TAGOLOAN Community College: College of Information Technology IT Elective 5: Multimedia System
TAGOLOAN Community College: College of Information Technology IT Elective 5: Multimedia System
Introduction
Multimedia is nothing new. The nature of human communication has always involved
“multimedia”. We hear, speak, write, draw, make gestures, play music, and act out our
thoughts and feelings to one another. We have enjoyed multimedia presentations since our
childhood through film, televisions, videotape and videodisc. These have all involved analog media. What makes
recent developments in multimedia new and exciting is what we can now deal with these various media in a digital
format.
The digital format allow manipulation, sharing, and merging of data in ways that analog
cannot. For example, writers can incorporate digital images into a word processing document.
COURSE MODULE
They can record and edit sounds to link with images or text, permitting the data types to serve multiple purposes
with a minimum of reworking. Users can program the computer to seek files randomly, to store these different files
digitally, just as any computer file. They can edit this information, eliminating unnecessary parts, transforming
them, or adding alternative data or special effects – all without expensive post-production.
Rationale
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Students are given lectures about an overview of multimedia and its elements. Laboratory exercises will be
given after every topic. Virtual lectures, additional resources and quizzes will be uploaded and updated in
Edmodo.
Discussion
MULTIMEDIA APPLICATIONS
Importance of Multimedia
Multimedia finds its application in various areas including, but not limited to, advertisements, art, education,
entertainment, engineering, medicine, mathematics, business, and scientific research. There are a number of
fields where multimedia could be of use. Let us discuss some of the usage of multimedia:
Multimedia in Business
Business applications for multimedia include presentations, training, marketing, advertising, product
demonstrations, databases, catalogs and network communications.
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• Sales/Marketing Presentation
• Trade Show Produc tion
• Staff Training Application
• Company Kiosk MODULE 2
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Multimedia in Education
Schools are perhaps the most needed destination for multimedia. Multimedia will provoke radical changes in
the teaching process in the coming decades, particularly as smart students discover they can go beyond the
limits of traditional teaching methods. Indeed, in some instances, teachers may become guides and mentors
along a learning path instead of the primary providers of information and understanding-the students, not the
teachers, become the core of the teaching and learning process. This is a sensitive subject among educators,
so educational software is often positioned as “enrichening” the learning process, not as a potential substitute
for traditional teacher-based methods.
In education multimedia is useful for:
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• Demonstrating techniques that learners will have to try themselves later (such as
setting up laboratory equipment).
bringing the real world into the classroom.
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For research they are useful for:
• Dissemination of results through: recorded or broadcast conference presentation
s MODULE 2
and discussions.
• Demonstrating new techniques to colleagues.
• Publicizing and promoting research outcomes to related professionals and to the general
public.
• For capturing data – such as groups, interviews, behavioral observations.
Multimedia in Entertainment
Multimedia at Home
Eventually, most multimedia projects will reach the home via television sets or monitors with built-in
interactive user inputs – either on old-fashioned color TV’s or on new high definition sets.
Today, home consumers of multimedia either own a computer with an attached CD-ROM drive or a set-top
player that hooks up to the television. Many homes already boast Nintendo, Sega, or Atari game machines
connected to TV. Multimedia games are very popular among children and a variety of these games are
available on CD or online. With availability of gaming software programs, virtual gaming has become a
reality today.
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MODULE 2
In hotels, train stations, shopping malls, museums, and grocery stores, multimedia will become available at
stand-alone terminals or kiosks to provide information and help. Such installations reduce demand on
traditional information booths and personnel, add value, and they can work around the clock, even in the
middle of the night, when live help is offduty.
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Virtual Reality
In multimedia, where technology and creative invention converge you’ll find virtual reality, or VR. Goggles,
helmets, special gloves, and bizarre human interfaces attempt to place you “inside” a life-like experience.
VR requires terrific computing horsepower to be realistic. In VR, your cyberspace is made up of many
thousands geometric objects plotted in multi-dimensional space: the more objects and the more points that
describe the objects, the higher the resolution and the more realistic your view.
VR is an extension of multimedia – it uses the basic multimedia elements of imagery, sound, and animation.
Because it requires instrumental feedback from a wired-up person, VR is perhaps interactive multimedia at its
fullest extension.
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MODULE 2
Finalize your group (Short Film Title, Category, Members, Roles) for the final project. Your group should be
composed of 8 to 9 members only. Assign roles for each member of the group.
Additional Resources
Additional Resources:
• Tay Vaughan, 2011. Multimedia: Making it Work, 8th Edition: The McGraw-Hill Companies
• Norman Desmarals, 1994. Multimedia on the PC A guide for Information Professionals, new
York: McGraw-Hill inc.