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TAGOLOAN Community College: College of Information Technology IT Elective 5: Multimedia System

This document provides an overview of multimedia systems as part of an IT elective course. It discusses the importance of multimedia and how the digital format allows for manipulation of various media types. It then outlines several intended learning outcomes related to describing multimedia and categorizing applications. The document proceeds to discuss various applications of multimedia in fields like business, education, entertainment, and public spaces. Examples are given for uses in areas like sales presentations, training, games, movies, information kiosks and virtual reality. Students are assigned a final project to research and present on a multimedia application.
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0% found this document useful (0 votes)
78 views

TAGOLOAN Community College: College of Information Technology IT Elective 5: Multimedia System

This document provides an overview of multimedia systems as part of an IT elective course. It discusses the importance of multimedia and how the digital format allows for manipulation of various media types. It then outlines several intended learning outcomes related to describing multimedia and categorizing applications. The document proceeds to discuss various applications of multimedia in fields like business, education, entertainment, and public spaces. Examples are given for uses in areas like sales presentations, training, games, movies, information kiosks and virtual reality. Students are assigned a final project to research and present on a multimedia application.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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MODULE 2

TAGOLOAN Community College


B aluarte, Tagoloan, Misamis Oriental
Tel.No. (08822)740-835/(088)5671-215

College of Information Technology


IT Elective 5: Multimedia System
Summer of A.Y. 2021-2022

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

• Understand what are the importance of Multimedia.


• Applications of Multimedia in various field.
• Classify different multimedia applications.

Intended Learning Outcomes

A. Describe the importance of multimedia.


B. Categorize various multimedia applications.
Activity

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MODULE 2

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
COURSE MODULE

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:
ODULE

• Recorded or broadcast lectures.


• Bringing in an expert speaker from a distant location.
• Demonstratingprocesses that learners may not otherwise have the opportunity to
see (such as rare surgical technique). 3

• Demonstrating techniques that learners will have to try themselves later (such as
setting up laboratory equipment).
bringing the real world into the classroom.

COURS
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.

Other Examples of Use and Applications:


• Courseware/Simulation
• E-Learning/Distance Learning
• Information Searching

Multimedia in Entertainment

Multimedia is heavily used in the entertainment industry to develop


special effects in animations and movies. Movies like Ice Age,
Jurassic Park, and Avatar will always be remembered for their
special effects and animations.
COURSE MODULE

Examples of Use and Applications:


• Games (Leisure/Educational)
• Movies
• Video on Demand (online)

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

Examples of Use and Applications:


• IPTV
• Satellite TV
• Games

Multimedia in Public Places

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.
COURSE MODULE

Examples of Use and Applications:


• Information Kiosk
• Smart Cards, Security

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

Assignment (Date of Submission: June 20, 2022 at Computer Laboratory 1)

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.

Print your output in a letter size (8.5 x 11 in.) bond paper.


On the top portion of your paper, indicate the following:
• Group #
• Short Film Title
• Category
COURSE MODULE

• Leader & Members


o Indicate your Roles (ex: Director | Script Writer | Video Editor etc.)
• Plot of the Story

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.

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