Faculty of Information Science and Technology (FIST) : PIM 0245 Introduction To Multimedia Technology
Faculty of Information Science and Technology (FIST) : PIM 0245 Introduction To Multimedia Technology
(FIST)
PIM 0245
Introduction to Multimedia Technology
ONLINE NOTES
Topic 1
Introduction to Multimedia
INTRODUCTION TO MULTIMEDIA
LEARNING OBJECTIVES
DEFINITIONS
Multimedia is actually a combination of the word “Multi” and “Media”. Multi means
many or multiple. Media refer to tools that are used to represent or do a certain
things such as delivery medium or a form of mass communication.
Interactive multimedia occurs when end users are allowed to control what and when
the multimedia elements are delivered.
Multimedia contains structured of linking elements called hypermedia which user can
used to navigate the interactive multimedia.
Multimedia developers refer to the person who produces multimedia using authoring
tools.
MULTIMEDIA APPLICATIONS
Class Discussion 1
Briefly discuss the uses of multimedia based on various sectors. Relate with
multimedia application such as web-based learning, computer-based learning,
distance learning, virtual reality and etc.
MULTIMEDIA PRODUCTS
Briefing Products
Reference Products
Reference products are large, very structured and easy to navigate intended to
variety of users. Often used for answering specific questions or for general browsing
of information. Normally it will be stored permanently on CD-ROM or a similar high
density media. Examples are encyclopedias, dictionaries, historical, informative and
scientific surveys.
Database Products
Database products are similar to reference products except they focus on storing and
accessing actual data such as collections of fonts, pictures, sound and video clips.
Normally it is delivered on CD-ROM or a similar high density media. Examples of
database products are Google Search and Google Earth.
Educations and training products are similar to textbook or training manuals but have
added media such as audio, animation and video.
Kiosk Products
Kiosk products are characterized by having a relatively simple function and being
very easy to use. It must run constantly with little or no maintenance. Examples of
kiosk products are banking kiosk, instant photo booth and university information
kiosk.
Entertainment and games products are among the most popular. They often have
limited audience or use and can be quite complex and challenging for the users.
These products depend heavily on the use of graphics, audio, animation and video.
Example of entertainment and games products are arcade games, computer games
and movies.
With the broad range of multimedia products, users and developers must understand
how to evaluate the quality or usefulness of a product. This will help users in
choosing decision and help developer to develop a better improved product. There
are two perspectives for evaluation of multimedia products which are the user and
the developer.
b. Platform
Platform issues focus on what type of equipment the user has and if it is
compatible with a specific product. The criteria for this evaluation are hardware
and software requirement and does the user have at least the minimum
requirement.
c. Usability
Usability means that the user can apply, learn and use the program efficiently.
The key criteria here are how long does it take to learn how to use the product,
how often mistakes made by the users and how severe is the mistake?, how long
does it take to accomplish a task, how difficult is for the user to operate and how
attractive is the product to use.
d. Cost
The cost can be the first or the last factor considered by many people. Generally,
users are willing to spend depending on how much is gained.
a. Content
Developer must look at the content in terms of its value to the customers. Content
should be judged by how useful is the material to the users, will it be understood
easily and making comparison with similar products to determine the quality
relative to the cost.
b. Performance
Developer must consider that users have equipment that has much less
capabilities, so products should always be tested on a range of platforms before
they are released. Graphic, audio and video presentation should be used wisely
not to slow down the application for slower machine.
c. Delivery
Delivery means how fast user is able to use the product depending on the speed
of the installation procedure, the configuration and documentation. The
instructions should be straightforward, easy to configure and documentation are
thorough and adequate.
d. Interface
The interface must be evaluated for user-friendliness, working and intuitive
navigation features, and useful for advance users.
ADVANTAGES OF MULTIMEDIA
Multimedia is very expensive, difficult and time-consuming to develop, yet more and
more commonly done. There are several reasons that applying multimedia is
worthwhile.
Class Discussion 2
Briefly discuss the advantages of multimedia and how might multimedia be used to
improve the lives of its users? How might it influence users in negative ways?
Class Discussion 3
You are a marketing director for a small communications company. You are
considering using multimedia to market your company’s product. Put together an
outline detailing the benefits and drawback of using a CD-ROM presentation, a
multimedia website or television advertisement.