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Chapter 8 - Trends (Part 2)

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0% found this document useful (0 votes)
23 views21 pages

Chapter 8 - Trends (Part 2)

Uploaded by

black hello
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter Eight

Trends
Part II
Let’s start!
Chapter Highlights
01 02 03
The Evolution Multimedia in Important of
of Multimedia the Future Multimedia in
Various
Sectors
04
“Multimedia, from 1989 to 2019…”
JEAN-PHILIPPE GEORGES

“Future Development Trend of Multimedia


Network”
LI HUANG
Multimedia, from 1989 to 2019

Late 1990s, Multimedia: combination of


different forms of content (text, audio,
images, animation, video, interactive content)
Multimedia, from 1989 to 2019
• Today, multimedia:
ü Internet
ü New IT - IoT, Cloud Computing
ü Content Advertising
ü Publishing
ü Digital Marketing
ü Computer Engineering
ü Web Development
The Evolution of Multimedia
The Evolution of Multimedia in the years
to come
• People communicate in whatever way they like
• Customer’s communication preferences.
• 50% searches done by voice search
• Smart watches, smart speakers, connected
objects.
• Google Assistant and Microsoft Cortana
• Automate specific tasks in homes
• IoT (Internet of Things)
• Anything that connected to the internet
• Virtual reality
Automation
of marketing Edge
and Computing
technology

Business
World

Predictive
Analysis
MARKETING & TECHNOLOGY

Marketing automation system is a platform that


helps in regulating marketing activities.

• Automation of marketing & technology


• Exponential amount of data collected
• Right information to the right people
• Data + multimedia = useful delivery
PREDICTIVE ANALYSIS

Predictive analytics is the use of data to predict


future trends and events. It uses historical data
to forecast potential scenarios that can help drive
strategic decisions.
• Data analysis
• Competitive advantage
• Astronomical quantities
• Predict consumer behaviour
MULTIMEDIA + BUSINESS WORLD

• Collect, process and disseminate data


• Impacts business and B2B
• Automation + deep learning + AI
• Achieve better results
• Data facilitating decision-making
• Complexity of analyzing large amounts of data
• Handled by machines if not too
overwhelming
EDGE COMPUTING

• Definition
• Distributed, open IT architecture
• Decentralized processing power
• Enabling mobile computing
• Internet of Things (IoT)
• Data is processed by the device itself
• Local computer or local server
• Not data center (server lake)
EDGE COMPUTING

• Collect customers’ data + business processes


• Need for technology innovations
• Reduce cloud data collection latency
• Reduce analysis latency
• Reduce action latency
• Edge computing delivers better performance
• Use less inbound and outbound network data
• Reduce storage and infrastructure cost
• Delete collected and useless data
Future Development Trends

• Multimedia + AR Technology
• Multimedia + AI Technology
• Multimedia + Communication Technology
• Multimedia + Cloud Computing
Environment
• Minimise Waste
MULTIMEDIA + AR TECHNOLOGY

• Augmented Reality
• Interactive experience of a real-world
environment
• Objects that reside in the real world are
enhanced by computer-generated
perceptual information
• Sometimes across multiple sensory
modalities
MULTIMEDIA + AR TECHNOLOGY

• Development of Virtual Reality technology


• Entered another world
• More focused
• Educational
• Enjoy completing tasks
• Interesting
• No forcing
MULTIMEDIA + AI TECHNOLOGY

• Different visual and auditory experience


• Understand the information deeply
• Can’t analyze the behavior
• With the AI, multimedia can produce the
intelligent system
MULTIMEDIA + COMMUNICATION TECHNOLOGY

• With the popularization and development


of 4G technology, the connection of
communication technology and Internet
technology is becoming more and more
closer.
MULTIMEDIA + CLOUD COMPUTING ENVIRONMENT

• Build a multimedia platform suitable for the


needs of its own development, based on its
own development needs
MINIMISE WASTE

• Save environment
END

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