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CGMB324:
MULTIMEDIA SYSTEM
DESIGN
Chapter 2: Issues In Multimedia Authoring &
Design
Objectives
Upon completing this chapter, you should be
able to:
 Understand the theory and concept of multimedia
authoring
 Differentiate between the Multimedia Authoring
Metaphors
 Address the Content Design Issues
 Understand the Visual Design Issues
 Be aware of the Technical Design Issues
 Foresee the Fundamental Design issues
Multimedia Authoring
Multimedia Authoring
 MultimediaAuthoring the process of
creating multimedia application.
 During authoring, you might need to
organize or edit the elements of your
multimedia project, create user interface
and designing interactivity.
 This can be achieved through the use of
authoring programs / tools.
Why would anyone want to use an
authoring program?
 Why it is more efficient and effective to use an
authoring system:
 Simplify the inherently complex task of
creating interactive multimedia.
 Reduce the time needed to develop the
application
 Increase productivity
 Reusability of the content e.g. graphics,
animations, audio, video clips.
Authoring Tools
 Multimedia authoring tools are the central
integrative tools use to combine all the media
resources within a structured framework.
 Important to select an authoring tool that best
suits project needs.
 There are a number of factors that will narrow the
range of choice :
 the hardware available for development and
delivery
 the nature of the multimedia project
 price
 the market penetration of the tool.
Authoring & The Metaphor Used
 Authoringmetaphor== autho ring paradig m  for
easier understanding of the methodology
employed to create multimedia applications.
a) Scripting-language metaphor
b) Slide show metaphor
c) Hierarchical metaphor
d) Iconic/Flow-control metaphor
e) Frames metaphor
f) Card/Scripting metaphor
g) Cast/Score metaphor
a) Scripting Language Metaphor
 uses a special language to enable interactivity (button,
mouse, etc), and to allow conditionals, jumps, loops,
functions/macros
 e.g., OpenScript in Toolbook by Asymetrix
-- load an MPEG file
extFileName of MediaPlayer “theMpegPath” =
“c:windowsmediamedia.mpg”;
-- play
extPlayCount of MediaPlayer “theMpegPath” =
1;
--if want to start and end at specific
frames
extSelectionStart of MediaPlayer
“theMpegPath” = 103;
Example of OpenScript
b) Slide Show Metaphor
 by default a linear presentation
 However, tools exist to perform jumps/hyperlink –
seldom used
 e.g., PowerPoint, ImageQ
c) Hierarchical Metaphor
 User-controllable elements are
organized into a tree structure.
 Often used in menu-driven applications
d) Iconic/Flow-control Metaphor
 graphical icons are available in a toolbox
 Authoring proceeds by creating flow chart with icons
attached.
 e.g., Authorware by Macromedia
e) Frames metaphor
 As in iconic/flow-
control metaphor,
but uses C language
as the programming
language
 rather than
represent the actual
flow of the program,
links between icons
are more conceptual
f) Card/Scripting Metaphor
 index-card structure, good for hypertext/hypermedia
 e.g., SuperCard, HyperCard by Apple
g) Cast/Score/Scripting Metaphor
 with cast members,
music scores, and
scripting language;
 many synchronous
horizontal "tracks"
simultaneously
shown in vertical
columns;
 e.g., Director by
Macromedia (Uses
Lingo = scripting
language)
Content Design Issues
Content Design Issues
 "In multimedia, there are five ways to format
and deliver your message.
 You can write it, illustrate it, wiggle it, hear it,
and interact with it." -- D.E. Wolfgram (author
of, ‘Creating Multimedia Presentations’)
Scripting
A) Scripting (writing)
Rules forgood writing:
1. Understand your audience and correctly
address them.
2. Keep your writing as simple as possible.
-- e.g., write out the full message(s) first, then
shorten it.
3. Make sure technologies are used to
complement each other.
Graphics
B) Graphics (illustrating)
 Make use of pictures to effectively deliver your
messages. – as in the old adage, "A picture is
worth a thousand words."
 Create your own material (draw, scan,
PhotoCD, ...), or keep "copy files" of art works.
 Color Themes -- be consistent with the
contents
 pastels (pale or light colors)
 earth tones
 metallic colors
Animation
C) Animation (wiggling)
Types of Animation
 Character Animation -- humanize an object
e.g., a toothbrush, a car, a coke bottle, etc.
Animation
 Factors in choosing a character
 Emotion -- Is it happy, sad, funny,
sloppy, ...?
 Movement -- Is it fast, slow, bumpy, ...?
 Visual style -- Is its color/texture
consistent with the rest?
 Copyright -- "Don't use Mickey Mouse
before checking with Disney."
 Adequacy -- e.g., Does it provide various
poses? (can't make a broomstick sit!)
Animation (Effects & Transitions)
 Highlights and Sparkles
 e.g., to pop a word in/out of the screen, to sparkle a
logo --> to draw attention
 Moving Text
 e.g., put up one character at a time like a typewriter
OR "pulsing" -- the word grows/shrinks (or changes
color) a few times – the typewriter effect can be used
to create a suspense atmosphere as well of slowly
revealed info.
 Note: Do not slowly move entire line of text, they are
not easily readable. Instead, for example, slide the
bullets in and out.
Video
 Video -- live video or digitized video
+Advantages
 more powerful than still images
 often easier to obtain than graphics animation
- Disadvantages
 takes a lot of disk space
 sometimes needs special hardware (depends
on compression used) but more often,
requires a codec to be installed to play the
particular video
Audio
D) Audio (hearing)
Types of audio in multimedia applications
 Music -- sets the mood of the presentation,
enhances the emotion, illustrates points
 Sound effects -- to make specific points, e.g.,
squeaky doors, explosions, wind, ...
 Narration -- most direct message, often
effective
Interactivity
E) Interactivity (interaction)
 Interactive multimedia systems are important
 Studies have shown that people remember
70% of what they interact with (Edgar Dale –
Cone Of Learning)
Interactivity
Some Common Types of Interactive Multimedia
Applications:
Menu-driven programs and presentations
Hypermedia
Simulations/Performance-dependent Simulations
e.g., Games -- SimCity, Flight Simulators
Video-conferencing (NetMeeting, etc.)
Visual Design Issues
Visual Design Issues
 There are a few issues with regard to visual
design that must be considered :
 Themes/Styles
 Graphic Styles
 Animation Styles
 Pace & Running Length
 Basic Layout/User Interface
Themes & Styles
1. Themes & Styles -- A multimedia
presentation should have a consistent
theme/style; it should not be disjointed and
cluttered with multiple themes.
The choice of the theme/style depends on
the styles and emotions of your audience.
Various themes can be
used for interface
design
Various themes can be
used for interface
design
Themes & Styles (Examples)
Cartoon theme
 interesting/entertaining
 must be consistent with the character's personality
 perhaps suitable for an audience of children
Traditional theme
 straightforward marketing pieces
 simple, often informative
 not as interesting
Themes & Styles (Examples)
Hi-Tech theme
 contemporary computer art work (morphing, texture
mapping, metal texture, explosions, ...)
 attractive, easy to animate
Technical theme
 include blueprints, 3D models of the product, ... e.g.,
start with a drawing, then transformed into a rendered
image.
 shows adequate technical information
 gives impression of solid design and construction
Graphic Styles
2. Graphic Styles
 Some colorschemes (e.g., natural and floral for
outdoor scenes) and art styles (e.g., oil paints,
watercolours, color pencils, pastels) are best
combined with a certain theme/style.
http://www.pibweb.com/review/giveaway/interface.jpg
Graphic Styles
Color Principles and Guidelines
 Do not use too many colors!
 Be consistent with the use of color
 Use colors to separate ideas and signal
changes
Fonts
 Size: e.g., Use large fonts (e.g., 18 to 36
points), no more than 6-8 lines per screen –
depends on the application.
 Style: -- e.g., serif vs. sans serif
Animation Styles
3.When to Animate ?
"A leaf doesn't flutter if the wind doesn't blow."
Only animate when it has a specific purpose
oris necessary forthe application
Using Animation
 Enhance emotional impact
e.g., dove softly flapping its wings --> peace
e.g., air bag explosion + dummy movements
--> car crash.
 Make a point e.g., show insertion of a memory
chip onto the motherboard (much better than a
diagram)
Using Animation
 Improve information delivery
e.g., "pulsing" words (in and out of
screen) adds emphasis
 Indicate passage of time
e.g., clock/hourglass --> program still
running
e.g., animated text --> to prompt for
interaction/response
Animation Transitions
 Some transitions
 Wipes -- e.g., L-to-R, T-D, B-U, diagonal,
iris round, centree to edge, etc.
 Dissolve -- the current image distorts into
an unrecognizable form before the next
clear image appears, e.g., boxy dissolve,
cross dissolve, etc.
 Fade -- a metaphor for a complete change
of scene
 Cut -- immediate change to next image,
e.g., for making story points using a close-
up
Pace & Running Length
4. Pace and Running length
A few guidelines:
 Allow a block of text to be slowly read
twice.
 Transition time should be taken into
account for the total running time
Pace & Running Length
Running length (generally)
 self running presentation: 2-3 minutes
 limited interaction: 5-6 minutes
 complete analytical, hands-on demo: <
15 minutes
 with questions, discussions: > 30
minutes
Youshouldimplement built inbreaks forlongpresentations
Basic Layout
5. Basic Layout
 make sure that the information delivery path in
the layout is smooth, not irregular or jumpy
 chronological (what naturally comes first,
should be placed first; e.g. 1980 before 1985)
 use headlines/subtitles, additional shapes,
buttons, fonts, backgrounds and textures to
enhance the visual appearance.
Technical Design Issues
Technical Design
Tech Issues: Technical parameters that affect the
design and delivery of multimedia applications
NormalVideoMode
Video Mode Resolution Max # Colors
CGA 320 x 200 4
EGA 640 x 350 16
VGA 640 x 480 16
or 320 x 200 256
Technical Design
HighColorVideo Mode
Video Mode Resolution Max # Colors
SVGA 640 x 480 16.7 million *
SVGA 800 x 600 16.7 million *
SVGA 1,024 x 768 16.7 million *
SVGA 1,152 x 864 16.7 million *
SVGA 1,280 x 1,024 16.7 million *
SVGA 1,600 x 1,200 16.7 million *
Note
* The actual number of colors displayed may be
smaller, it depends on the amount of video
memory on the graphics card.
•8-bit color  256 colors
•16-bit color  65,536 colors
•24-bit color  16.7 million colors
Technical Design
1. Video Mode & Computer Platform
PC  Macintosh
There are many "portable", "cross-platform" software
and "run-time modules", but many of them lose
quality/performance during the translation.
2. Memory & Disk Space Requirements
Rapid progress in hardware alleviates the problem,
but software is too "greedy", especially the multimedia
ones.
Technical Design
3. Delivery
• Live Presentation
• Delivery by diskette
• Small in size, slow to install
• Delivery by CD-ROM/DVD-ROM
• Largercapacity
• Access time of CD-ROM/DVD-ROM drives is
longerthan hard-diskdrives
• Electronic Delivery (Netshow/Streaming-video, etc.)
• depends on baud rate, network connection, and
monthly bill
Overall Design Issues
Address The Needs
 To ensure success the MM system must
support multimedia applications that address
the diverse needs of users or clients
 Architecture and design of the overall systems
should cater for these diverse requirements
System Design
 Enterprise requirements
 Technology assessment
 Business model & related info
 Examining current architecture and feasibility
 Performance analysis
 Performance analysis and monitoring
 Impact of performance issue on design
System Design
 Designing forperformance
 Storage management
 Access management and optimization of storage
distribution
 Maximizing network transportation
 Managing system performance
 Multimedia SystemDesign
 Systems Design Methodology
 Object Oriented Multimedia Systems
System Design
 System Extensibility
 Ease of upgrading / add-on / plug-in
 Reusability
 System Maintenance
 Routine jobs to upkeep the operation
Networked MM Systems
 Generally, networked multimedia systems
have issues to address, some of which
are:
 Traffic analysis
 Bufferdesign
 Traffic shaping
 Admission and congestion control
 Scheduling
 Standardization

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Msd ch2 issues in multimedia

  • 1. CGMB324: MULTIMEDIA SYSTEM DESIGN Chapter 2: Issues In Multimedia Authoring & Design
  • 2. Objectives Upon completing this chapter, you should be able to:  Understand the theory and concept of multimedia authoring  Differentiate between the Multimedia Authoring Metaphors  Address the Content Design Issues  Understand the Visual Design Issues  Be aware of the Technical Design Issues  Foresee the Fundamental Design issues
  • 4. Multimedia Authoring  MultimediaAuthoring the process of creating multimedia application.  During authoring, you might need to organize or edit the elements of your multimedia project, create user interface and designing interactivity.  This can be achieved through the use of authoring programs / tools.
  • 5. Why would anyone want to use an authoring program?  Why it is more efficient and effective to use an authoring system:  Simplify the inherently complex task of creating interactive multimedia.  Reduce the time needed to develop the application  Increase productivity  Reusability of the content e.g. graphics, animations, audio, video clips.
  • 6. Authoring Tools  Multimedia authoring tools are the central integrative tools use to combine all the media resources within a structured framework.  Important to select an authoring tool that best suits project needs.  There are a number of factors that will narrow the range of choice :  the hardware available for development and delivery  the nature of the multimedia project  price  the market penetration of the tool.
  • 7. Authoring & The Metaphor Used  Authoringmetaphor== autho ring paradig m  for easier understanding of the methodology employed to create multimedia applications. a) Scripting-language metaphor b) Slide show metaphor c) Hierarchical metaphor d) Iconic/Flow-control metaphor e) Frames metaphor f) Card/Scripting metaphor g) Cast/Score metaphor
  • 8. a) Scripting Language Metaphor  uses a special language to enable interactivity (button, mouse, etc), and to allow conditionals, jumps, loops, functions/macros  e.g., OpenScript in Toolbook by Asymetrix -- load an MPEG file extFileName of MediaPlayer “theMpegPath” = “c:windowsmediamedia.mpg”; -- play extPlayCount of MediaPlayer “theMpegPath” = 1; --if want to start and end at specific frames extSelectionStart of MediaPlayer “theMpegPath” = 103; Example of OpenScript
  • 9. b) Slide Show Metaphor  by default a linear presentation  However, tools exist to perform jumps/hyperlink – seldom used  e.g., PowerPoint, ImageQ
  • 10. c) Hierarchical Metaphor  User-controllable elements are organized into a tree structure.  Often used in menu-driven applications
  • 11. d) Iconic/Flow-control Metaphor  graphical icons are available in a toolbox  Authoring proceeds by creating flow chart with icons attached.  e.g., Authorware by Macromedia
  • 12. e) Frames metaphor  As in iconic/flow- control metaphor, but uses C language as the programming language  rather than represent the actual flow of the program, links between icons are more conceptual
  • 13. f) Card/Scripting Metaphor  index-card structure, good for hypertext/hypermedia  e.g., SuperCard, HyperCard by Apple
  • 14. g) Cast/Score/Scripting Metaphor  with cast members, music scores, and scripting language;  many synchronous horizontal "tracks" simultaneously shown in vertical columns;  e.g., Director by Macromedia (Uses Lingo = scripting language)
  • 16. Content Design Issues  "In multimedia, there are five ways to format and deliver your message.  You can write it, illustrate it, wiggle it, hear it, and interact with it." -- D.E. Wolfgram (author of, ‘Creating Multimedia Presentations’)
  • 17. Scripting A) Scripting (writing) Rules forgood writing: 1. Understand your audience and correctly address them. 2. Keep your writing as simple as possible. -- e.g., write out the full message(s) first, then shorten it. 3. Make sure technologies are used to complement each other.
  • 18. Graphics B) Graphics (illustrating)  Make use of pictures to effectively deliver your messages. – as in the old adage, "A picture is worth a thousand words."  Create your own material (draw, scan, PhotoCD, ...), or keep "copy files" of art works.  Color Themes -- be consistent with the contents  pastels (pale or light colors)  earth tones  metallic colors
  • 19. Animation C) Animation (wiggling) Types of Animation  Character Animation -- humanize an object e.g., a toothbrush, a car, a coke bottle, etc.
  • 20. Animation  Factors in choosing a character  Emotion -- Is it happy, sad, funny, sloppy, ...?  Movement -- Is it fast, slow, bumpy, ...?  Visual style -- Is its color/texture consistent with the rest?  Copyright -- "Don't use Mickey Mouse before checking with Disney."  Adequacy -- e.g., Does it provide various poses? (can't make a broomstick sit!)
  • 21. Animation (Effects & Transitions)  Highlights and Sparkles  e.g., to pop a word in/out of the screen, to sparkle a logo --> to draw attention  Moving Text  e.g., put up one character at a time like a typewriter OR "pulsing" -- the word grows/shrinks (or changes color) a few times – the typewriter effect can be used to create a suspense atmosphere as well of slowly revealed info.  Note: Do not slowly move entire line of text, they are not easily readable. Instead, for example, slide the bullets in and out.
  • 22. Video  Video -- live video or digitized video +Advantages  more powerful than still images  often easier to obtain than graphics animation - Disadvantages  takes a lot of disk space  sometimes needs special hardware (depends on compression used) but more often, requires a codec to be installed to play the particular video
  • 23. Audio D) Audio (hearing) Types of audio in multimedia applications  Music -- sets the mood of the presentation, enhances the emotion, illustrates points  Sound effects -- to make specific points, e.g., squeaky doors, explosions, wind, ...  Narration -- most direct message, often effective
  • 24. Interactivity E) Interactivity (interaction)  Interactive multimedia systems are important  Studies have shown that people remember 70% of what they interact with (Edgar Dale – Cone Of Learning)
  • 25. Interactivity Some Common Types of Interactive Multimedia Applications: Menu-driven programs and presentations Hypermedia Simulations/Performance-dependent Simulations e.g., Games -- SimCity, Flight Simulators Video-conferencing (NetMeeting, etc.)
  • 27. Visual Design Issues  There are a few issues with regard to visual design that must be considered :  Themes/Styles  Graphic Styles  Animation Styles  Pace & Running Length  Basic Layout/User Interface
  • 28. Themes & Styles 1. Themes & Styles -- A multimedia presentation should have a consistent theme/style; it should not be disjointed and cluttered with multiple themes. The choice of the theme/style depends on the styles and emotions of your audience.
  • 29. Various themes can be used for interface design Various themes can be used for interface design
  • 30. Themes & Styles (Examples) Cartoon theme  interesting/entertaining  must be consistent with the character's personality  perhaps suitable for an audience of children Traditional theme  straightforward marketing pieces  simple, often informative  not as interesting
  • 31. Themes & Styles (Examples) Hi-Tech theme  contemporary computer art work (morphing, texture mapping, metal texture, explosions, ...)  attractive, easy to animate Technical theme  include blueprints, 3D models of the product, ... e.g., start with a drawing, then transformed into a rendered image.  shows adequate technical information  gives impression of solid design and construction
  • 32. Graphic Styles 2. Graphic Styles  Some colorschemes (e.g., natural and floral for outdoor scenes) and art styles (e.g., oil paints, watercolours, color pencils, pastels) are best combined with a certain theme/style. http://www.pibweb.com/review/giveaway/interface.jpg
  • 33. Graphic Styles Color Principles and Guidelines  Do not use too many colors!  Be consistent with the use of color  Use colors to separate ideas and signal changes Fonts  Size: e.g., Use large fonts (e.g., 18 to 36 points), no more than 6-8 lines per screen – depends on the application.  Style: -- e.g., serif vs. sans serif
  • 34. Animation Styles 3.When to Animate ? "A leaf doesn't flutter if the wind doesn't blow." Only animate when it has a specific purpose oris necessary forthe application
  • 35. Using Animation  Enhance emotional impact e.g., dove softly flapping its wings --> peace e.g., air bag explosion + dummy movements --> car crash.  Make a point e.g., show insertion of a memory chip onto the motherboard (much better than a diagram)
  • 36. Using Animation  Improve information delivery e.g., "pulsing" words (in and out of screen) adds emphasis  Indicate passage of time e.g., clock/hourglass --> program still running e.g., animated text --> to prompt for interaction/response
  • 37. Animation Transitions  Some transitions  Wipes -- e.g., L-to-R, T-D, B-U, diagonal, iris round, centree to edge, etc.  Dissolve -- the current image distorts into an unrecognizable form before the next clear image appears, e.g., boxy dissolve, cross dissolve, etc.  Fade -- a metaphor for a complete change of scene  Cut -- immediate change to next image, e.g., for making story points using a close- up
  • 38. Pace & Running Length 4. Pace and Running length A few guidelines:  Allow a block of text to be slowly read twice.  Transition time should be taken into account for the total running time
  • 39. Pace & Running Length Running length (generally)  self running presentation: 2-3 minutes  limited interaction: 5-6 minutes  complete analytical, hands-on demo: < 15 minutes  with questions, discussions: > 30 minutes Youshouldimplement built inbreaks forlongpresentations
  • 40. Basic Layout 5. Basic Layout  make sure that the information delivery path in the layout is smooth, not irregular or jumpy  chronological (what naturally comes first, should be placed first; e.g. 1980 before 1985)  use headlines/subtitles, additional shapes, buttons, fonts, backgrounds and textures to enhance the visual appearance.
  • 41.
  • 43. Technical Design Tech Issues: Technical parameters that affect the design and delivery of multimedia applications NormalVideoMode Video Mode Resolution Max # Colors CGA 320 x 200 4 EGA 640 x 350 16 VGA 640 x 480 16 or 320 x 200 256
  • 44. Technical Design HighColorVideo Mode Video Mode Resolution Max # Colors SVGA 640 x 480 16.7 million * SVGA 800 x 600 16.7 million * SVGA 1,024 x 768 16.7 million * SVGA 1,152 x 864 16.7 million * SVGA 1,280 x 1,024 16.7 million * SVGA 1,600 x 1,200 16.7 million *
  • 45. Note * The actual number of colors displayed may be smaller, it depends on the amount of video memory on the graphics card. •8-bit color  256 colors •16-bit color  65,536 colors •24-bit color  16.7 million colors
  • 46. Technical Design 1. Video Mode & Computer Platform PC  Macintosh There are many "portable", "cross-platform" software and "run-time modules", but many of them lose quality/performance during the translation. 2. Memory & Disk Space Requirements Rapid progress in hardware alleviates the problem, but software is too "greedy", especially the multimedia ones.
  • 47. Technical Design 3. Delivery • Live Presentation • Delivery by diskette • Small in size, slow to install • Delivery by CD-ROM/DVD-ROM • Largercapacity • Access time of CD-ROM/DVD-ROM drives is longerthan hard-diskdrives • Electronic Delivery (Netshow/Streaming-video, etc.) • depends on baud rate, network connection, and monthly bill
  • 49. Address The Needs  To ensure success the MM system must support multimedia applications that address the diverse needs of users or clients  Architecture and design of the overall systems should cater for these diverse requirements
  • 50. System Design  Enterprise requirements  Technology assessment  Business model & related info  Examining current architecture and feasibility  Performance analysis  Performance analysis and monitoring  Impact of performance issue on design
  • 51. System Design  Designing forperformance  Storage management  Access management and optimization of storage distribution  Maximizing network transportation  Managing system performance  Multimedia SystemDesign  Systems Design Methodology  Object Oriented Multimedia Systems
  • 52. System Design  System Extensibility  Ease of upgrading / add-on / plug-in  Reusability  System Maintenance  Routine jobs to upkeep the operation
  • 53. Networked MM Systems  Generally, networked multimedia systems have issues to address, some of which are:  Traffic analysis  Bufferdesign  Traffic shaping  Admission and congestion control  Scheduling  Standardization