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
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
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.
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