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MULTIMEDIA APPLICATION DEVELOPMENT
BY HASLINA HASSAN FACULTY OF ART, COMPUTING & CREATIVE INDUSTRIES
Definition History of Multimedia Where to use Multimedia Component of Multimedia Hypermedia Multimedia Skills Advantages & disadvantages
Different meaning to different type of users PC vendor ; refer to PC with sound and
interactivities capability Consumer; refer to interactive cable TV with
HD, 3D and high speed Internet Comp Sci; refer to application oriented with
multiple usage of media & interactivity. Educator/Students; refer to usage of multiple
media elements in Teaching & learning environment.
“Multimedia is the use of the computer to present and combine text, graphics,
audio, video and animation with links and tools that let the user navigate, interact,
create and communicate”
-Multimedia literacy-
Multimedia is any combination of text, graphic art, sound, animation, and video that is delivered by
computer. When you allow the user – the viewer of the project – to control what and when these
elements are delivered, it is interactive multimedia. When you provide a structure of linked elements through which the user can
navigate, interactive multimedia becomes hypermedia.
1993 first edition of McGraw-Hill’s Multimedia: Making It Work,
Tay Vaughan
1st mass of communication medium ; Newspapers –used of text, graphic & images.
Motion pictures in 1830s Television in 20 century. 1970s – Invention of micro computers; Apple 1980s- IBM PC 1990s- World Wide Web ; Internet, MP3s 2000s- Smart phones, Handheld games
Business and industry Education Entertainment Government and politics Medicine and nursing Public awareness & Encyclopedic
resources Science and Engineering Creative Industries Journalism
Video Teleconferencing
Distributed lectures for higher education
Telemedicine & Biotechnology
Cooperative work environment
Searching video & image database
Augmented reality (VR)
Dynamic multimedia component
Inverse Hollywood application
Voice recognition Interactive Games :
handheld, mobile Social networking
Wireless Connectivity
Mobility gives freedom to plan and implement activities.
Merging of Technology:
Combined capabilities
Development of portable devices:
Handheld devices, smartphone, e-book, iPad
Availability of High Speed communication:
Support distance learning, teleconferencing
Visual immersion systems:
VR,3D imaging- help disabled people
Intelligent applications:
Intelligent tutoring systems,
Flexible learning environment Adaptable assessment options Reliance on distance learning Support for people with disabilities
Hypermedia is a way of organizing multimedia information by linking media elements.
Widely used hypermedia tools are hypermedia browsers; let users view nodes and links and markup languages(HTML) which allow users to create hypermedia webs as structured documents.
Largest and mostly used of hypermedia application
Popular due to
Amount of information available thru web server
Capacity to post information
Ease of navigating information with web browser
Hypertext is the original form of hypermedia Have the ability to access linking information
through non-linear text navigation. Develop to provide a different structure for
basic text in computer systems.
HTTP : HyperText Transfer Protocol
Protocol to transmitting hypermedia
Support transmission of any file.
HTML : HyperText Markup Language
Language for publishing hypermedia on WWW
Can mixed with other standard
Allow integration with scripts languages, dynamic manipulation.
Project manager Multimedia Designer Interface Designer Writer Video Specialist Audio Specialist Multimedia Programmer Website Producer
Fun and interactive Learn and play at the same time such as
games, android Socialising in digital world ; facebook, twitter,
blog, instagram etcs For commercialization, publicity, marketing Visual presentation and public information Sharing information, freedom of information
Reduced learning time Reduced cost Instructional consistency Self-paced Mastery of learning Enjoyable Borderless class Increased retention, safety, access and
motivation
To increase student interest and motivation. Flexible learning at anytime & anywhere. Users are able to experience or see
dangerous, unusual, expensive or time consuming experiments such as chemical reaction, pilot training, nuclear bomb explosion and etc.
Help student in understanding the subjects.
Help learners to recall certain topics or issues.
Produce multiple way of learning and teaching.
learners able to be more independent and self-learning.
Reduce cost, learn without instructor or teachers and easy to share material
Some of the examples or experiment can’t be experience in real time.
Higher cost and time consuming of developing applications.
There will be some distances in student-teachers interaction.
Cheating, copyright and patent issues. Different software or applications have their
own limitation and ability. Software quality.
User may feel bored in one way view or the same interface.
Learners are used to be alone and can contribute to be more selfish.
Learners need to have computer, software and internet lines which contribute to cost issues.
Their belief are more toward facts and would deficient their human deliberation and communication skill.
What is multimedia? Why world need multimedia? Discuss the future of multimedia. How might
multimedia improve live of users? Could it influence users in negative ways?