be read in any place and
on any position relaxes the reader but the book
published electronically cannot benefit from it but only
the existence the computer. The main disadvantages
of digital information are the limitations of the
computer monitor. This leads to problems with
reading, particularly over four or five screens,
annotation and portability; however, with the advent
of smart technology this may not always hold.
19. Advantages and Disadvantages of Electronic
Publishing
Disadvantages of e- Publishing
• Perishable citation Once printed, the details of a paper
journal remain constant, thus finding them again is
straightforward, however web sites change their URLs or
frequently disappear altogether.
• Costly to publish: It’s true that the overheads are lower for
the publisher, but that doesn’t mean the cost of the book
itself is less.
• Sales for e-books: are not as great as they are for paper.
• Cost: There are financial and time costs related to the use of
electronic publishing. The user must have a computer
monitor, software, service provider and browser
20. Advantages and Disadvantages of Electronic
Publishing
Disadvantages of e- Publishing
• Technical difficulties: The reader must possess some basic
computing and networking skills in order to take advantage
of electronic
• Format: E-publishing initially required readers to have
certain software for e-books.
21. Types of e- publishing
A - According to the medium:
• Hard Discs
• Other magnetic media: Magnetic Tapes.
• CD-ROMs, Disks and multi-purpose media and CD- DVD &
Blu-ray.
• USB (Universal Serial Bus)
• SD card memory - SD (Secure Digital)
• MP3 (MPEG-1 Audio Layer 3)
• MP4 ( MPEG-4 Part 14 )
22. Types of e- publishing
B - According to the types of databases:
• Bibliographic Databases
• Full-Databases
• Reference Databases
• Statistical Databases or Numerical Databases
23. Types of e- publishing
C - According to points of access and methods of access to
information
• Local, Specialized, National Network of any documents and
information sources that can be obtained from
the collaborative networks at the level of a specific
geographic area (ministry, city ... etc.).
• Wide Area Network which networks on a regional
level specific.
• The Internet for public users.
24. Types of e- publishing
D - According to points processing
• there are two points -of processing the information
available electronically, and they are:
1. Commercial sources, institutions and
businesses distributed in various regions of the world,
which seeks to profit from
the material made available to the information.
2. Sources of institutional non-profit organization, such
as universities, research institutes and documentation
centers.
26. “Multi”- “Media” defined
• Multi:
– Many or Multiple
• Media:
– Ways or channels of communication
– Tools that is used to represent or do a certain things,
– delivery medium, a form of mass communication –
– newspaper, magazine or TV
– Distribution tool & information presentation – text,
– graphic, voice, images, music and etc.
27. Multimedia, what is it?
• It is any woven combination of text, art, sound, animation,
and video delivered to you by computer or other electronic
or digitally manipulated means.
• the combination of various digital media types, such as text,
images, sound, and video, into an integrated multisensory
interactive application or presentation to convey a message
or information to an audience.
• It is richly presented sensation.
• When you weave together the sensual elements of
multimedia, you can electrify the thought and action
centers of people’s minds.
28. Multimedia, what is it?
• 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 multimedia
becomes hypermedia.
• The people who weave multimedia into meaningful
tapestries are called multimedia developers.
• 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.
29. Multimedia, what is it?
• If the project is to be shipped or sold to consumers or end
users, typically delivered as a download 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.
• A multimedia project need not be interactive to be called
multimedia: users can sit back and watch it just as they do a
movie or the television. In such cases a project is linear, or
starting at the beginning and running through to the end.
• When users are given navigational control and can wander
through the content at will, multimedia becomes nonlinear
and user interactive, and is a powerful personal gateway to
information.
30. Multimedia, what is it?
• Determining how a user will interact with and navigate
through the content of a project requires great attention to
the message, the scripting or storyboarding, the artwork,
and the programming.
• Multimedia elements are typically sewn together into a
project using authoring tools. These software tools are
designed to manage individual multimedia elements and
provide user interaction.
• Integrated multimedia is the “weaving” part of the
multimedia definition, where source documents such as
montages, graphics, video cuts, and sounds merge into a
final presentation.
31. Multimedia, what is it?
• The sum of what gets played back and how it is presented
to the viewer on a monitor is the graphical user interface,
or GUI (pronounced “gooey”).
• 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 software that govern the limits of what
can happen here are the multimedia platform or
environment.
32. Multimedia System
• A Multimedia System is a system capable of processing
multimedia data and applications.
• A Multimedia System has the capability of processing,
storing, generating, manipulating and rendering of
information.
33. Characteristics of Multimedia System
A Multimedia system has four basic characteristics:
1. Multimedia systems must be computer controlled.
2. Multimedia systems are integrated.
3. The information they handle must be represented
digitally.
4. The interface to the final presentation of media is
usually interactive.
34. Digital Media Types
Also known as sensual elements or components of
multimedia:
• Text
• Audio
• Images/Art
• Video
• Animations
35. Tools to Edit Digital Media Types
• Text
– Applications for creating or editing text include Word
Processing Applications, Adobe InDesign, Adobe
InCopy, open office, libre office, LateX, Quark Express
etc.
– Text can be written, spoken or sung
• Sound
– Tools for creating or editing sounds include Cubase,
Fruity Loops, Adobe Audition, Adobe Sound Booth,
Cool Edit Pro etc.
– Also called audio can be voice over, sound effect or
music
36. Tools to Edit Digital Media Types
• Graphics
– Also termed as images or art. Images can be
raster/bitmap or vector
– Applications for crating and editing graphics include
Adobe Photoshop, Adobe Light room, Adobe
Illustrator, CorelDraw, GIMP, Pixlr, etc.
Images may be Drawings, Charts, paintings, diagrams,
photographs, etc.
37. Tools to Edit Digital Media Types
• Video
– Applications for creating videos include Lightroom,
Windows Movie Maker, Pinnacle, Adobe Premier,
Adobe After Effect, Ulead Video Studio, techsmith
Camtasia, etc.
Videos can be live (real time) or recorded (non-real
time)
38. Tools to Edit Digital Media Types
• Animation
– Application for creating and editing animation include
Toon Boom Studio, Adobe Flash etc.
39. Multimedia Productions
What are the types of multimedia productions?
• Presentations
• Tutorials
• Games
• Simulations
• Web pages
40. Multimedia Productions
What are Presentations
• Presentations are sequences of slides, also called pages
or screens, that usually incorporate text, sound,
graphics, and animation.
• Used by:
– Businesses to present information
– Teachers or students in classrooms
41. Multimedia Productions
What are Tutorials?
• Tutorials are computer-based instructions that teach
skills or procedures.
• Can be used by:
– Businesses to train their employees
– Schools and colleges to teach or review subject
matter
42. Multimedia Productions
What are Simulations?
• Simulations are computer-based models of real-life
situations.
• Can be used for:
– Training
– Entertaining
– Informing
43. Multimedia Productions
What are Games?
• Can be used for:
– Entertaining
– Training
What are Webpages?
• Can be used for:
– Training
– Entertaining
– Informing
44. The Value of Multimedia in Society
There are a number of fields where multimedia could be of
use. Examples are:-
• Business
• Education
• Entertainment
• Home
• Public Places