History of Multimedia Systems
History of Multimedia Systems
Newspaper were perhaps the first mass communication medium to employ Multimedia
they used mostly text, graphics, and images.
In 1895, Gugliemo Marconi sent his first wireless radio transmission at Pontecchio, Italy.
A few years later (in 1901) he detected radio waves beamed across the Atlantic. Initially
invented for telegraph, radio is now a major medium for audio broadcasting.
Television was the new media for the 20th century. It brings the video and has since
changed the world of mass communications.
Some of the important events in relation to Multimedia in Computing include:
• 1945 Bush wrote about Memex
• 1967 Negroponte formed the Architecture Machine Group
at MIT
• 1969 Nelson & Van Dam hypertext editor at Brown
• Birth of The Internet
• 1971 Email
• 1976 Architecture Machine Group proposal to DARPA:
Multiple Media
• 1980 Lippman & Mohl: Aspen Movie Map
• 1983 Backer: Electronic Book
• 1985 Negroponte, Wiesner: opened MIT Media Lab
• 1989 Tim BernersLee proposed the World Wide Web to
CERN (European Council for Nuclear Research)
• 1990 K. Hooper Woolsey, Apple Multimedia Lab, 100
people, educ.
• 1991 Apple Multimedia Lab: Visual Almanac, Classroom
MM Kiosk
• 1992 the first Mbone audio multicast on the Net
• 1993 U. Illinois National Center for Supercomputing
Applications: NCSA Mosaic
• 1994 Jim Clark and Marc Andreesen: Netscape
• 1995 JAVA for platformindependent application
development. Duke is the first applet.
• 1996 Microsoft, Internet Explorer.
Multimedia/Hypermedia
What is Multimedia?
Multimedia can have a many definitions these include:
Multimedia means that computer information can be represented through audio, video,
and animation in addition to traditional media (i.e., text, graphics drawings, images).
A good general definition is:
Multimedia is the field concerned with the computercontrolled integration of text,
graphics, drawings, still and moving images (Video), animation, audio, and any other
media where every type of information can be represented, stored, transmitted and
processed digitally.
A Multimedia Application is an Application which uses a collection of multiple media
sources e.g text, graphics, images, sound/audio, animation and/or video.
Hypermedia can be considered as one of the multimedia applications.
Multimedia Systems
A Multimedia System is a system capable of processing multimedia data and
applications.
A Multimedia System is characterised by the processing, storage, generation,
manipulation and rendition of Multimedia information.
• Characteristics of a Multimedia System
• Challenges for Multimedia Systems
• Desirable Features for a Multimedia System
• Components of a Multimedia System
Characteristics of a Multimedia System
A Multimedia system has four basic characteristics:
• Multimedia systems must be computer controlled.
• Multimedia systems are integrated.
• The information they handle must be represented digitally.
• The interface to the final presentation of media is usually interactive.
Challenges for Multimedia Systems
Supporting multimedia applications over a computer network renders the application
distributed. This will involve many special computing techniques discussed later.
Multimedia systems may have to render a variety of media at the same instant a
distinction from normal applications. There is a temporal relationship between many
forms of media (e.g. Video and Audio. There 2 are forms of problems here
• Sequencing within the media playing frames in correct order/time
frame in video
• Synchronisation intermedia scheduling (e.g. Video and Audio). Lip
synchronisation is clearly important for humans to watch playback of video and
audio and even animation and audio. Ever tried watching an out of (lip) sync film
for a long time?
The key issues multimedia systems need to deal with here are:
• How to represent and store temporal information.
• How to strictly maintain the temporal relationships on play back/retrieval
• What process are involved in the above.
Data has to represented digitally so many initial source of data needs to be digitise
translated from analog source to digital representation. The will involve scanning
(graphics, still images), sampling (audio/video) although digital cameras now exist for
direct scene to digital capture of images and video.
The data is large several Mb easily for audio and video therefore storage, transfer
(bandwidth) and processing overheads are high. Data compression techniques very
common.
Desirable Features for a Multimedia System
Given the above challenges the following feature a desirable (if not a prerequisite) for a
Multimedia System:
Very High Processing Power
needed to deal with large data processing and real time delivery of media.
Special hardware commonplace.
Multimedia Capable File System
needed to deliver realtime media e.g. Video/Audio Streaming. Special
Hardware/Software needed e.g RAID technology.
Data Representations/File Formats that support multimedia
Data representations/file formats should be easy to handle yet allow for
compression/decompression in realtime.
Efficient and High I/O
input and output to the file subsystem needs to be efficient and fast. Needs to
allow for realtime recording as well as playback of data. e.g. Direct to Disk
recording systems.
Special Operating System
to allow access to file system and process data efficiently and quickly. Needs to
support direct transfers to disk, realtime scheduling, fast interrupt processing, I/O
streaming etc.
Storage and Memory
large storage units (of the order of 50 100 Gb or more) and large memory (50
100 Mb or more). Large Caches also required and frequently of Level 2 and 3
hierarchy for efficient management.
Network Support
Clientserver systems common as distributed systems common.
Software Tools
user friendly tools needed to handle media, design and develop applications,
deliver media.
Components of a Multimedia System
Now let us consider the Components (Hardware and Software) required for a multimedia
system:
Capture devices
Video Camera, Video Recorder, Audio Microphone, Keyboards, mice, graphics
tablets, 3D input devices, tactile sensors, VR devices. Digitising/Sampling
Hardware
Storage Devices
Hard disks, CDROMs, Jaz/Zip drives, DVD, etc
Communication Networks
Ethernet, Token Ring, FDDI, ATM, Intranets, Internets.
Computer Systems
Multimedia Desktop machines, Workstations, MPEG/VIDEO/DSP Hardware
Display Devices
CDquality speakers, HDTV,SVGA, HiRes monitors, Colour printers etc.
Applications
Examples of Multimedia Applications include:
• World Wide Web
• Hypermedia courseware
• Video conferencing
• Videoondemand
• Interactive TV
• Groupware
• Home shopping
• Games
• Virtual reality
• Digital video editing and production systems
• Multimedia Database systems
Further Reading/Exploration
Try some good sources for locating internet multimedia examples on the Internet
For example:
• WebMuseum, Paris
• Audio Net
• BBC Web Site
• Index of Multimedia Information Sources
Multimedia Authoring:Systems and
Applications
• What is an Authoring System?
o Why should you use an authoring system?
• Multimedia Authoring Paradigms
• Multimedia Programming vs Multimedia Authoring
• Issues in Multimedia Applications Design
o Content Design
2.1.1 Scripting ( writing
)
Rules for good writing:
2.1.2 Graphics ( illustrating
)
Graphics Styles
2.1.3 Animation ( wiggling
)
2.1.4 Audio ( hearing
)
Types of Audio in Multimedia
Applications:
2.1.5 Interactivity ( interacting
)
Types of Interactive Multimedia
Applications:
o Technical Design
o Visual Design
• Storyboarding
• Overview of Multimedia Software Tools
o Digital Audio
o Music Sequencing and Notation
o Image/Graphics Editing
o Image/Graphics Editing
o Animation
o Multimedia Authoring
• Further Information
What is an Authoring System?
An Authoring System is a program which has preprogrammed elements for the
development of interactive multimedia software titles. Authoring systems vary widely in
orientation, capabilities, and learning curve. There is no such thing (at this time) as a
completely pointandclick automated authoring system; some knowledge of heuristic
thinking and algorithm design is necessary. Whether you realize it or not, authoring is
actually just a speededup form of programming; you don't need to know the intricacies
of a programming language, or worse, an API, but you do need to understand how
programs work.
Why should you use an authoring system?
It generally takes about 1/8th the time to develop an interactive multimedia project, such
as a CBT (Computer Based Training) program, in an authoring system as opposed to
programming it in compiled code. This means 1/8 the cost of programmer time and likely
increased reuse of code (assuming that you pass this project's code to the next CBT
project, and they use a similar or identical authoring system). However, the content
creation (graphics, text, video, audio, animation, etc.) is not generally affected by the
choice of an authoring system; any production time gains here result from accelerated
prototyping, not from the choice of an authoring system over a compiled language.
Multimedia Authoring Paradigms
The authoring paradigm, or authoring metaphor, is the methodology by which the
authoring system accomplishes its task.
There are various paradigms, including:
Scripting Language
the Scripting paradigm is the authoring method closest in
form to traditional programming. The paradigm is that of a
programming language, which specifies (by filename)
multimedia elements, sequencing, hotspots, synchronization,
etc. A powerful, objectoriented scripting language is usually
the centerpiece of such a system; inprogram editing of
elements (still graphics, video, audio, etc.) tends to be minimal
or nonexistent. Scripting languages do vary; check out how
much the language is objectbased or objectoriented. The
scripting paradigm tends to be longer in development time (it
takes longer to code an individual interaction), but generally
more powerful interactivity is possible. Since most Scripting
languages are interpreted, instead of compiled, the runtime
speed gains over other authoring methods are minimal. The
media handling can vary widely; check out your system with
your contributing package formats carefully. The Apple's
HyperTalk for HyperCard, Assymetrix's OpenScript for
ToolBook and Lingo scripting language of Macromedia
Director are examples of a Multimedia scripting language.
Here is an example lingo script to jump to a frame
global gNavSprite
on exitFrame
go the frame
play sprite gNavSprite
end
Iconic/Flow Control
This tends to be the speediest (in development time)
authoring style; it is best suited for rapid prototyping and short
development time projects. Many of these tools are also
optimized for developing ComputerBased Training (CBT). The
core of the paradigm is the Icon Palette, containing the possible
functions/interactions of a program, and the Flow Line, which
shows the actual links between the icons. These programs tend
to be the slowest runtimes, because each interaction carries with
it all of its possible permutations; the higher end packages, such
as Authorware (Fig. 2.1)or IconAuthor, are extremely powerful
and suffer least from runtime speed problems.
Macromedia Authorware Iconic/Flow Control Examples
Frame
The Frame paradigm is similar to the Iconic/Flow Control
paradigm in that it usually incorporates an icon palette;
however, the links drawn between icons are conceptual and do
not always represent the actual flow of the program. This is a
very fast development system, but requires a good auto
debugging function, as it is visually undebuggable. The best of
these have bundled compiledlanguage scripting, such as Quest
(whose scripting language is C) or Apple Media Kit.
Card/Scripting
The Card/Scripting paradigm provides a great deal of power
(via the incorporated scripting language) but suffers from the
indexcard structure. It is excellently suited for Hypertext
applications, and supremely suited for navigation intensive (a la
Cyan's "MYST" game) applications. Such programs are easily
extensible via XCMDs and DLLs; they are widely used for
shareware applications. The best applications allow all objects
(including individual graphic elements) to be scripted; many
entertainment applications are prototyped in a card/scripting
system prior to compiledlanguage coding.
Cast/Score/Scripting
The Cast/Score/Scripting paradigm uses a music score as its
primary authoring metaphor; the synchronous elements are
shown in various horizontal tracks with simultaneity shown via
the vertical columns. The true power of this metaphor lies in the
ability to script the behavior of each of the cast members. The
most popular member of this paradigm is Director, which is
used in the creation of many commercial applications. These
programs are best suited for animationintensive or
synchronized media applications; they are easily extensible to
handle other functions (such as hypertext) via XOBJs, XCMDs,
and DLLs.
Macromedia Director uses this method and examples can be
found in Figs
Macromedia Director Score Window
Macromedia Director Cast Window
Macromedia Director Script Window
Hierarchical Object
The Hierarchical Object paradigm uses a object metaphor
(like OOP) which is visually represented by embedded objects
and iconic properties. Although the learning curve is nontrivial,
the visual representation of objects can make very complicated
constructions possible.
Hypermedia Linkage
The Hypermedia Linkage paradigm is similar to the Frame
paradigm in that it shows conceptual links between elements;
however, it lacks the Frame paradigm's visual linkage metaphor.
Tagging
The Tagging paradigm uses tags in text files (for instance,
SGML/HTML, SMIL (Synchronised Media Integration
Language), VRML, 3DML and WinHelp) to link pages, provide
interactivity and integrate multimedia elements.
Multimedia Programming vs Multimedia
Authoring
It should be noted that a distinction should be made between Programming and
Authoring.
Authoring involves the assembly and bringing togther of Multimedia with possiby high
level graphical interface design and some high level scripting.
Programming involves low level assembly and construction and control of Multimedia
and involves real languages like C and Java.
Later in this course will will study Java programming in Quicktime and the Java Media
Framework.
Quicktime may also be programmed in C.
Issues in Multimedia Applications Design
There are various issues in Multimedia authoring below we summarise issues involved in
Multimedia content and technical design.
• Content Design
o 2.1.1 Scripting ( writing
)
Rules for good writing:
o 2.1.2 Graphics ( illustrating
)
Graphics Styles
o 2.1.3 Animation ( wiggling
)
o 2.1.4 Audio ( hearing
)
Types of Audio in Multimedia Applications:
o 2.1.5 Interactivity ( interacting
)
Types of Interactive Multimedia
Applications:
• Technical Design
• Visual Design
Content Design
Content design deals with:
• What to say, what vehicle to use.
"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."
• 2.1.1 Scripting ( writing
)
o Rules for good writing:
• 2.1.2 Graphics ( illustrating
)
o Graphics Styles
• 2.1.3 Animation ( wiggling
)
• 2.1.4 Audio ( hearing
)
o Types of Audio in Multimedia Applications:
• 2.1.5 Interactivity ( interacting
)
o Types of Interactive Multimedia Applications:
2.1.1 Scripting (writing)
Rules for good 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 used complement each other.
2.1.2 Graphics (illustrating)
• Make use of pictures to effectively deliver your messages.
• Create your own (draw, (color) scanner, PhotoCD, ...), or keep "copy
files" of art works. "Cavemen did it first."
Graphics Styles
• fonts
• colors
o pastels
o earthcolors
o metallic
o primary color
o neon color
2.1.3 Animation (wiggling)
1.
Types of Animation
• Character Animation humanise an object
e.g., a toothbrush, a car, a coke bottle, etc.
Factors in choosing a character
o Emotion Is it happy, sad, funny, sloppy, ...?
o Movement Is it fast, slow, bumpy, ...?
o Visual style Is its color/texture consistent with the rest?
o Copyright "Don't use Mickey before checking with Walt."
o Adequacy e.g., Does it provide various poses (can't make
a broomstick sit!)
• 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 e.g., "pulsing" the
word grows/shrinks (or changes color) a few times
Note: Do not slowly move entire line of text, they are not readable.
Instead, for example, slide the bullets in and out.
• Video live video or digitized video
+: more powerful than still images
+: often easier to obtain than graphics animation
: takes a lot of disk space
: sometimes needs special hardware
2.
When to Animate
"A leaf doesn't flutter if the wind doesn't blow."Only animate when it has a
specific purpose
• 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) e.g., Microsoft Golf (instructional)
• 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
• Provide a transition to next subsection
o Wipes e.g., LtoR, TD, BU, diagonal, iris round, center
to edge, etc.
o Dissolve the current image distorts into an unrecognizable
form before the next clear image appears, e.g., boxy dissolve, cross
dissolve, etc.
o Fade a metaphor for a complete change of scene
o Cut immediate change to next image, e.g., for making
story points using closeup ** Cuts are easy to detect in "video
segmentation"
2.1.3 Animation (wiggling)
1.
Types of Animation
• Character Animation humanise an object
e.g., a toothbrush, a car, a coke bottle, etc.
Factors in choosing a character
o Emotion Is it happy, sad, funny, sloppy, ...?
o Movement Is it fast, slow, bumpy, ...?
o Visual style Is its color/texture consistent with the rest?
o Copyright "Don't use Mickey before checking with Walt."
o Adequacy e.g., Does it provide various poses (can't make
a broomstick sit!)
• 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 e.g., "pulsing" the
word grows/shrinks (or changes color) a few times
Note: Do not slowly move entire line of text, they are not readable.
Instead, for example, slide the bullets in and out.
• Video live video or digitized video
+: more powerful than still images
+: often easier to obtain than graphics animation
: takes a lot of disk space
: sometimes needs special hardware
2.
When to Animate
"A leaf doesn't flutter if the wind doesn't blow."Only animate when it has a
specific purpose
• 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) e.g., Microsoft Golf (instructional)
• 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
• Provide a transition to next subsection
o Wipes e.g., LtoR, TD, BU, diagonal, iris round, center
to edge, etc.
o Dissolve the current image distorts into an unrecognizable
form before the next clear image appears, e.g., boxy dissolve, cross
dissolve, etc.
o Fade a metaphor for a complete change of scene
o Cut immediate change to next image, e.g., for making
story points using closeup ** Cuts are easy to detect in "video
segmentation"
Types of Audio in Multimedia Applications:
1.
Music set the mood of the presentation, enhance the emotion, illustrate points
2.
Sound effects to make specific points, e.g., squeaky doors, explosions, wind, ...
3.
Narration most direct message, often effective
2.1.5 Interactivity (interacting)
• interactive multimedia systems!
• people remember 70% of what they interact with (according to late 1980s
study)
Types of Interactive Multimedia Applications:
1.
Menu driven programs/presentations
often a hierarchical structure (main menu, submenus, ...)
2.
Hypermedia
+: less structured, crosslinks between subsections of the same subject > non
linear, quick access to information +: easier for introducing more multimedia
features, e.g., more interesting "buttons"
: could sometimes get lost in navigating the hypermedia
3.
Simulations / Performancedependent Simulations
e.g., Games SimCity, Flight Simulators
Technical Design
Technologicical factors may limit the ambition of your mutlimedia presentation:
• Technical parameters that affect the design and delivery of multimedia
applications
PC <> Macintosh
There are many "portable", "crossplatform" software and "runtime modules",
but many of them lose quality/performance during the translation.
2.
Memory and Disk Space Requirement
Rapid progress in hardware alleviates the problem, but software is too "greedy",
especially the multimedia ones.
3.
Delivery
• Live Presentation
Short checking list for hardware/software requirements:
o type of graphics card
o video memory (1 MB, 2 MB, 4 MB, etc.)
o access time of hard disk (important for realtime video)
o type of sound card (support for General MIDI)
o audiovideo software
• Delivery by diskette
: Small in size, slow to install
• Delivery by CDROM
+: Large capacity : Access time of CDROM drives is longer than hard
disk drives
• Electronic Delivery (ftp, www, etc.)
depends on baud rate, network connection, and monthly bill
Visual Design
Here we summarise factors that should be considers in the visual design of a multimedia
presentation:
1.
Themes and Styles
A multimedia presentation should have a consistent theme/style, it should not be
disjointed and cluttered with multiple themes.
The choice of theme/style depends on the styles and emotions of your audience.
Some Possible Themes:
• Cartoon theme
+: interesting / entertaining : must be consistent with the character's
personality
• Traditional theme straightforward
+: simple, often informative
: not as interesting
• High 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
Color Schemes and Art Styles
• Natural and floral
(outdoor scenes, e.g., mountains, lakes, ...) > getting back to nature
• Oil paints, watercolours, colored pencils, pastels.
these art styles can be combined with e.g., cartoon or high tech themes
2.
Pace and Running length
A few guidelines:
• Allow a block of text to be slowly read twice.
• Transition time should be an indication of realtime.
o dissolve time delay, scene change
o cut two views of same scene at same time, or abrupt scene
change
• Running length
o self running presentation: 23 minutes
o limited interaction: 56 minutes
o complete analytical, handson demo: < 15 minutes
o with questions, discussions: > 30 minutes
** build in breaks for long presentations
3.
Basic Layout
(a) Title (b) Action area (c) Narration (d) Dialog (e) Interactive controls
• make sure that the information delivery path in the layout is
smooth, not irregular/jumpy
• use headlines/subtitles, additional shapes, buttons, fonts,
backgrounds and textures to enhance the visual appearance.
Storyboarding
The concept of storyboarding has been by animators and their like for many years.
Storyboarding is used to help plan the general organisation or content of a presentation
by recording and organizing ideas on index cards, or placed on board/wall. The
storyboard evolves as the media are collected and organised: new ideas and refinements
to the presentation are
Overview of Multimedia Software Tools
• Digital Audio
• Music Sequencing and Notation
• Image/Graphics Editing
• Image/Graphics Editing
• Animation
• Multimedia Authoring
Digital Audio
Macromedia Soundedit Edits a variety of different format audio files, apply a variety
of effects (Fig 2.5)
Macromedia Soundedit Main and Control Windows and Effects Menu
CoolEdit Edits a variety of different format audio files
Many Public domain tools on the Web.
Music Sequencing and Notation
Cakewalk
• Supports General MIDI
• Provides several editing views (staff, piano roll, event list) and Virtual
Piano
• Can insert WAV files and Windows MCI commands (animation and
video) into tracks
Cubase
• A better software than Cakewalk Express
• Intuitive Interface to arrange and play Music (Figs 2.6 and 2.7)
• Wide Variety of editing tools including Audio (Figs 2.8 and 2.9
Cubase Arrange Window (Main)
Cubase Transport Bar Window Emulates a Tape Recorder Interface
Cubase Audio Window
Cubase Audio Editing Window with Editing Functions
• Allows printing of notation sheets
Cubase Score Editing Window
Logic Audio
• Cubase Competitor, similar functionality
Marc of the Unicorn Performer
• Cubase/Logic Audio Competitor, similar functionality
Image/Graphics Editing
Adobe Photoshop
• Allows layers of images, graphics and text
• Includes many graphics drawing and painting tools
• Sophisticate lighting effects filter
• A good graphics, image processing and manipulation tool
Adobe Premiere
• Provides large number (up to 99) of video and audio tracks,
superimpositions and virtual clips
• Supports various transitions, filters and motions for clips
• A reasonable desktop video editing tool
Macromedia Freehand
• Graphics drawing editing package
Many other editors in public domain and commercially
Image/Graphics Editing
Many commercial packages available
• Adobe Premier
• Videoshop
• Avid Cinema
• SGI MovieMaker
Animation
Many packages available including:
• Avid SoftImage
• Animated Gif building packages e.g. GifBuilder
Multimedia Authoring
Tools for making a complete multimedia presentation where users usually have a lot of
interactive controls.
Macromedia Director
• Movie metaphor (the cast includes bitmapped sprites, scripts, music,
sounds, and palettes, etc.)
• Can accept almost any bitmapped file formats
• Lingo script language with own debugger allows more control including
external devices, e.g., VCRs and video disk players
• Ready for building more interactivities (buttons, etc.)
• Currently in version 7.0, this popular general market product follows the
cast/score/scripting paradigm, which makes it the tool of choice for animation
content. Its roots as a cel and spriteanimation program are unmistakable; and its
inclusion of Lingo, its objectbased scripting language, has made it the animation
capable program to beat. The AfterBurner compression Xtra creates Shockwave
files, allowing Web playback.
Authorware
• Professional multimedia authoring tool
• Supports interactive applications with hyperlinks, draganddrop controls,
and integrated animation
• Compatibility between files produced from PC version and MAC version
Other authoring tools include:
• Microcosm : Multicosm, Ltd. ; DOS, Windows Microcosm is a
Hypermedia Linkage authoring system.
• Question Mark : Question Mark Computing Ltd ; DOS, Mac, Windows;
WWW (via Perception) Question Mark is optimized for Electronic Assessment
production.
• Emblaze Creator : Geo International ; JavaScript, Mac, Windows95,
WWW.
Emblaze Creator 2.5 is a cast/score/scripting tool which is designed for Web
based playback of interactive multimedia.
• Flash : Macromedia ; Mac, Windows95, NT, WWW (via Flash Player).
Flash 3.0 is a cast/score/scripting tool, which primarily uses vector graphics (and
can create vector graphics from imported bitmaps). It is optimized for Web
delivery, and is especially common for banner adds and small interactive web
deliverables.
• HyperCard : Apple Computer ; Mac, WWW (via LiveCard!).
HyperCard is a card/scripting authoring system currently in version 2.4.1. It runs
natively on both 68K and PowerMacintosh machines, and is widely used because
of its easy availability at a low price. Its largest drawback is the lack of integrated
color; current color implementation is via the ColorTools XCMD set (included) or
via thirdparty XCMDs.
• HyperGASP : Caliban Mindwear.
HyperGASP is a card/scripting authoring system currently in version 3.0; the
newest version no longer requires HyperCard. Supports export to HTML for Web
authoring.
• HyperStudio ; Roger Wagner Publishing ; Mac, Windows, WWW (via
HyperStudio plugin).
HyperStudio is a card/scripting paradigm authoring system, optimized for and
focussed on the educational market.
• IconAuthor : Asymetrix ; Windows, NT, Solaris, UNIX, WWW (via
Windows).
IconAuthor follows the iconic/flow control paradigm. It is notable for its
SmartObject editor, which tags content files (still graphics, RTF text, etc.) for
interactivity. It has the option to either embed content files or leave them external
in specified directories. The biggest strength of this program is its included data
handling, which makes it unparalleled for CBT data tracking. The latest version
should also provide WWW porting of existing content. Avoid its internal "Move
Object" path animation feature due to jerky response use a .FLC or .AVI instead
Further Information
See Chapter 12 Multimedia Presentation and Authoring pages 285303, Multimedia
Systems, J.F.K, Buford, ACM Press, 1994 (ISBN 0201532581).
See also:
• Mutlimedia Frequently Asked Question
• StoryBoarding Links
• Director Web
Multimedia Programming:Scripting
(Lingo)
In the last chapter we covered many Multimedia Authoring paradigms. Some of these
basically involve only graphical programming. However, there is always a limit to how
much can be achieved this ways, and so we must resort to scripting or hard programming.
We will examine two of these programming paradigms a little further in the coming 2
chapters:
• Scripting we will overview the Director Authoring
systems and in particular it's LINGO scripting language
• Tagging we will overview SMIL an extension of XML
for synchronised media integration.
• Director programming/Lingo Scripting
• Director Basics
• Overview and Definitions
• The Score and the Stage
• Using The Score
• The playback head
• Channels
• Frames
• Sprites
• Cast members
• Lingo
• Markers
• Editing Frames
• Identifying Frames with Lingo
• Lingo Scripting
• When does Lingo run?
• The Lingo language
• Dot Syntax
• Parentheses
• Character spaces
• Comments
• Optional keywords and abbreviated commands
• Literal Values
• Identifying cast members and casts
• Lingo operators
• Lingo Lists
• Types of Scripts
• Messages and Events
• Director Example 1: Simple Animation
• Director Example 2:Importing media
• Director Example 3:Simple Lingo Scripting
• Director Example 4:Controlling Navigation with Lingo
Director programming/Lingo Scripting
This section provides a very brief overview of Basic ideas of Director programming
based on the Cast/Score/Scripting paradigm.
This section is essentially a precise of Director's own manual pages. You should consult:
• Macromedia Director 7: Using Director Manual In
Library
• Macromedia Director 7: Lingo Dictionary Manual In
Library
• Macromedia Director: Application Help Select Help
from within the Director application. This is very thorough
resource of information.
• Macromedia Director Guided tours see Help menu
option.
• A variety of web sites contain director tutorials, hints and
information:
o Director Web:
http://www.mcli.dist.maricopa.edu/director/
o Macromedia Director Support Center:
http://www.macromedia.com/support/director/
o An excellent set of Basic Director tutorial may be
found at:
http://www.fbe.unsw.edu.au/subjects/BENV/1043/tutor
ials.htm
o The book Creating and Designing Multimedia
with Director, P. Petrik and B. Dubrovsky, Prentice
Hall, 1997 (ISBN 0135289858) is also worth
investigating.
Director Basics
Overview and Definitions
The Basic commodity in Director is the Director Movie:
Director movies are interactive multimedia pieces that can include animation, sound, text,
digital video, and many other types of media. A movie can be as small and simple as an
animated logo or as complex as an online chat room or game.
You're probably familiar with Director movies in the Shockwave movie format, which
play in web browsers.
A movie may link to external media or be one of a series of movies that refer to each
other. Director's interactivity lets the movie respond to events and change in specified
ways.
Director divides lengths of time into a series of frames, similar to the frames in a
celluloid movie.
When creating and editing movies, you typically work in the four key windows that make
up Director's work area:
the Stage
, the rectangular area where the movie plays(Fig. 3.1):
Macromedia Director stage Window
the Score
, where the movie is assembled(Fig. 3.2);
Macromedia Director Score Window
one or more Cast windows
, where the movie's media elements are assembled (Fig. 3.3);
Macromedia Director Cast Window
and
the Control Panel
, which controls how the movie plays back(Fig. 3.4).
Macromedia Director Control Panel
To create a new movie:
• Choose File > New > Movie.
The Score and the Stage
The Score coordinates the movie's media, determining when images appear and sounds
play. Special channels control the movie's tempo, sound, and color palettes. The Score
also assigns scripts (Lingo instructions) that specify what the movie does when certain
events occur in the movie (more on this shortly).
The Stage is the visible portion of a movie. Use the Stage to determine where media
appears. Working together, the Score's settings and controls create a dynamic, high
quality interactive piece that plays in a web page or as a standalone application directly
on the user's local computer.
Movie properties specify properties that affect the entire movie, such as how colors are
defined, the size and location of the Stage, the number of channels in the Score, copyright
information, and font mapping.
Use the Movie > Properties command to set these settings. These settings apply only to
the current movie, whereas the settings you choose from File > Preferences apply to
every movie. See manuals for exact properties and parameters etc.|
Using The Score
The Score organizes and controls a movie's content over time in channels. The most
important components of the Score are channels, frames, and the playback head.
You can control the Score by zooming to reduce or magnify your view and by displaying
multiple Score windows. You can also control the Score's appearance using preference
settings.
To display the Score:
• Choose Window > Score.
The playback head
The playback head moves through the Score to show what frame is currently displayed
on the Stage. The playback head moves to any frame you click in the Score. (See Fig 3.6)
Channels
Channels are the rows in the Score that contain sprites for controlling media. Sprite
channels are numbered and contain the sprites that control all the visible media in the
movie. Special effects channels at the top of Score contain behaviors as well as controls
for the tempo, palettes, transitions, and sounds. The Score displays channels in the order
shown in Fig. 3.5.
Macromedia Director Channel Display
The channel at the very top of the Score contains markers that identify places in the
Score, such as the beginning of a new scene. Markers are useful for making quick jumps
to certain locations in a movie.
The Score can include up to 1000 channels. Most movies contain a much smaller number.
To improve a movie's performance in the authoring environment and during playback,
you should not use many more channels than necessary. Use Movie Properties to control
the number of channels in the Score for the current movie.
Use the button at the left of any channel to hide its contents on the Stage or to disable the
contents if they are not visible sprites. When you turn off a special effects channel, the
channel's data has no effect on the movie. Turn Score channels off when testing
performance or working on complex overlapping animations.
Frames
Frames are represented by the numbers listed horizontally in the sprite and special effects
channels. A frame is a single step in the movie, like the frames in a traditional film.
Setting the number of frames displayed per second sets the movie's playback speed;
Macromedia Director Frame Playback
Sprites
Sprites are objects that control when, where, and how media appears in a movie. The
media assigned to sprites are cast members.
Director organizes cast members in libraries called casts.
Creating a Director movie consists largely of defining where sprites appear on the Stage,
when they appear in the movie, how they behave, and what their properties are. You
work with sprites on the Stage and in the Score to change where and how cast members
appear in the movie.
Lingo
Lingo, Director's scripting language, adds interactivity to a movie. Often Lingo
accomplishes the same taskssuch as moving sprites on the Stage or playing soundsthat
you can accomplish using Director's interface.
Much of Lingo's usefulness, however, is in the flexibility it brings to a movie. Instead of
playing a series of frames exactly as the Score dictates, Lingo can control the movie in
response to specific conditions and events.
For example, whether a sprite moves can depend on whether the user clicks a specific
button; when a sound plays can depend on how much of the sound has already streamed
from the Internet.
Behaviors are preexisting sets of Lingo instructions. Attaching behaviors to sprites and
frames lets you add Lingo's interactivity without writing Lingo scripts yourself.
If you prefer writing scripts to using Director's interface and behaviors, Lingo provides
an alternative way to implement common Director features; for example, you can use
Lingo to create animation, stream movies from the web, perform navigation, format text,
and respond to user actions with the keyboard and mouse.
Writing Lingo also lets you do some things that the Score alone can't do. For example,
Lingo's lists let you create and manage data arrays, and Lingo operators let you perform
mathematical operations and combine strings of text. You can also write your own
behaviors that perform tasks beyond those possible with the behaviors that you already
have available.
Markers
Markers identify fixed locations at a particular frame in a movie. Markers are vital to
navigation in movies. Using Lingo or draggable behaviors, you can instantly move the
playback head to any marker frame.
This is useful when jumping to new scenes from a menu or looping while cast members
download from the web. Markers are also useful while authoring to advance quickly to
the next scene.
Once you've marked a frame in the Score, you can use the marker name in your behaviors
or scripts to refer to exact frames. Marker names remain constant no matter how you edit
the Score. They are more reliable to use as navigation references than frame numbers,
which can change if you insert or delete frames in the Score.
Use the Markers window to write comments associated with markers you set in the Score
and to move the playback head to a particular marker.
To create a marker:
• Click the markers channel to create a marker. A text
insertion point appears to the right of the marker.
• Type a short name for the marker.
To delete a marker:
• Drag the marker up or down and out of the markers
channel.
To jump to markers while authoring:
There are a few ways to do this:
• Click the Next and Previous Marker buttons on the left side
of the marker channel.
• Press the 4 and 6 keys on the numeric keypad to cycle
backward and forward through markers.
• Choose the name of a marker from the Markers menu.
Macromedia Director Markers
Editing Frames
You can select a range of frames in the Score and then copy, delete, or paste all the
contents of the selected frames. When you select frames, any sprite within the range is
selected, even if it extends beyond the range. You can add new frames to a movie at any
time.
To move or delete all the contents of a range of frames:
• Doubleclick and drag in the frame channel to select
frames.
• Choose Edit > Cut or Edit > Copy, or press Delete.
If you cut or delete the selected frames, Director removes the
frames and closes up the empty space.
• To paste copied frames, select any frame and choose Edit >
Paste.
Note: To delete a single frame, choose Insert > Remove Frame.
To add new frames:
• Select a frame in the Score.
• Choose Insert > Frames.
• Enter the number of frames to insert.
The new frames appear to the right of the selected frame. If
there are sprites in the frames you select, they are tweened or
extended.
Lingo Scripting
Lingo, Director's scripting language, adds interactivity to a movie. Use Lingo to control a
movie in response to specific conditions and events. For example, Lingo can play a sound
after a specified amount of the sound has streamed from the Internet.
Use the Script window (Fig. 3.8) to write and edit scripts. (Window > Script or
CommandO will display this window
Macromedia Director Script Window
For an a very good introduction to scripting, see the Lingo basics tutorial movie and
online help..