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Multimedia

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0% found this document useful (0 votes)
44 views

Multimedia

Uploaded by

Edward Chirwa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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BICT3205

Computer Graphics and


Multimedia
Mr. J.Mdaopa
Scope of this course
 By the end of this course, assuming it will end, you
should be able to :
 Explain approaches to represent multimedia data in digital format and identify
their properties.
 Derive the rational of the multimedia representation format and compression
algorithms based on the human visual and auditory perception.
 Analyze image, video and audio in the frequency domain to identify important
components to be encoded.
 Explain the major steps in some of the image, video and audio compression
standards.
 Apply multimedia data and techniques on a practical application.
Introduction to Multimedia
Before we dive into the details of multimedia,
let's first establish a foundational understanding
of "media" itself
What is Media?
Media refers to the various forms of digital content that can be created,
manipulated, and displayed using computers. This includes a wide range of
elements, like:

 Images: Static visual representations typically stored in formats such as JPEG,


PNG, or GIF. These images can be photographs, illustrations, diagrams, or any
other visual content.
 Audio: Digital sound recordings stored in formats like MP3, WAV, or AAC. This
includes music, spoken dialogue, sound effects, and any other auditory
content.
 Video: Sequences of moving images accompanied by audio, stored in formats
such as MP4, AVI, or MOV. Video content can range from short clips to full-
length movies.
Media elements cont’
 Text: Written content encoded in digital format, including documents,
articles, blog posts, and other textual information. Text media can be
displayed as plain text or formatted using various fonts, styles, and layouts.

 Animations: Dynamic visual content created by displaying a sequence of


images or frames in rapid succession. Animations can be simple (e.g.,
animated GIFs) or complex (e.g., 3D animations).

 Interactive Content: Digital experiences that allow users to actively engage


with media, such as interactive websites, games, simulations, and virtual
reality environments.
What is multimedia?
 In a generic sense, multimedia is simply the use of more than one media
element to convey information or entertainment.

 Multimedia content can be delivered through various platforms and devices,


including
 Computers,
 Smartphones,
 Tablets,
 Television, and
 The internet.
What is Multimedia?

Multimedia covers a wide range of applications and formats, including


 interactive presentations,
 educational materials,
 video games,
 websites,
 virtual reality experiences,
Web based Multimedia
Web-based multimedia is defined as an online, interactive experience that
incorporates two or more media elements including text, graphics, sound,
animation and video.
A fundamental feature of most Web-based multimedia is interactivity, which
gives user some control over the content.
Interactivity includes:
 User engagement
 Two way communication
 Customization and personalization
 Feedback mechanisms
web-based Multimedia Categories
 Electronic Commerce (E-Commerce)
Involves using web to serve clients and customers and is one way to provide
solutions for companies that wish to sell products or services online.
Multimedia is used extensively in advertising and marketing.

 Web-Based Training and Distance Learning


The Web offers many options for delivering and receiving education over the
distance. Web-based training is an instruction delivered over the Internet
using a web browser.
web-based Multimedia Categories cont’
 Social Media
Social media platforms utilize multimedia content to facilitate
communication, content sharing, and engagement among users. This category
includes platforms like Facebook, Instagram, Twitter, TikTok, and LinkedIn,
where users can upload and share multimedia content such as photos, videos,
GIFs, and audio recordings.

 Entertainment
This category includes multimedia content created for entertainment
purposes, such as movies, TV shows, music videos, online games, virtual
reality experiences, and interactive stories. Examples include streaming
platforms like Netflix and Hulu, as well as gaming websites.
Linear and Non-Linear Multimedia
These are structures or formats of multimedia content, each offering different
experiences for users.
 Linear multimedia follows a predetermined sequence or path of presentation,
where users experience the content in a fixed order from beginning to end.
 Users have limited control over the progression of the content and typically
cannot skip ahead or interact with the elements out of sequence. Examples of
linear multimedia include:
 Moves
 Slide shows
 Books
 Narrated presentations
Non-Linear Multimedia

 Nonlinear multimedia allows users to navigate and interact with the content
in a nonsequential or interactive manner, providing more flexibility and
control over their experience.
Examples of nonlinear multimedia include:
 Interactive games
 Interactive websites
 Hypermedia presentations
Multimedia Applications
 These are software programs and tools that create, manipulate, display, or
interact with multimedia content. Some common types of multimedia application
are:

 Multimedia Authoring Tools: Authoring tools enable users to create multimedia


content by combining different media elements. These tools often feature
intuitive interfaces and a variety of editing capabilities, allowing users to create
interactive presentations, animations, videos, and other multimedia projects.
Examples include Adobe Creative Suite (including Adobe Photoshop, Illustrator,
Premiere Pro, and After Effects), Blender, and Autodesk Maya.

 Media Players: Media player applications allow users to play and manage
multimedia files, such as audio and video recordings, on their devices. Examples
include VLC Media Player, Windows Media Player, iTunes, and QuickTime Player.
Multimedia Applications Types cont’
 Video Editing Software: Video editing applications enable users to edit,
manipulate, and enhance video content. These applications provide tools for
trimming, merging, adding effects, adjusting color and audio levels, and
exporting videos in different formats. Examples include Adobe Premiere Pro,
Final Cut Pro, and Sony Vegas Pro.

 Audio Editing Software: Audio editing applications allow users to edit, mix,
and enhance audio recordings. Users can perform tasks such as cutting,
cropping, merging, adjusting volume levels, applying effects, and exporting
audio files in different formats. Examples include Audacity, Adobe Audition,
Logic Pro, and GarageBand.
Multimedia Applications Types cont’

 Graphics Editing Software: Graphics editing applications enable users to


create, edit, and manipulate images and graphics. These applications provide
tools for drawing, painting, photo editing, image manipulation, and graphic
design. Examples include Adobe Photoshop, GIMP (GNU Image Manipulation
Program), CorelDRAW, and Affinity Photo.

 Presentation Software: Presentation applications allow users to create


multimedia-rich presentations by incorporating text, images, audio, video,
and animations. Users can create slideshows, interactive presentations, and
multimedia lectures for educational, business, or entertainment purposes.
Examples include Microsoft PowerPoint, Google Slides, Keynote.
Multimedia Applications Types cont’

 Gaming Engines: Gaming engines are software frameworks or platforms used


to develop multimedia-rich video games. These engines provide tools and
libraries for creating game graphics, audio, physics simulations, artificial
intelligence, and user interfaces. Examples include Unity, Unreal Engine,
Godot Engine, and CryEngine.

 Web and Mobile Applications: Web and mobile applications incorporate


multimedia elements to deliver interactive and engaging user experiences
through browsers or mobile devices. Example include reactive native, flutter.
Benefits of Multimedia
 Addresses multiple learning styles
 Provides an excellent way to convey content
 Uses a variety of media elements to reinforce one idea
 Activates multiple senses creating rich experiences
 Gives life to flat information
 Enhances user enjoyment
 Improves retention
 Enables users to control Web experience
Where do we Use Multimedia?
 Multimedia in Business
Business application that are multimedia based include presentations,
training, marketing, advertising, product demos, databases, catalogues, and
networked communications. Multimedia is getting much utilization in training
programs.

 Multimedia in School
Schools are perhaps the most ideal target for multimedia. Its rich set of
media is potential for delivering effective teaching. Multimedia equipped
education lets the students. Learn at their own pace and at their own time.
It is ideal in distance education and open learning systems wherein students
need not to be physically present in class. Students can learn while having
fun.
Where do we Use Multimedia?
 Multimedia at Home
From cooking to gardening, home design to repair, indeed multimedia has
made itself useful at home. It enables you to convert your video to digital
format, store your pictures in a compact disc, and many more. Today,
multimedia is also being applied in our TV and soon, multimedia projects will
reach out homes via interactive TV (iTV).

 Multimedia in Public Places


Multimedia is present in standalone terminals, or kiosks, in airport terminals,
hotels, mall, train stations, museums, grocery stores, and more. It provides
us information and help about a particular place. Interactive kiosks enables
you to make a transaction without talking to a sales agent.
Where do we Use Multimedia?
 Multimedia in the Internet
Multimedia was introduced in the Internet with the advent of the
WWW. In fact, the Web is the multimedia part of the internet. In the
early stages of the internet, you can view information in plain text.
The Web enables multimedia to be delivered online. Playing live
Internet games with multiple players around the world has caught
much attention. Some eLearning systems use multimedia on the
internet as a method to deliver learning materials to students
anywhere.
Where do we Use Multimedia?
 Multimedia in Mobile Devices
Mobile devices such as personal digital assistants (PDAs or handheld
computers), smartphones, and mobile devices are not exceptions to
multimedia. MMS (Multimedia Messages Services) is a store-and-
forward method of transmitting graphics, video clips, sound files, and
short text messages over wireless network using the WAP. It also
supports email addressing, so the device can send-emails directly to
communication between mobile phones.

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