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Reviewer For TLE 8

The document provides an overview of fundamentals of multimedia including definitions of key concepts like multimedia, text, graphics, video, audio, animation, and interactivity. It also discusses authoring tools, modes of distribution, and elements of design.
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0% found this document useful (0 votes)
61 views19 pages

Reviewer For TLE 8

The document provides an overview of fundamentals of multimedia including definitions of key concepts like multimedia, text, graphics, video, audio, animation, and interactivity. It also discusses authoring tools, modes of distribution, and elements of design.
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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Reviewer for TLE 8

By: Michael Vince Allyn R. Albao


8-STE1
1st Quarter

Lessons:
1 Fundamentals of Multimedia
2 Elements of Design
3 Principals of Design
4 Storyboards/ Camera Angles
Fundamentals of Multimedia

Introduction of Multimedia

Multimedia is any combination of text, graphic art, sound, animation, and video
delivered by computer or other electronic means.” (Vaughan, 2011)

Multi Media

Various, Many, Multiple hardware software used for communication

An interactive communication process or presentation of information by using a


combination of text, audio, graphic, video and animation, OR

A combination of different media via a computer system.

Text
“Using text and symbols for communication and delivers information that can have
potent meaning” (Vaughan, 2011)

Text is combination of alphabets, numbers and symbol to form a sentence or word that
is used to avoid misunderstanding

Font can be altered to create interesting effects


 Cases
 Serif vs. Sans Serif
 Choosing Text Fonts

Hypertext
“The text more accessible and meaningful can then be called hypertext; because the
words, sections, and thoughts are linked, the user can navigate through text in a
nonlinear way, quickly and intuitively.” (Vaughan, 2011)

Effective multimedia program should consider

1. The position of the text on the screen


2. Length of the message
3. Legibility of the text

GRAPHIC
“A graphic or graphical image is a digital representation of non-text information such
as a drawing, chart or photo” (Shelly & Vermaat, 2012)

Graphic is a digital representation of images or non-text information

Purpose of graphic:-
a) Help to develop an attractive application
b) Help to illustrate ideas through still pictures

Bitmaps may also be called “raster” images. Likewise, bitmap editors are sometimes
called “painting” programs. And vector editors are sometimes called “drawing”
Programs.

Bitmaps are used for photo-realistic images and for complex drawings requiring fine
detail.

Vector-drawn objects are used for lines, boxes, circles, polygons, and other graphic
shapes that can be mathematically expressed in angles, coordinates, and distances.
VIDEO
“Video consists of images displayed in motion.” (Shelly & Vermaat, 2012)

Video is the product of recording moving images by using a camera or video machine.

Technology of electronically capturing, recording, processing, storing, transmitting, &


reconstructing a sequence of still images representing scenes in motion.

The purpose of video is to provide a powerful impact in a multimedia program.

AUDIO
“Audio includes music, speech, or any other sound.” (Shelly & Vermaat, 2012)

Audio is use of speech, music and sound effects.

The purpose of audio is to give life to the static state of multimedia.

Several types of sound such as human voices, instrumental notes, natural sound,
speech, music, sound effects.

Basic types of audio or sound: (1) analog and (1) digital audio

Types of Audio
Digital Audio
The digital sampling of the actual sound used in multimedia.

Analog Audio
The original sound signal.
We can record analog audio file.
Special audio editors like Audacity can be used to convert analog audio files into digital
audio files.

ANIMATION

“By definition, animation is the act of making something come alive or makes static
presentations come alive.” (Vaughan, 2011)

“Appearance of motion created by displaying a series of still images in sequence.”


(Shelly & Vermaat, 2012)

Animation is a process of making a static/still image look like it is moving.


Purpose of an animation:

a) To make static presentations come alive


b) To create an examples for dangerous and costly events

In multimedia, digital animation is used.

2 Types of Digital Animations


2D (2 Dimension) in 2-D space, the visual changes that bring an image alive occur on
the flat Cartesian x and y axes of the screen.

• A blinking word, a color-cycling logo (where the colors of an image are rapidly altered
according to a formula), or A button or tab that changes state on mouse rollover to
Let a user know it is active are all examples of 2-D
Animations. (Vaughan, 2011)

3D (3 Dimension) “In 3-D animation, software creates a virtual realm in three


dimensions, & changes (motion) are calculated along all three axes (x, y, and z),
allowing an image or object that itself is created with a front, back, sides, top, and
bottom to move toward or away from the viewer, or, in this virtual space of light sources
and points of view, allowing the viewer to wander around and get a look at all the
object’s parts from all angles.” (Vaughan, 2011)

• Movements like spinning and flying across the screen are some samples of
animations.

Applications of Multimedia
1. Education
2. Entertainment
3. Public Places
4. Business

Mode of Multimedia Interactivity


“When you allow an end user - also known as the viewer of a multimedia project - to
control what and when the elements are delivered, it is called interactive multimedia.”
(Vaughan, 2011)

Interactivity refers to the way users interact with a multimedia application or program.
User can use input devices such as a keyboard, joystick, and mouse and touch screen
to interact with the application through the computer.

Two major categories of interactivity in multimedia – linear and non-linear interactivity.

1. Linear Interactivity
“Users navigate sequentially, from one frame or bite
Of information to another.” (Vaughan, 2011)

Does not allow the user to have control of the sequence and progress of the multimedia
contents.

User interacts with the multimedia application without controlling the progress of the
content.

User is a passive receiver of the multimedia content most of the time.

1. Linear Interactivity

Content is usually arranged in sequence:


Example: a movie - although a movie uses a combination of audio, graphics and
animations, the user has no control over the sequence of events.

2. Non-Linear Interactivity

“Users navigate freely through the content of the project, unbound by predetermined
routes.” (Vaughan, 2011)

Lets the user control the sequence and progress of the multimedia content.

Allows the user to interact with the content according to what the user wants from the
content.

Two way communication.

User can control the progress and sequence of the multimedia content by using buttons
or links.

2. Non-Linear Interactivity

Example:

• Uses tools like hypertext to connect a word or a phrase to another screen.


• An electronic book with links to another screen is considered as having non-linear
multimedia content.
• Hypermedia, tool is similar to hypertext; it connects to different media elements such
as audio and video.

Differentiate between Linear & Non-Linear Interactivity

Linear Interactivity Does not allow user to control the progress of the content

The user is a passive receiver of the multimedia content most of the time

The content usually arranged in sequence

Non Linear Interactivity

Allow the user to control with the content according to what the user wants from the
content

Two way communication - User is an active user in handling and interacting with the
multimedia content.

The sequence of the multimedia content is arranged by using buttons or links

Multimedia Software

Authoring Tools

“Multimedia elements are typically sewn together into a project using authoring tools.
These software tools are designed to manage individual multimedia elements and
provide user interaction.” (Vaughan, 2011)

“Authoring tools are used for designing interactivity and the user interface, for
presenting your project on screen, and for assembling diverse multimedia elements into
a single, cohesive product.” (Vaughan, 2011)

Three basic metaphor / categories / types of authoring tools:

 Time-based authoring tools


 Page-based authoring tools
 Icon-based authoring tools

More metaphor of authoring tools:


1. Web page authoring tools
Allow user to create Web pages
Some application software include Web page programs
Example: Adobe Dreamweaver, FrontPage, KompoZer

•2. Theatrical authoring tools


Multimedia elements – as cast members.
Example: Adobe Director

How authoring tools are classified?


1. Way program organizes elements
2. Sequences events
3. Delivers

Time-based Authoring Tools

A simple presentation could contain three layers; layer one could contain a picture of a
blue sky, layer two could contain a picture of a mountain and layer three a picture of a
mountain climber.

Icon-based Authoring Tools

Each part is represented an icon


(Symbolic picture)

● Each icon does a specific task,


Eg: play a sound
● Icons are then linked together to
Form complete applications.
● easily visualize the structure and
Navigation of the final application

Medium of Distribution

1. CD-ROM

Compact disc that contains data accessible to but not written by a computer for data
storage and music playback

Popularity used to distribute computer software


2.DVD-ROM

Digital video disc or digital versatile disc

Higher storage capacity than compact disc while having the same dimensions
3. BD-ROM

Optical disc storage medium design to supersede the DVD format

4. Flash Drives

Storage device that typically uses flash memory to store data, instructions and
information

5. The Internet

Combination of multimedia technology and Internet technology

Make the process of distributing information through the Internet more interesting and
effective to the user

Downloading a video file could take a long time as it is large.

Quality of a multimedia program received will still depend on the Internet facilities that
the user has

Elements of Design
7 ELEMENTS OF DESIGN

Line
Shape
Negative Space
Volume
Value
Color
Texture

Line
Lines are the most basic element of design

A line is the distance between two points

Types of Line
Visual
Implied

The Most Important Characteristic: Direction

Vertical
Horizontal
Diagonal

Shape
Shape has both length and width and is 2D without mass or depth

Shape is the element that communicates the identity of objects most immediately and
directly

Shapes in a Design

Realistic
Distorted
Stylized
Abstract
Nonobjective

Realism is the way we observe images in nature with all the proportions and
dimensions of the natural world

Distortion is when realistic shapes are manipulated or changed but are still
recognizable as natural objects,

Abstraction is the process of reducing natural shapes down to their simplest form

Stylization will create and establish a unique look for the content of a design

Nonobjective When shapes in a design have no recognizable visual representation to


anything in nature

Types of Shape

Curvilinear
Rectilinear
Rectilinear shapes are sharp, angular, rigid and geometric

Curvilinear shapes that are organic, curved, and round

NEGATIVE SPACE

Negative space is the empty area surrounding a positive shape

The relationship between the shape and space is called figure and background. The
figure is the positive shape, and the background is the negative space.

Volume

Volume defines 3D visuals that have length, width, and depth

Value

Value describes light and dark. The contrast of values in a design gives a sense of
clarity and depth

When values are very light, the term high key is used. Lighter values suggest a brighter
or happier mood.

Conversely, dark values are called low key. They usually feel somber and serious.

Color
The two basic systems of color are additive and subtractive. These two systems differ
based on the source of the light.

Texture

Texture is the surface quality of an object

Types of Texture
Tactile
Implied

Tactile texture is texture that we can actually touch and feel.

Implied texture is texture that we can see but cannot feel or touch. Technically, it is not
texture at all—it is the illusion of texture.

Principals of Design

What is Design?

Design is the creation of a plan or convention for the construction of an object or a


system. It may be an architectural blueprints, engineering drawings, business
processes, circuit diagrams or sewing patterns. Design has different connotations in
different fields.

Principals of Design
The principles of design describe the ways an artist use different elements of design
in a composition. These ways or principles are

Balance
Rhythm
Emphasis
Contrast
Movement
Harmony
Proportion and scale

Balance is the concept of visual equilibrium, and relates to our physical sense of
balance. It is a reconciliation of opposing forces in a composition that results in visual
stability. Most successful compositions achieve balance in one of two ways:
symmetrically or asymmetrically.
Symmetrical balance can be described as having equal "weight" on equal sides of a
centrally placed fulcrum. It may also be referred to as formal balance.

When the elements are arranged equally on either side of a central axis, the result is
Bilateral symmetry.

This axis may be horizontal or vertical. It is also possible to build formal balance by
arranging elements equally around a central point, resulting in radial symmetry. This is
called Radial Balance

Asymmetrical balance, also called informal balance, is more complex and difficult to
achieve. It involves placement of objects in a way that will allow objects of varying visual
weight to balance one another around a central point.

Rhythm
A visual tempo or beat. The principle of design that refers to a regular repetition of
elements of art to produce the look and feel of movement. It is often achieved through
the careful placement of repeated components which invite the viewer's eye to jump
rapidly or glide smoothly from one to the next.

Types of Rhythm

Rhythm by Repetition
Rhythm by Gradation
Rhythm by Radiation
Rhythm by Opposition
Rhythm by Transition

Rhythm by Repetition rhythm created by duplicating (repeating) shapes, colors,


pattern, line, texture.

Rhythm by Gradation rhythm created by a gradual change in size or color.

Rhythm by Radiation rhythm created by identical objects coming from a central axis.

Rhythm by Opposition rhythm created direct placement of lines, shapes or color to


create opposition through abrupt visual change.

Rhythm by Transition rhythm created by curved lines that carry your eye across a
straight surface.

Emphasis
Emphasis creates a focal point in a design composition; it is how we bring attention to
what is important in it.

How to Create EMPHASIS

Make it bolder
Make it brighter
Change Style
Add special visual effects.
Add a border or frame
Add more negative of positive space
Add shadow or lights
Change the color
Change the position
Create Focal Points

Contrast

Contrast is simply defined as difference. Difference between elements or subjects within


a work of art or composition. Contrast can be created through variety within the
elements of art. (I.e. value, color, texture) Contrast can be used to create a focal point
or area of interest in an artwork

Movement

Movement is the visual flow of your Design. It's the path that you intend your viewer's
eye to follow. You can create this by purposefully placing art elements in a way that
creates a path for the eye to follow

Harmony

Harmony in visual design means all parts of the visual image relate to and complement
each other. Harmony pulls the pieces of a visual image together. Harmony can be
achieved through repetition and rhythm

Types of Harmony

Unity
Variety

Unity occurs when all the parts of a design or composition are related by one idea.

Variety when multiple elements of design are used to add interest to a design.

Proportion and Scale


Scale refers to the size of an object (a whole) in relationship to another object (another
whole). In art the size relationship between an object and the human body is significant.
In experiencing the scale of an artwork we tend to compare its size to the size of our
own bodies.

Scale is very much associated with Ergonomics when used in the field of architecture.
The space designed for human being is closely related size of body parts and its
function.

Origins of Measurements

In ancient times, the body ruled when it came to measuring. The length of a foot, the
width of a finger, and the distance of a step were all accepted measurements.

Inch: At first an inch was the width of a man's thumb. In the 14th century, King Edward
II of England ruled that 1 inch equalled 3 grains of barley placed end to end lengthwise.

Hand: A hand was approximately 5 inches or 5 digits (fingers) across. Today, a hand is
4 inches and is used to measure horses (from the ground to the horse's withers, or
shoulder).

Span: A span was the length of the hand stretched out, about 9 inches.

Foot: In ancient times, the foot was 111/42 inches. Today it is 12 inches, the length of
the average man's foot.

Yard: A yard was originally the length of a man's belt or girdle, as it was called. In the
12th century, King Henry I of England fixed the yard as the distance from his nose to
the thumb of his out-stretched arm. Today it is 36 inches.

Cubit: In ancient Egypt, a cubit was the distance from the elbow to the fingertips.
Today a cubit is about 18 inches.

Origins of Measurements (Metric)

The French originated the meter in the 1790s as one/ten-millionth of the distance from
the equator to the North Pole along a meridian through Paris. It is realistically
represented by the distance between two marks on an iron bar kept in Paris. The word
“metric” comes from the Latin word “metricus” or from the Greek word “metron,” both
meaning measure. The metric system is based on the meter.

In both Metric and Amstrong measurement system are derived from


Proportions of nature and human body.
Le Corbusier developed the Modular man in the long tradition of Vitruvius, Leonardo
da Vinci's Vitruvian Man, the work of Leon Battista Alberti, and other attempts to
discover mathematical proportions in the human body and then to use that knowledge
to improve both the appearance and function of architecture. The system is based on
human measurements, the double unit, the Fibonacci numbers, and the golden ratio.
Le Corbusier described it as a "range of harmonious measurements to suit the human
scale, universally applicable to architecture and to mechanical things"

The Modulor Man was meant as a universal system of proportions. The ambition was
vast: it was devised to reconcile maths, the human form, architecture and beauty into a
single system.

The Fibonacci Sequence is the series of numbers: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, ... The
next number is found by adding up the two numbers before it. The 2 is found by adding
the two numbers before it (1+1) Mark the proportions of Modular man measured by mm
6, 9, 15, 24, 39, 63……..1130, 1829
11, 18, 30, 48, 76 ………1397, 2260

Leonardo Bonacci also known as Fibonacci, and also known as Leonardo of Pisa
found Fibonacci Sequence 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, … Phidias a Greek sculptor
and mathematician found golden ratio. Keplar derived many Geometrical constructions
to get Golden Ratio.

Storyboard/ Camera Angles

Storyboard is a graphical visualization of shot sequence.

Each panel of a storyboard depicts a scene: physical environment, set design,


characters, etc.

or complete with camera and lighting information.

Can use arrows to indicate object and camera motion

Can also indicate camera shot size.

Storyboard allows filmmaker to visualize and refine ideas.

Serve to communicate ideas to production team.


Let production team start work early.

It's a link to preserve your ideas for use in the actual finished product.

Storyboarding is an element to capture and refine ideas, not to create them.

Developed by animation studios during the early 1930s

Became popular in live-action film production during the early 1940s

Camera Angles
Extreme Close-Up-When the screen is taken up by an image made of nothing but the
image. This is often done to subject's faces when showing reactions or when
highlighting detail.

Medium Long Shot-In the case of a standing actor, the lower frame line cuts off his
feet and ankles. Some documentaries with social themes favour keeping people in the
longer shots,keeping social circumstances rather than the individual as the focus of
attention.

Close-up-A shot that shows a fairly small part of the scene, such as a character's face,
in great detail so that it fills the screen.It abstracts the subject from a context.

Extreme Long Shot-In this type of shot the camera is at its furthest distance from the
subject,emphasising the background.

Medium Shot or Mid-Shot - In such a shot the subject or actor and its setting occupy
roughly equal areas in the frame. In the case of the standing actor, the lower frame
passes through the waist. There is space for hand gestures to be seen.

Medium Close Shot-The setting can still be seen.The lower frame line passes through
the chest of the actor; usually just the head and shoulders can be seen.

Big Close-Up-Forehead to chin. Close-ups focus attention on a person's feelings or


reactions, and are sometimes used in interviews to show people ir a state of emotional
excitement,grief or joy.In interviews, the use of BCUs may emphasise the interviewee's
tension and suggest lying or guilt.

Long shot - Shot which shows all or most of a fairly large subject (for example, a
person) and usually much of the surroundings.

Low
Eye Level
High
Worm's Eye
Bird’s Eye
Canted
Over the shoulder (OTS)

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