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Eng 10 - Multimedia

This document discusses linear and nonlinear (interactive) multimedia. Linear multimedia projects present information from start to finish with little user control, like movies. Nonlinear projects allow user navigation and interaction through linked information, like encyclopedias or games. It also describes multimedia developers and how multimedia projects can be delivered via CD-ROM, DVD, or online/handheld devices to provide immersive, self-paced learning experiences. Examples applications include educational software, digital media, games, and video conferencing.

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Aville Malintad
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0% found this document useful (0 votes)
27 views18 pages

Eng 10 - Multimedia

This document discusses linear and nonlinear (interactive) multimedia. Linear multimedia projects present information from start to finish with little user control, like movies. Nonlinear projects allow user navigation and interaction through linked information, like encyclopedias or games. It also describes multimedia developers and how multimedia projects can be delivered via CD-ROM, DVD, or online/handheld devices to provide immersive, self-paced learning experiences. Examples applications include educational software, digital media, games, and video conferencing.

Uploaded by

Aville Malintad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Interactive Multimedia: when a user is given the option of controlling

the elements.
Hypermedia: when a user is provided a structure of linked elements
for navigation.
Multimedia Developer: The people that develop multimedia projects.
• The software vehicle, the messages, and the content together
constitute a multimedia project.
• A multimedia project shipped to end-users with or without
instructions is called a multimedia title.
• A project can also be launched on the Web.
Linear Multimedia: Projects that are
not interactive. Users have very
little control over the presentation

Nonlinear (interactive) Multimedia:


Projects that are user-interactive,
where users are given navigational
control.
❑ The users sit back and watch the presentation

❑ The presentation normally plays from start to


end or even loops continually to present the
information.

❑ A movie is a common type of linear


multimedia.

❑ Demo show, non-interactive lecture


❑ Users have the ability to move around or follow
a different path through the information
presented.

❑ Advantage: complex domain of information can


be presented.

❑ Disadvantage: users might lost in the massive


“information highway”.

❑ Useful for information archive (encyclopedia),


education, training, and entertainment.
❑Nonlinear means Interactive

❑Users have control over the


contents
❑Users are given navigation control

Example: Games, courseware, and


interactive CD
Multimedia Projects can also be delivered online (web) and
through PDAs/Hand-held Devices.

The primary media for delivering multimedia projects are:


✓ Compact disc read-only (CD-ROM)
✓ Digital Versatile Disc (DVD) / Blu-ray disc (BDA)
✓ The most cost-effective distribution
medium for multimedia projects.

✓ It can contain up to 80 minutes of full-


screen video or sound.
✓ Multilayered DVD technology increases the capacity of current
optical technology to 18 GB.

✓ DVD authoring and integration software are used to create


interactive front-end menus for films and games.

✓ Blu-ray disc (Blu-ray Disc Association BDA) is the next-generation


format for high-definition video and high-density data.

✓ A single-layer disc can fit 23.3, 25, or 27 GB (enough for


approximately four hours of high-definition video with audio). It
supports 25GB for one layer, 50GB for two, and 100GB for four.
o Ease of use
o Intuitive Interface
o Immersive experience
o Self-paced interaction and
better retention
o Better understanding
o Cost-effectiveness
o More fun
Educational software can be developed to
enrich the learning process - move away from
the transmission or passive-learner model of
learning to the experiential learning or
active-learner model.
✓ Digital video editing and ✓ Interactive TV
production systems ✓ Multimedia courseware
✓ E-Newspapers/Magazines ✓ Video conferencing
✓ Games ✓ Video-on-
✓ Groupware Demand(VoD)
✓ Home shopping ✓ Virtual reality

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