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TOPIC 1:
MULTIMEDIADR AZITA BINTI
ALI
What is Multimedia?
 Derived from the word “Multi” and “Media”
 Multi
 Many, Multiple,
 Media
 Tools that is used to represent or do a certain
things, delivery medium, a form of mass
communication – newspaper, magazine / tv.
 Distribution tool & information presentation – text,
graphic, voice, images, music and etc.
 Multimedia is the media that uses multiple
forms of information content and
information processing (e.g. text, audio,
graphics, animation, video, interactivity) to
inform or entertain the user.
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
Elements of Multimedia
System
TE
XT
 Text : Text and symbols are very
important for communication in any
medium.
 With the recent explosion of the Internet and
World Wide Web, text has become more the
important than ever.
 Web is HTML (Hyper text Markup
language) originally designed to display
simple text documents on computer
screens, with occasional graphic images
thrown in as illustrations.
SOUN
D
 Sound is perhaps the most element of
multimedia. It can provide the listening
pleasure of music, the startling accent of
special effects or the ambience of a mood-
setting background.
Image
s
 Images whether represented analog or digital
plays a vital role in a multimedia. It is
expressed in the form of still picture, painting
or a photograph taken through a digital
camera.
ANIMATIO
N
 Animation is the rapid display of a sequence
of images of 2-D artwork or model positions
in order to create an illusion of movement. It
is an optical illusion of motion due to the
phenomenon of persistence of vision, and
can be created and demonstrated in a
number of ways
VIDE
O
 Digital video has supplanted analog video as
the method of choice for making video for
multimedia use.
 Video in multimedia are used to portray real
time moving pictures in a multimedia project
Categories of
Multimedia
 Multimedia may be broadly divided into linear
and non-linear categories.
 Linear active content progresses without
any navigation control for the viewer such
as a cinema presentation.
 Non-linear content offers user interactivity to
control progress as used with a computer
game or used in self-paced computer based
training. Non-linear content is also known as
hypermedia content.
Applications
of
Multimedia
Creative industries use multimedia for a
variety of purposes ranging from fine arts,
to entertainment, to commercial art, to
journalism, to media and software
services provided for any of the industries
listed below. An individual multimedia
designer may cover the spectrum
throughout their career. Request for their
skills range from technical, to analytical
and to creative.
Creative
industries
Commerci
al
 Much of the electronic old and new media
utilized by commercial artists is multimedia.
Exciting presentations are used to grab and
keep attention in advertising.
 Industrial, business to business, and interoffice
communications are often developed by
creative services firms for advanced
multimedia presentations beyond simple slide
shows to sell ideas or liven-up training.
 Commercial multimedia developers may be hired
to design for governmental services and nonprofit
services applications as well
Entertainment and Fine
Arts
 In addition, multimedia is heavily used in the
entertainment industry, especially to develop
special effects in movies and animations.
 Multimedia games are a popular pastime and
are software programs available either as CD-
ROMs or online.
 Some video games also use multimedia
features.
 Multimedia applications that allow users to
actively participate instead of just sitting by
as passive recipients of information are
called Interactive Multimedia.
Educati
on
 In Education, multimedia is used to produce
computer- based training courses (popularly
called CBTs) and reference books like
encyclopaedia and almanacs.
 A CBT lets the user go through a series of
presentations, text about a particular topic, and
associated illustrations in various information
formats.
 Edutainment is an informal term used to
describe combining education with
entertainment, especially multimedia
entertainment.
Education and Training Products
• Exampl
e
2/2
education
educatio
n
 Reference
CD: encyclopedias, census data, directories,
dictionaries• Examples are electronic forms of:
 Encyclopedia
 Dictionaries
 Cookbooks, Historical,
Informative
 Scientific surveys.
Engineeri
ng
 Software engineers may use
multimedia in Computer Simulations
for anything from entertainment to
training such as military or industrial
training.
 Multimedia for software interfaces are often
done as collaboration between creative
professionals and software engineers.
HOME
 Home
 Use and Applications
Television
Satellite TV
SMS services (chats, voting,
reality TV)
Industr
y
 In the Industrial sector, multimedia is used as
a way to help present information to
shareholders, superiors and coworkers.
 Multimedia is also helpful for providing
employee training, advertising and selling
products all over the world via virtually
unlimited web-based technologies.
Mathematical and Scientific
Research
 In Mathematical and Scientific Research,
multimedia is mainly used for modeling and
simulation. For example, a scientist can look
at a molecular model
of a particular substance and manipulate it to
arrive at a new substance.
 Representative research can be found in
journals such as the Journal of Multimedia.
Medicin
e
 In Medicine, doctors can get trained by looking
at a virtual surgery or they can simulate how
the human body is affected by diseases
spread by viruses and bacteria and then
develop techniques to prevent it.
Multimedia in Public
Places
 In hotels, railway stations, shopping malls,
museums, and grocery stores, multimedia
will become available at stand-alone
terminals or kiosks to provide information
and help.
 A menu screen from a supermarket kiosk that
provide services ranging from meal planning
to coupons. Hotel kiosk list nearby
restaurant, maps of the city, airline
schedules, and provide guest services such
as automated checkout.
Kiosk Products
1/2
• A product which is usually stationed at public places and allow the
user to find information interactively and also other types of
transaction.
• Characteristics of Kiosk Products:-
 Limited target users and usage.
 User friendly and easily used by user.
 Fast response.
Kiosk Products
2/2
• Categories of Kiosk
 Point Of Information
 Provide certain information (example map,
timetable etc)
 Point Of Sales System
 Allow users to purchase or make orders
• Example of Kiosk Products:-
 Instant Photo Booth
 Banking Kiosk (money deposit, cheque)
 University Information Kiosk
Topik 1 Pengenalan Multimedia

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Topik 1 Pengenalan Multimedia

  • 2. What is Multimedia?  Derived from the word “Multi” and “Media”  Multi  Many, Multiple,  Media  Tools that is used to represent or do a certain things, delivery medium, a form of mass communication – newspaper, magazine / tv.  Distribution tool & information presentation – text, graphic, voice, images, music and etc.
  • 3.  Multimedia is the media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the user.
  • 5. TE XT  Text : Text and symbols are very important for communication in any medium.  With the recent explosion of the Internet and World Wide Web, text has become more the important than ever.  Web is HTML (Hyper text Markup language) originally designed to display simple text documents on computer screens, with occasional graphic images thrown in as illustrations.
  • 6. SOUN D  Sound is perhaps the most element of multimedia. It can provide the listening pleasure of music, the startling accent of special effects or the ambience of a mood- setting background.
  • 7. Image s  Images whether represented analog or digital plays a vital role in a multimedia. It is expressed in the form of still picture, painting or a photograph taken through a digital camera.
  • 8. ANIMATIO N  Animation is the rapid display of a sequence of images of 2-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways
  • 9. VIDE O  Digital video has supplanted analog video as the method of choice for making video for multimedia use.  Video in multimedia are used to portray real time moving pictures in a multimedia project
  • 10. Categories of Multimedia  Multimedia may be broadly divided into linear and non-linear categories.  Linear active content progresses without any navigation control for the viewer such as a cinema presentation.  Non-linear content offers user interactivity to control progress as used with a computer game or used in self-paced computer based training. Non-linear content is also known as hypermedia content.
  • 12. Creative industries use multimedia for a variety of purposes ranging from fine arts, to entertainment, to commercial art, to journalism, to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Request for their skills range from technical, to analytical and to creative. Creative industries
  • 13. Commerci al  Much of the electronic old and new media utilized by commercial artists is multimedia. Exciting presentations are used to grab and keep attention in advertising.  Industrial, business to business, and interoffice communications are often developed by creative services firms for advanced multimedia presentations beyond simple slide shows to sell ideas or liven-up training.  Commercial multimedia developers may be hired to design for governmental services and nonprofit services applications as well
  • 14. Entertainment and Fine Arts  In addition, multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations.  Multimedia games are a popular pastime and are software programs available either as CD- ROMs or online.  Some video games also use multimedia features.  Multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia.
  • 15. Educati on  In Education, multimedia is used to produce computer- based training courses (popularly called CBTs) and reference books like encyclopaedia and almanacs.  A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats.  Edutainment is an informal term used to describe combining education with entertainment, especially multimedia entertainment.
  • 16. Education and Training Products • Exampl e 2/2 education
  • 17. educatio n  Reference CD: encyclopedias, census data, directories, dictionaries• Examples are electronic forms of:  Encyclopedia  Dictionaries  Cookbooks, Historical, Informative  Scientific surveys.
  • 18. Engineeri ng  Software engineers may use multimedia in Computer Simulations for anything from entertainment to training such as military or industrial training.  Multimedia for software interfaces are often done as collaboration between creative professionals and software engineers.
  • 19. HOME  Home  Use and Applications Television Satellite TV SMS services (chats, voting, reality TV)
  • 20. Industr y  In the Industrial sector, multimedia is used as a way to help present information to shareholders, superiors and coworkers.  Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technologies.
  • 21. Mathematical and Scientific Research  In Mathematical and Scientific Research, multimedia is mainly used for modeling and simulation. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance.  Representative research can be found in journals such as the Journal of Multimedia.
  • 22. Medicin e  In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it.
  • 23. Multimedia in Public Places  In hotels, railway stations, shopping malls, museums, and grocery stores, multimedia will become available at stand-alone terminals or kiosks to provide information and help.  A menu screen from a supermarket kiosk that provide services ranging from meal planning to coupons. Hotel kiosk list nearby restaurant, maps of the city, airline schedules, and provide guest services such as automated checkout.
  • 24. Kiosk Products 1/2 • A product which is usually stationed at public places and allow the user to find information interactively and also other types of transaction. • Characteristics of Kiosk Products:-  Limited target users and usage.  User friendly and easily used by user.  Fast response.
  • 25. Kiosk Products 2/2 • Categories of Kiosk  Point Of Information  Provide certain information (example map, timetable etc)  Point Of Sales System  Allow users to purchase or make orders • Example of Kiosk Products:-  Instant Photo Booth  Banking Kiosk (money deposit, cheque)  University Information Kiosk