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Topic

Lesson Outcomes
 Introduction to multimedia
 Definitions

 Applications of multimedia
 Where to use multimedia
 Virtual reality (VR)

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Introduction to Multimedia
 Multimedia is any two or more combinations of:

delivered to the user digitally.

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Introduction to Multimedia
 Multimedia projects can be linear or nonlinear.
 Multimedia projects that are not interactive
are called linear.
 Multimedia projects where users are given
navigational control are called user-
and .
 Multimedia becomes interactive when a user is
given the option of controlling the elements.

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Topic

Introduction to Multimedia
 Interactive multimedia is called hypermedia
when a user is provided a structure of linked
elements for navigation.
 Multimedia developers develop multimedia
projects.
 A multimedia project development requires
creative, technical, organizational, and
business skills.
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Topic

Introduction to Multimedia
 The software vehicle, the messages, and
the content together constitute a
multimedia project.
 A multimedia project shipped to end-users
with or without instructions is called a
multimedia title.
 A project can also be launched on the Web.

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Introduction to Multimedia
 Authoring tools are used to merge multimedia
elements into a project.
 These software tools are designed to manage
individual multimedia elements and provide
user interaction.
 The primary media for delivering multimedia
projects are:
 Compact Disc Read-Only Memory (CD-ROM)
 Digital Versatile Disc (DVD)
 Blu-ray discs
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Introduction to Multimedia
 Copper wire, glass fiber, and
radio/cellular technologies also serve a
means for delivering multimedia files
across a network.
 Bandwidth  the amount of data that can
be transmitted in a fixed amount of time,
measured in bits per second (bps).

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Topic

Applications of Multimedia
Business

Public Places MULTIMEDIA Schools

Home

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Topic

Applications of Multimedia
 BUSINESS - Business applications for multimedia
include presentations, training, marketing,
advertising, product demos, simulations,
databases, catalogues, instant messaging, and
networked communications like voice mail and
video conferencing.
 Examples:
 Training programs use simulations
 Image captures for employee ID and badging databases

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Topic

Applications of Multimedia:
Multimedia in Business

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Applications of Multimedia
 SCHOOLS – multimedia changes the traditional
teaching methods
 Encourages active learning and e-learning enrich
the learning process
 Teachers use educational software/courseware and
instructional videos to teach
 Students can put together interactive newsletters, make
video clips, design and run websites
 Interactive TV (ITV) joins students from different
locations into one class with one teacher

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Topic

Applications of Multimedia:
Multimedia in Schools

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Applications of Multimedia
 HOME - Most
multimedia
projects reach the
homes via
television sets or
monitors with
built-in user inputs

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Applications of Multimedia
 PUBLIC PLACES –
Multimedia is
available at stand-
alone terminals or
kiosks to provide
information and help
 Examples:
 Self check-in kiosks
 Maps & information points
 Ticket kiosks
 Interactive activities
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Topic

Applications of Multimedia:
Multimedia in Public Places
 Today, multimedia
is piped to
wireless devices
 Smart cards are
also widely used

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Topic

Virtual Reality (VR)


 An extension of multimedia that uses the basic
multimedia elements of imagery, sound, and animation
for a lifelike experience using goggles, helmets and
special gloves.
 Requires terrific computing horsepower to be realistic.
 In VR, cyberspace is made up of thousands of
geometric objects plotted in three-dimensional space.
 On the WWW, standards for transmitting VR in Virtual
Reality Modeling Language (VRML – file extension .wrl)
documents or X3D have been developed.

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Summary
 Multimedia is a combination of 1text, 2images,
3sound, 4animation, and 5video.

 Multimedia projects can be linear or nonlinear.


 Multimedia projects are often stored on CD-ROM
or DVDs. They can also be hosted on the Web.
 Multimedia is widely used in business, schools,
public places, and at home.
 Virtual reality is an extension of multimedia.

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Topic

Lesson Outcomes
 Testing
 Prerequisites for delivering a product
 Delivering on CD-ROM
 Packaging
 Delivering on the World Wide Web

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Testing
It is important to test and review a project to
ensure that:
 Itis bug-free, accurate, and operationally
and visually on target
 The client's requirements have been met
 Cross-platform issues are addressed by
comprehensive testing on different
hardware and software platforms
 The reputation of the developer/company is
not damaged by a premature or erroneous
release

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Topic

Testing
Difficulties in testing:
 The performance of a multimedia project
depends on hardware and software
configurations, and the end-user's
connection speed
 Few computer configurations are identical
 The Macintosh environment is sensitive to
certain extensions that conflict with some
software applications

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Topic

Testing

Alpha Testing

Beta Testing

Final Release
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Topic

Alpha Testing
 An alpha release is the first working draft
of a project
 An alpha release of a project is only for
internal circulation
 Usually
done “in-house” by team
members
 Alpha releases are expected to have
problems or to be incomplete

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Topic

Beta Testing
 Done with a wider array of testers
 Beta testers should be representative of
real users
 Should be people who were not involved
with the actual production
 Beta level bugs are typically less
virulent than alpha bugs
 Managing beta test feedback is critical

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Final Release
 The terms such as “bronze” or “release
candidate” are used to identify
products that are near completion
 The final release version is usually
called the “gold master”

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Topic

Prerequisites for Delivering


a Product
 After a multimedia project is complete,
modify the files so that they can be
transferred from the media to the user’s
platform
 A setup program is required to install a
project on a user’s computer
 Programs like Mindvision's Installer Vise
and Aladdin's InstallerMaker help create
installers

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Mindvision's Installer Vise

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Aladdin's InstallerMaker

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Prerequisites for Delivering


 Provide well-written documentation about the
installation process
 List potential problems, constraints, and appropriate warning
messages
 Useful to include a file, README.TXT or
ReadMeFirst, on the distribution disc
 Contains detailed description of the installation process
 Includes description of changes or bugs reported since the
documentation was printed
 Set up a product-related Web site with pages for
registering software, reporting bugs, providing
technical support, and program upgrades
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Topic

Prerequisites for Delivering


a Product
 Using compression programs
 Creating file archives
 Creating self-extracting archives

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Topic

Using Compression Programs


 Use a shareware or commercial
compression utility for compressing and
decompressing files
 Examples:
 WinZip (PC)
 DiskDoubler
 StuffIt Deluxe (Mac)

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WinZip

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StuffIt Deluxe

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Compact Disc (CD)


 Compact Disc is a wafer of thin plastic and
metal measuring 4.75” (120mm) in diameter.
 CD-ROM: Compact Disc Read Only Memory
 CD-R: Compact Disc Recordable

 A laser reads pits in the disc that store data


 A CD may contain one or more tracks
 The primary logical unit for data storage on
a CD is a sector

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Delivering on CD-ROM

CD Construction

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Elements of a
CD-ROM disc

Pits on a CD

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Delivering on CD-ROM
 A majority of multimedia products are
delivered on CD-ROMs
 Software that cannot be downloaded
from the Internet is packaged on CD-
ROMs
 It is an excellent and a cost-effective
method of distributing multimedia
projects

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Topic

Compact Disc Standards


 Philips and Sony introduced CD
technology in 1979
 This collaboration resulted in the Red
Book standard
 The “Red Book” defines the standard
for audio CDs

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Topic

Compact Disc Standards


Various colors represent different
types of CD-ROMs:
 The Yellow Book represents CD-ROM
 The Green Book represents CD-I
(Interactive)
 The Orange Book represents write-
once, read-only (WORM) CD-ROMs
 The White Book represents Video CD
(Karaoke CD)
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Topic

Compact Disc Standards

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Digital Versatile Disc (DVD)


 DVDs provide up to 17 gigabytes of
storage on a disc
 Multilayer, high-density manufacturing
process

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DVD
The DVD is capable of being manufactured with
2 layers  allows twice the capacity per side
1) Single Side - Single Layer (DVD-5)
 Most common and least expensive DVD. Holds 4.7
GB of data (or about 7 times the amount of a CD).
Using MPEG-2 compression, this allows
approximately 2 hours of high quality video with
embedded audio to be recorded. The format is
referred to as DVD-5

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DVD
2) Single Side - Double Layer (DVD-9)
 Holds approximately 8.5 GB. The second layer is below
the semi-transparent layer of the top or first layer. The
laser beam merely has to re-focus on the more distant
bottom layer to resolve the data stream. Since all the
data is on two layers on the same side, it is not
necessary to flip the disk over. The DVD-9 allows
extended play time and is sometimes used to record
"Director's Cut's" or extra "bonus" footage on a single
DVD in addition to enhanced audio such as DTS
Surround sound.

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Topic

DVD
3) Double Side - Single Layer ( DVD-10)
 Holds up to 9.4 GB and are commonly used to put a
widescreen version of a movie on one side, and a full
frame version of the same movie on the other
side. Access to the "B" side requires flipping the DVD
over as only a few players will accomplish this
automatically.
4) Double Layer - Double Side (DVD-18)
 The highest capacity DVD construction that can hold
up to 17 GB (about 26 times the data capacity of a CD)
- or about 8 hours of video. It's really just a double
sided version of the DVD-9. Owing to the high costs of
producing this format, their use is very rare.

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Blu-ray Disc
 Designed to deliver high-definition
video material
 Can store up to hundreds of gigabyte
 Single layer 25GB
 Four-layer 128GB

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Topic

Packaging
When packaging a product, the
following points must be considered:
 The art for the cover should reflect the
content and function of the enclosed
product
 The company logo should be
prominent

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Packaging
 The name of the title should be featured
on the front face and spine of the
package
 Use shrink-wrap technique to avoid
pilferage while shipping
 Use environment-friendly packaging for
CDs

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Packaging

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Delivering on the
World Wide Web (WWW)
 Involves transferring project files to a Web
server
 User-owned delivery Web server provides
better security control, better integration, and
fine-tuning of server’s configuration
parameters
 Delivering through an app store offers
developer tools, technical help and discussion
forums
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Topic

Delivering on the
World Wide Web (WWW)
 A full-time Webmaster may be required
 If a project is to be hosted by an ISP,
then find out the limitations of the
service provider, and design the project
within those limitations in mind
 Register the project with a search
engine

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Topic

Summary
 Testing ensures that a project is bug-
free, accurate, and satisfies a client’s
requirements
 Delivering the project on a CD-ROM is
the most popular method among
multimedia developers
 Multimedia can also be delivered on
the World Wide Web by hosting the
pages on a Web server
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