Chapter 2 Multimedia Authoring and Tools PDF
Chapter 2 Multimedia Authoring and Tools PDF
2.1 Introduction
Multimedia authoring is a process of assembling different types of media contents like text, audio, image,
animations and video as a single stream of information with the help of various software tools available
in the market.
Authoring is the process of integrating and presenting media elements using software called authoring
applications specially designed for this function.
Authoring applications are used to assemble media elements, synchronize content, design the user
interface, and provide user interactivity. Authoring software, by contrast, allows a developer to focus on
the design, interactivity, and performance of the project rather than code syntax.
Authoring applications allow developers to concentrate on the appearance and functionality of their creations
by automatically generating the specific instructions a computer executes to present a multimedia product. In
effect, the computer becomes its own programmer by creating the code to implement the decisions of the
developer.
Cards have two layers. The background layer contains elements that are shared, such as navigation buttons
or background images. The foreground layer contains content specific to that card.
Advantages:
There are three main advantages to dividing content by layers. Development time is saved because the content
for backgrounds is created once and repeated for multiple cards. A unified, consistent design is easier to
achieve because the common background layer has the same appearance and organization each time it appears.
Finally, file sizes are minimized by the use of common background layers because media elements do not
need to be duplicated for each card.
The core of the paradigm is the Icon Palette, containing the possible functions/interactions of a program,
and the Flow Line, which shows the actual links between the icons. Each icon has a dialogue box with
properties and parameters that the developer specifies. Each icon is dragged onto the flowline to create the
structure of the application.
Flowlines allow developers to quickly visualize and adjust the structure of an application, making them ideal
for the organization of branching applications. This tends to be the speediest (in development time) authoring
style; it is best suited for rapid prototyping and short-development time projects. Many of these tools are also
optimized for developing Computer-Based Training (CBT).
Transitions can be applied to a sequence of frames to fade items in or out of the viewing area. The timeline
controls the presentation of events and interactivity. As the playhead moves across the timeline, individual
frames appear on the screen. The rate of playback, in frames per second (fps), can be regulated, and navigation
menus or buttons can be placed in a frame to alter the flow of the playhead on the timeline.
The timeline metaphor is especially appropriate for dynamic media, such as video and sound, which change
over time. Timeline applications, such as Director (Macromedia) and Flash, are powerful authoring tools that
allow developers to precisely synchronize the elements of animation sequences based on fractions of seconds.
They are also more difficult to learn and are usually chosen only when animation or video is the dominant
element in a multimedia project.
Some example of Time based tools are:
Macromedia's Director
Macromedia Flash
2.3.4. Cast/Score/Scripting:
The Cast/Score/Scripting paradigm uses a music score as its primary authoring metaphor; the synchronous
elements are shown in various horizontal tracks with simultaneity shown via the vertical columns. The true
power of this metaphor lies in the ability to script the behavior of each of the cast members.
Time is shown horizontally; like a spreadsheet: rows, or tracks, represent instantiations of characters
in a multimedia production.
The most popular member of this paradigm is Director, which is used in the creation of many commercial
applications. These programs are best suited for animation-intensive or synchronized media applications; they
are easily extensible to handle other functions (such as hypertext) via XOBJs, XCMDs, and DLLs.
Object oriented authoring tools support environment based on object. Each object has the following two
characteristics:
1. State or Attributes - The state or attributes refers to the built in characteristics of an object. For
example, a color T.V has the following attributes:
o Color receiver
o Volume control
o Picture control
o 128 channels
o Remote control unit
2. Behavior or Operations - The behavior or operations of an object refers to its action. For example,
a T.V can behave in any of the following manner at a given point of time:
o Switched on
o Switched off
o Displays picture and sound from
A TV cable connection
A TV transmitter
A DVD
A VCR
Examples include;
o mTropolis (Mac/Windows)
o Apple Media Tool (Mac/Windows)
o Media Forge (Windows)
2.3.8. Tagging:
1). Card or Page based authoring tools: In these authoring systems, elements are organized as pages of a
book or a stack of cards. In the book or stack there are thousand of pages or cards available. These tools are
best used when the bulk of your content consists of elements that can be viewed individually, for example the
pages of a book or file cards in card file. Every page of the book may contain many media elements like
sounds, videos and animations.
One page may have a hyperlink to another page that comes at a much later stage and by clicking on the same
you might have effectively skipped several pages in between. Some examples of card or page tools are:
a) Hypercard (Mac)
b) Tool book (Windows)
c) PowerPoint (Windows)
d) Supercard (Mac)
Advantages
Following are the advantages of card based authoring tools.
a) Easy to understand.
b) One screen is equal to 1card or 1page.
c) Easy to use as these tools provide template.
d) Short development time.
Disadvantages
Following are the disadvantages of card based authoring tools.
a) Some run only on one platform.
b) Tools not as powerful as equivalent stand alones.
Advantages:
Following are the advantages of icon/event based authoring tools.
a) Clear Structure.
b) Easy editing and updating
Disadvantages:
Following are the disadvantages of icon/event based authoring tools.
a) Difficult to learn.
b) Expensive.
3). Time based authoring tools
Time based authoring tools allow the designer to arrange various elements and events of the multimedia
project along a well defined time line. By time line, we simply mean the passage of time.
Advantages
Following are the advantages of time based authoring tools.
a) Good for creating animation.
b) Branching, user control, interactivity facilities.
Disadvantages
Following are the disadvantages of time based authoring tools.
a) Expensive
b) Large file size
c) Steep learning curve to understand various features.
Just as authoring applications differ in terms of their basic metaphors, they also vary in their capabilities to
perform these essential tasks.
Authoring applications with good support for design can speed the development process because it is usually
easier to build an application from a design created in the same program.
Synchronization is critical for dynamic media. Sounds, animations, and transitions must be timed to present a
coordinated and unified flow of information. Authoring tools approach synchronization in various ways.
Objects can be held on screen for specific times (20 seconds) or paused on screen until another event occurs
such as the end of a sound segment. In these cases, timing properties are assigned to the objects themselves.
More complex synchronization is done on timelines. Media objects are placed on the timeline to play for a
specified number of frames. In similar fashion, an animation can be synchronized to a sound track by placing
each on a different layer of a common sequence of frames.
An animation with a high frame rate created on a fast processor may slow to a crawl on less capable systems
or not play at all. To ensure adequate performance on different systems, authoring applications optimized for
dynamic media often have options to synchronize media automatically. Timing controls can be applied to
various media components or the final project may be defined with parameters to drop out images to keep up
with sound playback.
Navigation structures may be conditional. Access to information is contingent on the user’s responses or
progress in the application.
Navigation structures.
Navigation control is an important consideration for developers. It governs how the content is structured and
controls the playback sequence. Multimedia developers plan navigation structures as part of the design process
and they choose authoring applications based in part on how well they support navigation.
2.5.6. Programming
All authoring applications can create basic navigation structures as well as other simple interactions, such as
playing a sound or video. Applications such as PowerPoint use a series of dialogue boxes to specify the actions
of screen buttons, add hyperlinked terms, and create simple forms of animation. These simple interactions are
adequate for basic multimedia presentations but more complex projects require more flexibility and control.
Programming in authoring applications is either script or icon based.
1) A script is a series of commands specifying the properties or behavior of a specific element in a
multimedia application. A button script may cause the button to change appearance or produce the
sound of a click when a mouse button is depressed. Scripts are a form of high-level programming
language because they use English-like phrasing to write commands. Script commands
are interpreted; that is, they are translated to machine language and executed one at a time. This makes
it easier for developers to test and debug their scripts. Scripting languages add functionality to a
multimedia project. The developer can program scripts to control animations, play video, launch
external applications, and control interactivity. The possibilities are limitless.
2) Icon programming is a type of visual programming. Icons are arranged in the application window
and the developer defines the parameters for the specific icon’s use. For example, a sound icon will
require parameters to define the sound’s name and the length of time it should play. The advantage of
icon programming is that it does not require knowledge of programming rules. The developer only
needs to know how to define the parameters of each icon to best control the application. Authorware
offers extensive control of application development using the icon programming approach.
Applications that directly support programming also generally include debugging capability. A debugger is a
utility that tracks the execution of program code to assist developers in locating coding errors.
Review Questions
1. What is an authoring application?
2. What is the benefit of an authoring application over programming languages to develop a project?
3. What is a metaphor?
4. What is the purpose of authoring metaphors?
5. What are the three common authoring metaphors for project development?
Discussion Questions
1) What is the most appropriate authoring metaphor to develop an application that displays the motion of the
planets? Explain your choice.
2) What is the most appropriate authoring metaphor for developing an interactive tutorial on safe driving?
Explain your choice.
3) List the main components of the timeline metaphor and identify the purpose of each.
4) Identify the interrelated tasks in multimedia authoring and evaluate either PowerPoint or Flash in terms
of its ability to complete these tasks.
5) What are the two main delivery options for distributing a multimedia application? What are the advantages
or disadvantages of each?
6) As the project manager for a multimedia presentation on student campus life at your college, identify the
four criteria for selecting an authoring application and explain how each criterion will apply to that project.