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Graphics Unit5

Multimedia is the integration of various forms of media, including text, graphics, audio, and video, allowing users to interact and navigate information digitally. It is categorized into linear and non-linear multimedia, with applications in education, entertainment, business, technology, fine arts, and engineering. CD-ROM, a read-only optical disc, serves as a storage medium for multimedia content, with specific characteristics, advantages, and disadvantages.

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0% found this document useful (0 votes)
25 views13 pages

Graphics Unit5

Multimedia is the integration of various forms of media, including text, graphics, audio, and video, allowing users to interact and navigate information digitally. It is categorized into linear and non-linear multimedia, with applications in education, entertainment, business, technology, fine arts, and engineering. CD-ROM, a read-only optical disc, serves as a storage medium for multimedia content, with specific characteristics, advantages, and disadvantages.

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Avinash Kumar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Unit-5

What is Multimedia?


The word multi and media are combined to form the word multimedia. The word
“multi” signifies “many.” Multimedia is a type of medium that allows
information to be easily transferred from one location to another. Multimedia
is the presentation of text, pictures, audio, and video with links and tools that
allow the user to navigate, engage, create, and communicate using a computer.
Multimedia refers to the computer-assisted integration of text, drawings, still and
moving images(videos) graphics, audio, animation, and any other media in which
any type of information can be expressed, stored, communicated, and processed
digitally.

To begin, a computer must be present to coordinate what you see and hear, as well
as to interact with. Second, there must be interconnections between the various
pieces of information. Third, you’ll need navigational tools to get around the web
of interconnected data. Multimedia is being employed in a variety of disciplines,
including education, training, and business.
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.
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.
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.

What is CD-ROM?
CD-ROM stands for Compact Disc Read-Only Memory. The CD-ROM in all of
its non-erasable, non-writable glory, existed long before it infiltrated our system
with its youthful promise of infinite information. ROM stands for Read-Only
Memory it cannot be altered or erased. Binary (Digital) data that is encoded on
little pits on the optical disc are read by the laser beams which are situated in
the Optical Reader. It is an optical disc that has the capacity to store data, music
files, video files, games, etc.

Characteristics of CD-ROM
 CD-ROM is made up of clear poly-carbonate plastic, coated with a
reflective material and a protective coat of clear lacquer.
 CD-ROM can only be read by CD-ROM Readers. Normal readers cannot
read the CD-ROM disks.
 CD-ROM can hold up to 700 Megabytes of data, roughly 3, 00, 000
typewritten pages.
 It can store audios, still videos, pictures and animated graphics and full
motion video as well.
History of CD-ROM
The first theoretical studies on optical disc storage were produced by
independent scholars in the United States, such as David Paul Gregg (1958) and
James Russell (1965-1975). Gregg’s discoveries, in particular, were the basis
for the LaserDisc specification, which was developed jointly by MCA and
Philips after MCA purchased Gregg’s patents and the company he founded,
Gauss Electrophysics. The CD-ROM format was introduced by a Japanese
company Danon in 1982. Later on, CD-ROM was introduced by Danon and
Sony at the 1st Japanese COMDEX computer show in 1985. After this the CD-
ROM was famous and was used everywhere. It Started developing itself. The
format of CD-ROM was introduced by Sony and Philips in 1983, which was
called as Yellow Book.
CD-ROMs were initially used in home video game systems with the debut of
the computer Engine CD-ROM2 (TurboGrafx-CD) in 1988. CD-ROM drives
were added to personal computers by the end of the 1980s. Data east
demonstrated a board for an arcade system that accepted CD-ROMs in 1990.
Advantages of CD-ROM
 CD-ROM can be accessed randomly.
 CD-ROM is the most cost effective way to produce and distribute large
quantities of data.
 Compare to other storage disks, a CD-ROM is very rugged.
 CD-ROM is long-lasting.
 It is a secure medium for storing large amounts of read only information.
Disadvantage of CD-ROM
 The biggest complaint is that they are relatively slow.
 Once it is filled up with data, new data cannot be entered on it.
 Smaller storage capacity than hard disks.
 It can be easily scratched and after the scratches it won’t work properly.

The Multimedia Highway:

Now, that telecommunications networks are global, and when information


providers and content owners determines the worth of theirs products and how to
charge money for them, information elements will ultimately link up online’s as
distributed resources on a data highway (actually more like a toll road). Where
you will pay to acquire and use multimedia-based information.

Curiously, the actual glass Fiber cables that makes up much of the physical
backbone of the data highway are, in many cases. Owned by railroad and pipelines
companies who simply buried the cables on existing rights of way where no
special permits and environmental reports are necessary.

Definition of Animation

“One of the most exciting forms of pectoral presentation is animation. Animation


refers to a simulated motion picture depicting movement of drawn (or simulated)
objects. The main features of this definition are as follows: (1) picture – an
animation is a kind of pictorial representation; (2) motion – an animation depicts
apparent movement; and (3) simulated – an animation consists of objects that are
artificially created through drawing or some other simulation method.” (Mayer
2002:88)

Usages and function of multimedia animation in education

3.1 Typical usages

 To attract attention
 To inform about the state of process (e.g. progress bars that show the percentage
of program loading)
 Demonstrations (e.g. show how a volcano may interrupt by moving tectonic
plates)
 Interactive simulation (e.g. have a learner fuel and point a rocket and then show its
flight path)

3.2 Pedagogical function

 Motivation, get students interested in some phenomenon and to explore it.


 Representation, help to support mental representation
 Organization
 Interpretation, provoke cognitive conflicts that make the students think.

Types of Animation Techniques

1. Traditional animation
2. 2D animation
3. 3D animation
4. Typography Animation
5. Clay animation
6. Sand Animation
7. Flip book Animation
8. Stop-motion animation,

Multimedia Projects and its Stages


A multimedia project is a classic software project which is developed using
multimedia technology with the specific aim of distributing information in an
entertaining and compelling manner. Multimedia projects require creativity,
artistic as well as programming skills. While developing the multimedia
application, the professionals have to choose the hardware and software
equipment and components a variety of software tools are available. Like all other
projects, the multimedia project is also developed in stages.
Stages of Multimedia Application Development

Following are the basic stages of multimedia project development.


 Project conceptualization
 Planning and Costing
 Design and Production
 Testing
 Delivery
Project conceptualization:
Every project begins with a concept. A multimedia project concept is actually the
definition of the project. To define the project, it is required for the development
team and the clients to do the various meetings and discussions to identify the
actual problem. It may be the up gradation of the existing one or the entirely new
one. It must satisfy the existing requirements of the customer.
Planning and Costing:
In this stage, the analysis of the idea is done which is to be translated into a
multimedia project. This idea can be further refined by outlining its messages and
objectives. Before starting to develop the multimedia project, it is necessary to
plan what writing skills, graphic art, music, video, and other multimedia skills will
be required. It is also necessary to estimate the time needed to prepare all elements
of multimedia and prepare a budget accordingly. After preparing a budget, a
prototype of the concept can be developed.
Design and Production:
Once the project is taken up for development, the laborious project development
cycle starts. Under this stage, the various sub-stages are to be carried out.
 Data gathering
 Navigation map structure design
 Media content design
 Interface designing
 Storyboarding
 Integration (multimedia authoring)
Testing:
In every project, the Testing stage ensures that the product to be free from bugs.
Apart from bug elimination, another aspect of testing is to ensure that the
multimedia application meets the objectives of the project. It is also necessary to
test whether the multimedia project works properly on the planned delivery
platforms and meets the needs of the clients.
Delivery:
The final stage of the multimedia application development is to pack the project
and deliver the complete project to the end-user. This stage has several steps such
as:

MULTIMEDIA HARDWARE AND SOFTWARE


1. Central Processing Unit (CPU): Responsible for executing instructions
and processing data. A powerful CPU is crucial for handling multimedia
tasks efficiently.
2. Graphics Processing Unit (GPU): Specialized in rendering graphics and
accelerating image and video processing. GPUs are essential for smooth
multimedia playback and graphical applications.
3. Memory (RAM): Adequate RAM is necessary for storing and quickly
accessing multimedia files and data during processing. More RAM allows
for smoother multitasking with multimedia applications.
4. Storage Devices: Hard Drives (HDDs) or Solid State Drives (SSDs) are
used to store multimedia files. Higher-capacity and faster storage
contribute to better multimedia performance.
5. Display Devices: Monitors, projectors, and screens are output devices for
displaying multimedia content. High-resolution displays and colour
accuracy are important for multimedia professionals.
6. Audio Devices: Sound cards or integrated audio components are essential
for audio playback and recording. External speakers or headphones
provide the output for multimedia audio.
7. Input Devices: Keyboards, mice, touchscreens, and other input devices
are used to interact with multimedia applications and content.
8. Camera and Capture Devices: Cameras, webcams, and other capture
devices are used for capturing images and video, contributing to
multimedia content creation.
9. Network Connectivity: Multimedia content often relies on network
connectivity for streaming, downloading, or sharing. Network adapters
facilitate this communication.
10. Peripherals: Devices like printers, scanners, and external storage can
enhance multimedia workflows by providing additional capabilities.

Multimedia Software:

1. Media Players: Software applications like VLC, Windows Media Player,


or QuickTime for playing audio and video files.
2. Graphics Software: Tools like Adobe Photoshop, GIMP, or CorelDRAW
for creating and editing images.
3. Video Editing Software: Applications such as Adobe Premiere, Final Cut
Pro, or DaVinci Resolve for editing and producing videos.
4. Audio Editing Software: Tools like Audacity, Adobe Audition, or
GarageBand for editing and producing audio content.
5. Web Browsers: Browsers like Google Chrome, Mozilla Firefox, or Safari
that support multimedia content on the web.
6. Multimedia Authoring Tools: Software like Adobe Animate, Unity, or
Blender for creating interactive multimedia content.
7. 3D Modelling and Animation Software: Applications such as Autodesk
Maya, Blender, or Cinema 4D for creating 3D multimedia content.
8. Presentation Software: Tools like Microsoft PowerPoint or Prezi for
creating multimedia-rich presentations.
9. Virtual Reality (VR) and Augmented Reality (AR) Software: Software
platforms and tools for developing and experiencing immersive
multimedia

5 benefits of multimedia learning

“Multimedia is characterized by the presence of text, pictures, sound,


animation and video; some or all of which are organized into some coherent
program” (Phillips, 1997).

While there is no doubt that the interest in technology education is rising,


the fast progression in the past years has been impressive. Investments as
well as the school spendings are on the rise.
One might wonder why. This is the reason why we are going to explore
five of the benefits multimedia learning brings to the 21st century
classroom, which could be contributing to the recent edtech boom.

The benefits of multimedia learning:

1. Deeper understanding

Source: Pixabay

According to research, a benefit of multimedia learning is that it takes


advantage of the brain's ability to make connections between verbal and
visual representations of content, leading to a deeper understanding, which
in turn supports the transfer of learning to other situations. All of this is
important in today’s 21st century classrooms, as we are preparing students
for a future where higher-level thinking, problem solving and collaborative
skills will be required.

2. Improved problem solving

Source: Unsplash

A large percentage of the human brain dedicates itself to visual processing.


Thus, using images, video and animations alongside a text stimulates the
brain. Student attention and retention increase. Under these circumstances, in a
multimedia learning environment, students can identify and solve problems
more easily compared to the scenario where teaching is made possible only by
textbooks.

3. Increased positive emotions


Source: Unsplash

According to psychologist Barbara Fredrickson, experiencing positive


emotions makes people see more possibilities in their lives. Using multimedia
during instructions impacts student's mood during the learning process. With a
positive attitude they learn better and tend to be more proactive.

4. Access to a vast variety of information

Source: Unsplash

With computers, tablets, smartphones and the internet, students are today
better equipped than ever to search and find the information they need. A
study revealed that 95% of students who have access to internet, use it to
search for online information. Sharing the information and participating in
class discussions is done in a more confident way when access to information
is as easy as today.

5. World exploration

Source: Unsplash

There is no surprise here. With the help of multimedia children can explore
and learn about places they would never been to. In a geography class,
students can explore different cities of the world, the tallest mountains and the
most dangerous jungles. In a science class, space and planets exploration is
now possible. In a biology class, the dissection of rare animals and different
habitats exploration are like a walk in a park for students benefiting of a
multimedia learning environment.

All together, multimedia learning environments have a direct effect on


learning and even on growing as a person. An effect that differs and can’t be
achieved as easy whilst using traditional education materials. Therefore, it is
no wonder the edtech business is increasing and schools desire more and more
to create multimedia learning environments for their students.

Looking to integrate multimedia in your school? Try out the FREE 14


days Snowflake MultiTeach® trial by clicking the button below.

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