This document provides an introduction to multimedia authoring systems. It defines multimedia and discusses the three common types of interactivity: linear presentation, branching programs, and hypermedia. It then describes the key components used in multimedia, including text, graphics, sound, video, animation, and control. Finally, it defines authoring as the process of designing and developing a multimedia product by integrating different media components and providing structure and navigation. It also discusses different authoring paradigms and modeling techniques.
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This document provides an introduction to multimedia authoring systems. It defines multimedia and discusses the three common types of interactivity: linear presentation, branching programs, and hypermedia. It then describes the key components used in multimedia, including text, graphics, sound, video, animation, and control. Finally, it defines authoring as the process of designing and developing a multimedia product by integrating different media components and providing structure and navigation. It also discusses different authoring paradigms and modeling techniques.
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Chapter 1
Introduction To The Authoring
System what is "multimedia“? • Multi = "many" • Media = plural of "medium" • Medium = a channel of communication • "a means of communicating information using multiple channels“ • The combined use of several media -- such as text, graphics, audio, video, and animation -- in a single application for educational or entertainment purposes. There are three (3) common classifications of interactivity: 1) Linear presentation • is one in which the author decides the sequence and manner in which information is presented. • The user controls only the pace. • The features of linear presentations are: ❑ Slides are shown in a pre-determined order. ❑ Slides that jump out of this sequence are not allowed. ❑ Slides follow an ordered line from the beginning to the end of the presentation. • Advantages of linear presentations – Predictable, every audience will see exactly the same presentation – Relatively easy for another person to do the presentation should the author be unavailable as the presentation always runs in the same order – Simple to prepare handouts as slides are always in the same order – skipped Timing of the presentation is very predictable • Disadvantages of linear presentations – Not very interactive with the audience, they cannot change the order of presentation – Not flexible in terms of changing the time taken to do the presentation, for instance a presentation planned for 1 hour may now need to be done in half an hour, this is not simple in a linear presentation – It is apparent to the audience they are not seeing the full presentation if slides need to be – Can be boring as the audience may have to view slides that happen to be irrelevant to them Branching program • is one in which the user has some control over the sequence of presentation by selecting from a group of choices such as from a main menu. • The author still maintains the control of deciding what to include in the choices available at any point in the program. Hypermedia • can be thought of as a web of interrelated information in which the user is in almost complete control of the pace and, to a somewhat lesser extent, the sequence and content of the presentation. • Links provide for random access of information. Multimedia Components • Let's look closer at some of the components that are commonly used in multimedia: Text… • Text often shapes the content of a multimedia title. • Technically speaking a text medium is easy to handle and store. • As a rule text passages should be brief and the font should be easy to read on the computer screen. • Common file formats for text data are .txt, .rtf, and .doc. Graphics • Graphics shape the design of a multimedia title, adding visual appeal and expressing concepts that text alone cannot easily communicate. • Graphics is a more complex medium than text. • They are more difficult to create, and you have to deal with a number of colors and screen resolutions. • In addition, graphics files tend to be quite large. • A single color picture for the computer screen can easily fill up several standard floppy disks. • However, applications from the entertainment side of the business have established high quality graphics and photo realistic images as basic elements of all multimedia applications. • Common file formats for graphics are .bmp, .tif, .gif, and .jpg. Sound • Sound can refer to speech, natural or synthesized sound effects, or music. • can use spoken words to complement written text, and music and sound effects to create a mood, add emphasis or realism, or signal interactivity. • With recorded (digitized) sound you have to deal with sound quality and storage capacity. • Music can mean "recorded songs", or the computer can imitate instruments and produce synthesized music. • Common file formats for digitized sound are .wav, .aif, .snd, and .mid. Video • Digitized video offers a level of authenticity similar to television or movies - with some performance limitations. • With video you can show tasks and events that words and graphics are inadequate to explain. • Producing high quality video clips is a difficult and time consuming job. • The current PC performance for video playback is limited by certain technical factors, so if you create a multimedia application that includes video clips you must have a clear idea of the performance of the typical user's PC. • Usually you must compromise between the video screen size, video resolution, number of colors used and length of the clip. • Common digital video file formats are .mov, .avi, and .mpg. Animation • Animation involves graphics that move in some way With animation you can clarify things or create special effects. • Digitized video has replaced animation for certain things, but in many cases animations are easier to produce and "lighter" for the PC�s performance. • Technically speaking, animation can mean either external "video like" media files, or they can be closely integrated (programmed) into the application itself. • Common animation file formats include .flc, .fli, and .swf. • Digital video and .gif file formats are also used for animation content. Control • One final component of multimedia is the amount of control afforded to the user. • At a minimum the user should be able to start and stop the program. In more advanced programs there may be a multitude of navigation options available to take users through the program. • The various multimedia elements used in multimedia can be produced by different application programs, such as • Graphics/Drawing programs • Animation programs • Word Processing • Image capture - digital cameras, scanners • Digital Video editing • Sound recording and editing programs. Authoring • "What is authoring?". Simply put, multimedia authoring is the process of designing and developing a multimedia product. The author brings all of the different multimedia components together into one program and provides structure, navigation, and interactivity for the user. For educational multimedia it is also important to create an effective instructional environment. • The authoring process can be used to develop many different types of products, including: • Educational applications • Computer-based training • Reference systems • Simulations • Virtual environments • Entertainment programs and games • Interactive information kiosks • Retail CD-ROMs • Training systems Multimedia authoring paradigm • the authoring paradigm, or authoring metaphor, is the methodology by which the authoring system accomplishes its task • the description of both the authoring interface, often referred to as the authoring metaphor, and the object-handling method used by a tool • Authoring systems follow various paradigms in order to decrease development time over writing code (be it Pascal, C, FORTRAN, C++, COBOL, assembler, or what-have-you) • All of the paradigms (and their associated tools) are optimized to meet specific functionality needs. • There are various paradigms, including: – Card/Scripting Paradigm – Cast/Score/Scripting Paradigm – Frame Paradigm – Hierarchical Object Paradigm – Hypermedia Linkage Paradigm – Iconic/Flow Control Paradigm Scripting Language • The authoring method closest in form to traditional programming. • The scripting paradigm tends to be longer in development time (it takes longer to code an individual interaction), but generally more powerful interactivity is possible. • Examples: – Lingo (Director) – ActionScript (Flash) – OpenScript (Toolbook) Here is an example lingo script to jump to a frame global gNavSprite on exitFrame go the frame play sprite gNavSprite end Iconic/Flow Control • The speediest (in development time) authoring style. • It is best suited for rapid prototyping and short development time projects. • The core of the paradigm is the Icon Palette and Flow Line. • Icon Palette - containing the possible functions/interactions of a program. • Flow Line - shows the actual links between the icons. Example: – Macromedia Authorware – Frame Paradigm • Uses a non-directional flowchart interface; links are between frames, but frames and their elements can be called up and adjusted in the frame view. Most of these tools come with powerful scripting or programming languages, so even the visual linkages in the flowchart view may be incomplete. • Apple Media Kit: Apple • CBT Express: AimTech • Quest: Allen Communications Cast/Score/Scripting • The Cast/Score/Scripting paradigm uses a music score as its primary authoring metaphor. • It has the ability to script the behavior of each of the cast members. • These programs are best suited for animationintensive or synchronized media applications. • Macromedia Director Score Window Macromedia Director Cast Window • Macromedia Director Script Window Hierarchical Object Paradigm: • The Hierarchical Object paradigm uses a object metaphor (like OOP) which is visually represented by embedded objects and iconic properties. • Organized into a tree structure. • Seen often in menu-driven applications. Tagging • The Tagging paradigm uses tags in text files to link pages, provide interactivity and integrate multimedia elements. • Examples: – HTML – SMIL – VRML Authoring vs. Programming in Multimedia • Authoring involves the assembly and bringing togther of Multimedia with possiby high level graphical interface design and some high level scripting. • Programming involves low level assembly and construction and control of Multimedia and involves real languages like C and Java. Prinsip Pengarangan Multimedia 1. konsistensi • Reka bentuk antara muka adalah seragam pada setiap skrin program. • Contohnya setiap antara muka menggunakan perkataan atau arahan yang melakukan fungsi yang sama. 2. Kejelasan • Label pada ikon adalah jelas supaya bahan multimedia dapat difahami dengan mudah. • Menggunakan ikon yang releven dengan fungsinya seperti ikon gambar printer untuk fungsi mencetak. • ikon perlu dilabel dengan jelas supaya pengguna dapat memahami fungsinya dengan mudah. 3. Konteks • Setiap bahagian atau isi kandungan mesti berkait rapat dengan tajuknya • Contohnya, penggunaan grafik, audio atau video mesti berkait rapat dengan isi kandungan yang disediakan 4. Navigasi • Navigasi adalah prinsip utama dalam multimedia interaktif. • Sebagai multimedia tidak liner, pengguna sepatutnya boleh bergerak besar berdasarkan menu yang disediakan 5. Carian • Pengguna dapat mencari kata kunci atau glossary. • Fungsi carian memudahkan pengguna mencari maklumat yang diperlukan dengan mudah dan cepat. 6. Personalisasi • Pengguna boleh melalui proses pembelajaran secara individu. • Pengguna boleh memilih paparan yang diingini. 7. Kebolehan belajar • Program menyediakan maklumat sokongan atau “help” untuk memudahkan pengguna memahami program. 8. Fleksibeliti • Pengguna mempunyai hak untuk mendapatkan semua kemudahan yang disediakan tanpa halangan. • Contohnya, pengguna dibenarkan untuk akses semua isi kandungan pembelajaran, setiap bahagian sesuatu program tersebut. •
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