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This document provides an introduction to multimedia. It defines multimedia as a form of communication that combines different media types such as text, audio, images, video and animations into an interactive presentation. It discusses the main components and building blocks of multimedia, including text, images, audio, video and animation. It also outlines some major applications of multimedia in entertainment, education, corporate communications and training.

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0% found this document useful (0 votes)
91 views

Selam

This document provides an introduction to multimedia. It defines multimedia as a form of communication that combines different media types such as text, audio, images, video and animations into an interactive presentation. It discusses the main components and building blocks of multimedia, including text, images, audio, video and animation. It also outlines some major applications of multimedia in entertainment, education, corporate communications and training.

Uploaded by

king
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Introduction to Multimedia

 About This Course


 Aims of Module
 Objectives of Module
 Syllabus Outline
 Recommended Course Books
 Introduction
 History of Multimedia Systems
 Multimedia/Hypermedia
 What is Multimedia?
 What is HyperText and HyperMedia?
 Multimedia Systems
 Characteristics of a Multimedia System
 Challenges for Multimedia Systems
 Desirable Features for a Multimedia System
 Components of a Multimedia System
 Applications
 Trends in Multimedia
 Further Reading/Exploration
Multimedia: - is a form of communication that uses a combination of different content
forms such as text, audio, images, animations, or video into a single interactive
presentation, in contrast to traditional mass media, such as printed material or audio
recordings, which features little to no interaction between users. Popular examples of
multimedia include video podcasts, audio slideshows and animated videos. Multimedia also
contains the principles and application of effective interactive communication such as the
building blocks of software, hardware, and other technologies. The five main building
blocks of multimedia are text, image, audio, video, and animation.

Multimedia can be recorded for playback on computers, laptops, smart phones, and other
electronic devices. In the early years of multimedia, the term "rich media" was synonymous
with interactive multimedia. Over time, hypermedia extensions brought multimedia to the
World Wide Web and streaming services became more common.

Multimedia is heavily used in the entertainment industry, especially to develop special


effects in movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular
pastime and are software programs available either as CD-ROMs or online. Video games are
considered multimedia, as such games meld animation, audio, and interactivity to allow the
player an immersive experience. While video games can vary in terms of animation style or
audio type, the element of interactivity makes them a striking example of interactive
multimedia. Interactive multimedia refers to multimedia applications that allow users to
actively participate instead of just sitting by as passive recipients of information. In the
arts, there are multimedia artists who blend techniques using different media that in some
way incorporate interaction with the viewer. Another approach entails the creation of
multimedia that can be displayed in a traditional fine arts arena, such as an art gallery.
Video has become an intrinsic part of many concerts
Education

In education, multimedia is used to produce computer-based training courses (popularly


called CBTs) and reference books like encyclopedia and almanacs. A CBT lets the user go
through a series of presentations, text about a particular topic, and associated illustrations
in various information formats.

Learning theory in the past decade has expanded dramatically because of the introduction
of multimedia. Several lines of research have evolved, e.g. cognitive load and multimedia
learning.

From multimedia learning (MML) theory, David Roberts has developed a large group
lecture practice using PowerPoint and based on the use of full-slide images in conjunction
with a reduction of visible text (all text can be placed in the notes view' section of
PowerPoint). The method has been applied and evaluated in 9 disciplines. In each
experiment, students'

Social work

Multimedia is a robust education methodology within the social work context. The five
different multimedia which supports the education process are narrative media, interactive
media, communicative media, adaptive media, and productive media. Contrary to long-
standing belief, multimedia technology in social work education existed before the
prevalence of the internet. It takes the form of images, audio, and video into the curriculum.

First introduced to social work education by Seabury & Maple in 1993, multimedia
technology is utilized to teach social work practice skills including interviewing, crisis
intervention, and group work. In comparison with conventional teaching method, including
face-to-face courses, multimedia education shortens transportation time, increases

Major characteristics

Multimedia presentations are presentations featuring multiple types of media. The


different types of media can include text, graphics, audio, video and animations. These
different types of media convey information to their target audience and effectively
communicate with them. Videos are a great visual example to use in multimedia
presentations because they can create visual aids to the presenter's ideas. They are
commonly used among education and many other industries to benefit students and
workers, as they effectively retain chunks of information in a limited amount of time and
can be stored easily. Another example is charts and graphs, as the presenters can show
their audience the trends using data associated with their researches. This provides the
audience a visual idea of a company's capabilities and performances.[10] Audio also helps
people understand the message being presented, as

made to simplify things from the presenter's perspective. These technological methods
allow efficient communication and understanding across a wide range of audiences (with
an even wider range of abilities) throughout different fields.

Multimedia games and simulations may be used in a physical environment with special
effects, with multiple users in an online network, or locally with an offline computer, game
system, or simulator.

The various formats of technological or digital multimedia may be intended to enhance the
users' experience, for example to make it easier and faster to convey information. Or in
entertainment or art, combine an array of artistic insights that includes elements from
different art forms to engage, inspire, or captivate an audience.

Enhanced levels of interactivity are made possible by combining multiple forms of media
content.

content. Online multimedia is increasingly becoming object-oriented and data-driven,


enabling applications with collaborative end- user innovation and personalization on
multiple forms of content over time. Examples of these range from multiple forms of
content on Web sites like photo galleries with both images (pictures) and title (text) user-
updated, to simulations whose co-efficients, events, illustrations, animations or videos are
modifiable, allowing the multimedia "experience" to be altered without reprogramming. In
addition to seeing and hearing, haptic technology enables virtual objects to be felt.
Emerging technology involving illusions of taste and smell may also enhance the
multimedia experience.
The Major Categories of Multimedia

 Entertainment
 Education
 Corporate communications
 Reference
 Training
Definition of multimedia

1. Computer-based
2. Interactive
3. Communications process
4. Incorporates text, graphics, sound, animation, and video

Elements of multimedia

 Text
 Sound
 Animation
 Graphics
 Video

Reasons for growth of multimedia: User issues


 User control
 Individualization
 Action

Inappropriate Use of Multimedia

 Text-intensive content
 Linear content

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