Chapter 3 Multimedia Applications
Chapter 3 Multimedia Applications
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CHAPTER 3
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Business and Industry
Education
Entertainment
Government and politics
Medicine and nursing
Encyclopedia Resources
Application Development packages
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MULTIMEDIA APPLICATIONS
Multimedia can be used for entertainment, corporate
presentations, education, training, simulations, digital
publications, museum exhibits and so much more.
With the advent multimedia authoring applications like
Flash, Shockwave and Director.
Businesses use multi- media, for example, in interactive
advertisements and for job- and skill-training applications.
Teachers use multimedia applications to deliver classroom
presentations that enhance student learning.
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Students, in turn, use multimedia applications to learn by
reading, seeing, hearing, and interacting with the subject
content.
A wide variety of computer games and other types of
entertainment also use multimedia applications.
Another important application of multimedia is to create
simulations, which are computer-based models of real-life
situations.
Multimedia simulations often replace costly and sometimes
hazardous demonstrations and training in areas such as
chemistry, biology, medicine, and aviation.
Management & Science University
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BUSINESS
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VIDEO CONFERENCING
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VIDEO CONFERENCING
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VIDEO CONFERENCING
Disadvantages of Video Conferencing:
May be expensive. Cameras and editing equipment can be
expensive. In addition, the infrastructure at each site and the
links between sites can be costly.
Require a great deal of planning and preparation. To be
effective, the camera crews and the organizer must practice and
become a team. Meeting generally need practice and training to
be effective in this domain.
Must be scheduled. Most videoconferences are not
spontaneous. Instead, they must be planned and the necessary
resources must be scheduled.
Require technical support team. Because of the complexity of
video recording, mixing, and transmission, a technical support
team is required
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Video Conferencing
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ENCYCLOPEDIA
RESOURCES
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ELECTRONIC BOOKS
One type of electronic book is a digital text that gives the
user access to information through links, which often are
bold or underlined words.
A table of contents, glossary, and index also are
available at the click of a button. To display a definition
or a graphic, play a sound or a video sequence, or
connect to a Web site, users simply can click a link.
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ELECTRONIC BOOKS
An e-book, uses a small booksized computer that can hold up
to 4,000 pages, or about 10
book's worth of text and small
graphics.
By clicking a button, users
move forward or backward, add
notes, and highlight text stored
in the e-book .
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MULTIMEDIA ENCYCLOPEDIA
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MULTIMEDIA ENCYCLOPEDIA
The multimedia encyclopedia, Microsoft Encarta,
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http://www.sciencedaily.com/news/health_medicine/
Management & Science University
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GAMES
The field of entertainment uses multimedia extensively.
One of the earliest applications of multimedia was for
games.
Multimedia made possible innovative and interactive
games that greatly enhanced the learning experience.
Games could come alive and entertaining game situation
with use a combination of graphics, audio, and video.
Often the game simulates a real or fictitious world, in which
users play the role of a character and have direct control of
what happens in the game.
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GAMES
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GOVERNMENT AND
POLITICS
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SMART CITIES
Two Smart Cities are being developed in the MSC;
Putrajaya, the new seat of government and administrative capital of
Malaysia where the concept of electronic government will be
introduced; and
Cyberjaya an intelligent city with multimedia industries, R&D
centers, a Multimedia University and operational headquarters for
multinationals wishing to direct their world- wide manufacturing and
trading activities using multimedia technology.
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Electronic Government
The Electronic Government is a multimedia-networked
paperless administration which links Putrajaya to
government centres around the country.
It facilitates inter-governmental collaboration and give
citizens better access to government services.
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Telemedicine
The Telemedicine network will link medical centres and healthcare
providers with the world's best medical experts and databases.
Features: high definition imaging and transmission systems, secure
multimedia networks, electronic document imaging of all medical
records, remote diagnosis, treatment and training, integreted panindustry healthcare distribution and utilisation chain.
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Smart Schools
Schools will be networked and equipped with computer
resources to develop personalized, interactive courseware
and to access information from around the world.
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Smart Schools - The visions Teachers will need to change their role in the electronic classroom
from being information providers to counselors to help students
develop know how and judgement to select information sources.
Key to success in the Information Age on making the right
judgement of choices.
Create a curriculum where people learn how to learn for continuing
education throughout their lives.
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Smart Schools - The History Since the early 1970s, the Malaysian Government introduced various
initiatives to facilitate a wider adoption of ICT to boost capabilities in every field
including education.
The history of the Smart School Project is rooted in the two-pronged objectives
of the flagship, which are:
To jumpstart the MSC Malaysia towards:
Building a knowledge-based economy
Contributing to the growth of the ICT industry
Creating a pool of talent resulting in high-value job creation
To prepare the citizens for the information age through an innovative
education delivery process
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Teaching-Learning Materials
Technology Infrastructure
Smart School Assessment System
Professionally Trained Teachers
Systems integration
Support services
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