Categories of Multimedia
1. Linear Multimedia
It is also called Non-interactive multimedia. In the case of linear multimedia, the end-user cannot control
the content of the application. It has literally no interactivity of any kind. Some multimedia projects like
movies in which material is thrown in a linear fashion from beginning to end. A linear multimedia
application lacks all the features with the help of which, a user can interact with the application such as
the ability to choose different options, click on icons, control the flow of the media, or change the pace
at which the media is displayed. Linear multimedia works very well for providing information to a large
group of people such as at training sessions, seminars, workplace meetings, etc.
2. Non-Linear Multimedia
In Non-Linear multimedia, the end-user is allowed the navigational control to rove through multimedia
content at his own desire. The user can control the access of the application. Non-linear offers user
interactivity to control the movement of data. For example computer games, websites, self-paced
computer-based training packages, etc.
Components of Multimedia
Multimedia consists of the following 5 components:
1. Text
Characters are used to form words, phrases, and paragraphs in the text. Text appears in all multimedia
creations of some kind. The text can be in a variety of fonts and sizes to match the multimedia
software’s professional presentation. Text in multimedia systems can communicate specific information
or serve as a supplement to the information provided by the other media.
2. Graphics
Non-text information, such as a sketch, chart, or photograph, is represented digitally. Graphics add to
the appeal of the multimedia application. In many circumstances, people dislike reading big amounts of
material on computers. As a result, pictures are more frequently used than words to clarify concepts,
offer background information, and so on. Graphics are at the heart of any multimedia presentation. The
use of visuals in multimedia enhances the effectiveness and presentation of the concept. Windows
Picture, Internet Explorer, and other similar programs are often used to see visuals. Adobe Photoshop is
a popular graphics editing program that allows you to effortlessly change graphics and make them more
effective and appealing.
3. Animations
A sequence of still photographs is being flipped through. It’s a set of visuals that give the impression of
movement. Animation is the process of making a still image appear to move. A presentation can also be
made lighter and more appealing by using animation. In multimedia applications, the animation is quite
popular. The following are some of the most regularly used animation viewing programs: Fax Viewer,
Internet Explorer, etc.
4. Video
Photographic images that appear to be in full motion and are played back at speeds of 15 to 30 frames
per second. The term video refers to a moving image that is accompanied by sound, such as a television
picture. Of course, text can be included in videos, either as captioning for spoken words or as text
embedded in an image, as in a slide presentation. The following programs are widely used to view
videos: Real Player, Window Media Player, etc.
5. Audio
Any sound, whether it’s music, conversation, or something else. Sound is the most serious aspect of
multimedia, delivering the joy of music, special effects, and other forms of entertainment. Decibels are a
unit of measurement for volume and sound pressure level. Audio files are used as part of the application
context as well as to enhance interaction. Audio files must occasionally be distributed using plug-in
media players when they appear within online applications and webpages. MP3, WMA, Wave, MIDI, and
RealAudio are examples of audio formats. The following programs are widely used to view videos: Real
Player, Window Media Player, etc.
Applications of Multimedia
Multimedia indicates that, in addition to text, graphics/drawings, and photographs, computer
information can be represented using audio, video, and animation. Multimedia is used in:
1. Education
In the subject of education, multimedia is becoming increasingly popular. It is often used to produce
study materials for pupils and to ensure that they have a thorough comprehension of various disciplines.
Edutainment, which combines education and entertainment, has become highly popular in recent years.
This system gives learning in the form of enjoyment to the user.
2. Entertainment
The usage of multimedia in films creates a unique auditory and video impression. Today, multimedia has
completely transformed the art of filmmaking around the world. Multimedia is the only way to achieve
difficult effects and actions.
The entertainment sector makes extensive use of multimedia. It’s particularly useful for creating special
effects in films and video games. The most visible illustration of the emergence of multimedia in
entertainment is music and video apps. Interactive games become possible thanks to the use of
multimedia in the gaming business. Video games are more interesting because of the integrated audio
and visual effects.
3. Business
Marketing, advertising, product demos, presentation, training, networked communication, etc. are
applications of multimedia that are helpful in many businesses. The audience can quickly understand an
idea when multimedia presentations are used. It gives a simple and effective technique to attract
visitors’ attention and effectively conveys information about numerous products. It’s also utilized to
encourage clients to buy things in business marketing.
4. Technology & Science
In the sphere of science and technology, multimedia has a wide range of applications. It can
communicate audio, films, and other multimedia documents in a variety of formats. Only multimedia
can make live broadcasting from one location to another possible.
It is beneficial to surgeons because they can rehearse intricate procedures such as brain removal and
reconstructive surgery using images made from imaging scans of the human body. Plans can be
produced more efficiently to cut expenses and problems.
5. Fine Arts
Multimedia artists work in the fine arts, combining approaches employing many media and
incorporating viewer involvement in some form. For example, a variety of digital mediums can be used
to combine movies and operas.
Digital artist is a new word for these types of artists. Digital painters make digital paintings, matte
paintings, and vector graphics of many varieties using computer applications.
6. Engineering
Multimedia is frequently used by software engineers in computer simulations for military or industrial
training. It’s also used for software interfaces created by creative experts and software engineers in
partnership. Only multimedia is used to perform all the minute calculations.
Virtual reality
Air force officer using a VR headset to simulate piloting an aircraft
Virtual reality is a technology that creates a simulated environment, often using computer-generated
imagery or a combination of real and virtual content, to immerse users in an interactive and lifelike
experience. The aim of virtual reality is to make users feel as if they are physically present in a different
environment, even though they are typically still physically located in the real world. Virtual reality finds
applications across various fields, including gaming, education, healthcare, training, and entertainment.
In gaming, users can be transported to fantastical worlds, experiencing games in a more immersive way.
In education, VR can provide realistic simulations for training purposes, allowing users to practice skills
in a risk-free environment. Healthcare professionals use VR for therapeutic purposes and medical
training. The U.S. Air Force has shown using VR for training programs for their new pilots to simulate
piloting an aircraft.[31] This allows new pilots to learn in a safe environment and get comfortable before
getting in a real aircraft.
Head-mounted display (HMD): Users wear a headset that covers their eyes and ears, providing visual
and auditory stimuli. These headsets are equipped with screens that display the virtual environment,
and some may also have built-in speakers or headphones for audio.
Motion tracking: Sensors track the user's movements, allowing them to interact with the virtual world.
This can include head movements, hand gestures, and sometimes even full-body movements, enhancing
thesense of immersion.
Input devices: Controllers or other input devices are used to interact with the virtual environment.
These devices can simulate hands or tools, enabling users to manipulate objects or navigate within the
virtual space.
Computer processing: Powerful computers or gaming consoles are often required to generate and
render the complex graphics and simulations needed for a convincing virtual experience.
Augmented reality
Augmented reality overlays digital content or output onto the real world using media such as audio,
animation, and text. Augmented reality became widely popular only in the 21st century; however, some
of the earlier versions of such were things like the Sega Genesis Activator Controller back in 1992, which
allowed users to literally stand in an octagon and control in-game movement with physical movement,
or to stretch back even further, the R.O.B. NES Robot back in 1984, which, with its array of accessories,
was able to also provide users with the sensation of holding a firearm. These multimedia input devices
are among the earliest of the augmented reality devices, allowing users to input commands to facilitate
a different user experience. A more modern example of augmented reality is Pokémon GO, a mobile
game released on July 6, 2016, which allows users to see a Pokémon in a real-world environment.