Content
1.
Introduction………………………………………………
2. Advantages and
disadvantages of Multimedia……
3. DIFFERENT
MEDIA ELEMENTS………………………
4. MULTIMEDIA
HARDWARE REQUIREMENTS
5. Uses of
Multimedia..………………………………………..
6. Findings:
………………………………………………….
7. Conclusions:
……………………………………………..
1.
INTRODUCTION
As the name suggests, multimedia is
a set of more than one media element used to produce a concrete and more
structured way of communication. In other words multimedia is simultaneous use
of data from different sources. These sources in multimedia are known as media
elements. With growing and very fast changing information technology,
Multimedia has become a crucial part of computer world. Its importance has
realized in almost all walks of life, may it be education, cinema, advertising,
fashion and what not.
Throughout the 1960s, 1970s and
1980s, computers have been restricted to dealing with two main types of data -
words and numbers. But the cutting edge of information technology introduced
faster system capable of handling graphics, audio, animation and video. And the
entire world was taken aback by the power of multimedia.
2. WHAT IS MULTIMEDIA
Multimedia is nothing but the
processing and presentation of information in a more structured and
understandable manner using more than one media such as text, graphics,
animation, audio and video. Thus multimedia products can be an academic
presentation, game or corporate presentation, information kiosk,
fashion-designing etc. Multimedia systems are those computer platforms and
software tools that support the interactive uses of text, graphics, animation,
audio, or motion video. In other words, a computer capable of handling text,
graphics, audio, animation and video is called multimedia computer. If the
sequence and timing of these media elements can be controlled by the user, then
one can name it as Interactive Multimedia.
Advantages and
disadvantages of Multimedia:
Advantages:
· Increases
learning effectiveness.
· Is more
appealing over traditional. Lecture based learning methods.
· Offers
significant potential in improving personal communications, education and
training
efforts.
· Reduces
training costs.
· Is
easy to use.
· Tailors
information to the individual.
· Provides
high-quality video images & audio.
· Offers
system portability.
· Frees
the teacher from routine tasks.
· Gathers
information about the study results of the student.
It is very user-friendly. It doesn’t take much energy
out of the user, in the sense that you can sit and watch the presentation; you
can read the text and hear the audio.
It is multi sensorial. It uses a lot of the user’s
senses while making use of multimedia, for example hearing, seeing and talking.
It is integrated and interactive. All the different mediums
are integrated through the digitization process. Interactivity
is heightened by the possibility of easy feedback.
It is flexible. Being digital; this media can easily be
changed to fit different situations and audiences.
It can be used for a wide variety of audiences, ranging from
one person to a whole group.
Disadvantages:
Disadvantages of
multimedia:
· Expensive
· Not
always easy to configure
· Requires
special hardware
· Not
always compatible
Information overloaded. Because it is so easy to use,
it can contain too much information at once.
It takes time to compile. Even though it is flexible, it
takes time to put the original draft together. It can be expensive. As
mentioned in one of my previous posts, multimedia makes use of a wide range
of resources, which can cost you a large amount of money.
Too much makes it unpractical. Large files like video and
audio has an effect of the time it takes for your presentation to load. Adding
too much can mean that you have to use a larger computer to store the files.
In case you want to upload it onto the Internet, there
are a few factors to keep in mind, for example bandwidth and the
user’s abilities.
3. DIFFERENT MEDIA ELEMENTS
I.
Text
Inclusion of textual information in multimedia
is the basic step towards development of multimedia software. Text can be of
any type, may be a word, a single line, or a paragraph. The textual data for
multimedia can be developed using any text editor. However to give special
effects, one needs graphics software which supports this kind of job. Even one
can use any of the most popular word processing software to create textual data
for inclusion in multimedia. The text can have different type, size, color and
style to suit the professional requirement of the multimedia software.
II.
Graphics
Another interesting element in multimedia is
graphics. As a matter of fact, taking into consideration the human nature, a
subject is more explained with some sort of pictorial/graphical representation,
rather than as a large chunk of text. This also helps to develop a clean
multimedia screen, whereas use of large amount of text in a screen makes it
dull in presentation.
Unlike text, which uses a universal ASCII
format, graphics does not have a single agreed format. They have different
format to suit different requirement. Most commonly used format for graphics is
.BMP or bitmap pictures. The size of a graphics depends on the resolution it is
using. A computer image uses pixel or dots on the screen to form
itself. And these dots or pixel, when combined with number of colours and other
aspects are called resolution. Resolution of an image or graphics is basically
the pixel density and number of Colours it uses. And the size of the image
depends on its resolution. A standard VGA (Virtual Graphics Arrays) screen can
display a screen resolution of 640 ´ 480 = 307200 pixel. And a Super VGA screen
can display up-to 1024 ´ 768 = 786432 pixel on the screen. While developing
multimedia graphics one should always keep in mind the image resolution and
number of Colours to be used, as this has a direct relation with the image
size. If the image size is bigger, it takes more time to load and also requires
higher memory for processing and larger disk-space for storage.
However, different graphics formats are
available which take less space and are faster to load into the memory.
There are several graphics packages available
to develop excellent images and also to compress them so that they take lesser
disk-space but use higher resolution and more colours. Packages like Adobe
PhotoShop, Adobe Illustrator, PaintShop Pro etc. are excellent graphics
packages. There are Graphics gallery available in CD’s (Compact Disk) with
readymade images to suit almost every requirement. These images can directly be
incorporated into multimedia development.
III.
Animation
Moving images have an overpowering effect on
the human peripheral vision. Followings are few points for its popularity.
Showing
continuity in transitions:
Animation is a set of static state, related to
each other with transition. When something has two or more states, then changes
between states will be much easier for users to understand if the transitions
are animated instead of being instantaneous. An animated transition allows the
user to track the mapping between different subparts through the perceptual
system instead of having to involve the cognitive system to deduce the mappings.
Indicating dimensionality in transitions:
Sometimes opposite animated transitions can be
used to indicate movement back and forth along some navigational dimension. One
example used in several user interfaces is the use of zooming to indicate that
a new object is "grown" from a previous one (e.g., a detailed view or
property list opened by clicking on an icon) or that an object is closed or
minimized to a smaller representation. Zooming out from the small object to the
enlargement is a navigational dimension and zooming in again as the enlargement
is closed down is the opposite direction along that dimension.
Illustrating
change over time
Since animation is a time-varying display, it
provides a one-to-one mapping to phenomena that change over time. For example,
deforestation of the rain forest can be illustrated by showing a map with an animation
of the covered area changing over time.
Multiplexing the display
Animation can be used to show multiple
information objects in the same space. A typical example is client-side
imagemaps with explanations that pop up as the user moves the cursor over the
various hypertext anchors.
Enriching
graphical representations
Some types of information are easier to
visualize with movement than with still pictures. Consider, for example, how to
visualize the tool used to remove pixels in a graphics application.
Visualizing
three-dimensional structures
As you know the computer screen is
two-dimensional. Hence users can never get a full understanding of a
three-dimensional structure by a single illustration, no matter how well
designed. Animation can be used to emphasize the three-dimensional nature of
objects and make it easier for users to visualize their spatial structure. The
animation need not necessarily spin the object in a full circle - just slowly
turning it back and forth a little will often be sufficient. The movement
should be slow to allow the user to focus on the structure of the object.
You can also move three-dimensional objects,
but often it is better if you determine in advance how best to animate a
movement that provides optimal understanding of the object. This pre-determined
animation can then be activated by simply placing the cursor over the object.
On the other hand, user-controlled movements requires the user to understand
how to manipulate the object (which is inherently difficult with a
two-dimensional control device like the mouse used with most computers - to be
honest, 3D is never going to make it big time in user interfaces until we get a
true 3D control device).
Attracting
attention
Finally, there are a few cases where the ability
of animation to dominate the user’s visual awareness can be turned to an
advantage in the interface. If the goal is to draw the user’s attention to a
single element out of several or to alert the user to updated information then
an animated headline will do the trick. Animated text should be drawn by a
one-time animation (e.g., text sliding in from the right, growing from the
first character, or smoothly becoming larger) and never by a continuous
animation since moving text is more difficult to read than static text. The
user should be drawn to the new text by the initial animation and then left in
peace to read the text without further distraction.
IV.
Video
Beside animation there is one more media
element, which is known as video. With latest technology it is possible to
include video impact on clips of any type into any multimedia creation, be it
corporate presentation, fashion design, entertainment games, etc.
The video clips may contain some dialogues or
sound effects and moving pictures. These video clips can be combined with the
audio, text and graphics for multimedia presentation. Incorporation of video in
a multimedia package is more important and complicated than other media
elements. One can procure video clips from various sources such as existing
video films or even can go for an outdoor video shooting.
All the video available are in analog format.
To make it usable by computer, the video clips are needed to be converted into
computer understandable format, i.e., digital format. Both combinations of
software and hardware make it possible to convert the analog video clips into
digital format. This alone does not help, as the digitised video clips take
lots of hard disk space to store, depending on the frame rate used for
digitisation. The computer reads a particular video clip as a series of still
pictures called frames. Thus video clip is made of a series of separate
frames where each frame is slightly different from the previous one. The
computer reads each frame as a bitmap image. Generally there are 15 to 25
frames per second so that the movement is smooth. If we take less frames than
this, the movement of the images will not be smooth.
To cut down the space there are several modern
technologies in windows environment. Essentially these technologies compress
the video image so that lesser space is required.
However, latest video compression software
makes it possible to compress the digitised video clips to its maximum. In the
process, it takes lesser storage space. One more advantage of using digital
video is, the quality of video will not deteriorate from copy to copy as the
digital video signal is made up of digital code and not electrical signal.
Caution should be taken while digitizing the video from analog source to avoid
frame droppings and distortion. A good quality video source should be used for
digitization.
Currently, video is
good for:
- promoting
television shows, films, or other non-computer media that traditionally
have used trailers in their advertising.
- giving users
an impression of a speaker’s personality.
- showing things
that move. For example a clip from a motion picture. Product demos of
physical products are also well suited for video.
V.
Audio
Audio has a greater role to play in multimedia
development. It gives life to the static state of multimedia. Incorporation of
audio is one of the most important features of multimedia, which enhance the
multimedia usability to its full potential. There are several types of sound,
which can be used in multimedia. They are human voices, instrumental notes,
natural sound and many more. All these can be used in any combination as long
as they give some meaning to their inclusion in multimedia.
- There are many
ways in which these sounds can be incorporated into the computer. For
example;
- Using microphone,
human voice can directly be recorded in a computer.
- Pre-recorded
cassettes can be used to record the sound into computer.
- Instrumental
sound can also be played directly from a musical instrument for recording
into the computer.
The sound transmitted from these sources is of analog
nature. To enable the computer to process this sound, they need to be
digitised.
As all of us know that sound is a repeated
pattern of pressure in the air and a microphone converts a sound wave into an
electrical wave. The clarity of sound, the final output depends entirely on the
shape and frequency of the sound wave. When digitised (recording into
computer), the error in sound can be drastically reduced.
4. MULTIMEDIA HARDWARE
REQUIREMENTS
For producing multimedia you need hardware,
software and creativity. In this section we will discuss the multimedia
equipment required in a personal computer (PC) so that multimedia can be
produced.
(a) Central Processing Unit
As you know, Central Processing Unit (CPU) is
an essential part in any computer. It is considered as the brain of computer,
where processing and synchronization of all activities takes place. The
efficiency of a computer is judged by the speed of the CPU in processing of
data. For a multimedia computer a Pentium processor is preferred because
of higher efficiency. However, the CPU of multimedia computer should be at
least 486 with math coprocessor. The Pentium processor is one step up
the evolutionary chain from the 486 series processor and Pentium Pro is one
step above the Pentium. And the speed of the processor is measured in
megahertz. It defines the number of commands the computer can perform in a
second. The faster the speed, the faster the CPU and the faster the computer
will be able to perform. As the multimedia involves more than one medial
element, including high-resolution graphics, high quality motion video, and one
need a faster processor for better performance.
In today’s scenario, a Pentium processor with
MMX technology and a speed of 166 to 200 MHz (Megahertz) is an ideal processor
for multimedia. In addition to the processor one will need a minimum 16 MB RAM
to run WINDOWS to edit large images or video clips. But a 32 or 64 MB RAM
enhances the capacity of multimedia computer.
(b) Monitor
As you know that monitor is used to see the
computer output. Generally, it displays 25 rows and 80 columns of text. The
text or graphics in a monitor is created as a result of an arrangement of tiny
dots, called pixels. Resolution is the amount of details the monitor can
render. Resolution is defined in terms of horizontal and vertical pixel
(picture elements) displayed on the screen. Now the PCs, which are coming to
the market, are fitted with SVGA graphics card. That allows images of up to
1024 ´ 768 pixels to be displayed in up to 16 millions of colours. What
determines the maximum resolution and color depth is the amount of memory on
the display adapters. Often you can select the amount of memory required such
as 512KB, 1MB, 2MB, 4MB, etc. (Max. Horizontal Resolution x Max. Vertical
Resolution ´Colour Depths. in Bits )/8192 = The minimum video (or display)
memory required in KB.
For example, if SVGA resolution (800´600) with
65,536 colours (with colour depth of 16) you will need
(800 x 600 x 16) / 8192
= 937.5 KB, i.e., approximately 1 MB of display
memory.
Another consideration should be the refresh
rate, i.e., the number of times the images is painted on the screen per second.
More the refresh rate, better the image formation. Often a minimum of 70-72Mhz is
used to reduce eye fatigue. As a matter of fact higher resolution requires
higher refresh rates to prevent screen flickers.
(c) Video Grabbing Card
As we have already discussed, we need to
convert the analog video signal to digital signal for processing in a computer.
Normal computer will not be able to do it alone. It requires special equipment
called video grabbing card and software to this conversion process. This card
translates the analog signal it receives from conventional sources such as a
VCR or a video camera, and converts them into digital format. The software
available with it will capture this digital signal and store them into computer
file. It also helps to compress the digitized video so that it takes lesser
disk space as compared to a non-compressed digitized video.
This card is fitted into a free slot on the
motherboard inside the computer and gets connected to an outside source such as
TV, VCR or a video camera with the help of a cable. This card receives both
video and audio signal from the outside source and conversion from analog to
digital signal takes place. This process of conversion is known as sampling.
This process converts the analog signal to digital data streams so that this
signal can be stored in binary data format of 0’s and 1’s. This digital data
stream is then compressed using the video capturing software and stores them in
the hard disk as a file. This file is then used for incorporation into
multimedia. This digitized file can also be edited according to the requirements
using various editing software such as Adobe Premiere.
A number of digitizer or video grabbing cards
are available in the market. However, one from Intel called Intel Smart Video
Recorder III does a very good job of capturing and compressing video.
(d) Sound Card
Today’s computers are capable of creating the
professional multimedia needs. Not only you can use computer to compose your
own music, but it can also be used for recognition of speech and synthesis. It
can even read back the entire document for you. But before all this happens, we
need to convert the conventional sound signal to computer understandable
digital signals. This is done using a special component added to the system
called sound card. This is installed into a free slot on the computer motherboard.
As in the case of video grabber card, sound card will take the sound input from
outside source (such as human voice, pre-recorded sounds, natural sounds etc.)
and convert them into digital sound signal of 0’s and 1’s. The recording
software used alongwith the sound card will store this digitised sound stream
in a file. This file can latter be used with multimedia software. One can even
edit the digitised sound file and add special sound effects into it.
Most popular sound card is from Creative Systems
such as Sound Blaster-16, AWE32, etc. AWE32 sound card supports 16 channel, 32
voice and 128 instruments and 10 drums sound reproduction. It also has CD-ROM
interface.
(e) CD-ROM Drive
CD-ROM is a magnetic disk of 4.7 inches
diameter and it can contain data up to 680 Megabytes. It has become a standard
by itself basically for its massive storage capacity, faster data transfer
rate. To access CD-ROM a very special drive is required and it is known as
CD-ROM drive. Let us look into the term ROM that stands for ‘Read Only Memory’.
It means the material contained in it can be read (as many times, as you like)
but the content cannot be changed.
As multimedia involves high resolution of
graphics, high quality video and sound, it requires large amount of storage
space and at the same time require a media, which can support faster data
transfer. CD-ROM solves this problem by satisfying both requirements.
Similar to the hard disk drive, the CD-ROM
drive has certain specification which will help to decide which drive suit best
to your multimedia requirement.
(i) Transfer Rate
Transfer rate is basically the amount of data
the drive is capable of transferring at a sustained rate from the CD to the
CPU. This is measured in KB per second. For example, 1x drive is capable of
transferring 150KB of data from the CD to the CPU. In other terms 1x CD drive
will sustain a transfer rate of 150KB/sec, where x stands for 150 KB. This is
the base measurement and all higher rates are multiple of this number, x.
Latest CD-ROM drive available is of 64x, that means it is capable of sustaining
a data transfer rate of 64x150=9600 KB =9.38MB per second from the CD to the
CPU.
(ii) Average Seek time
The amount of time lapses between request and
its delivery is known as average seeks time. The lower the value better the
result and time is measured in milliseconds. A good access time is 150ms.
Recently computer technology has made
tremendous progress. You can now have CDs which can ‘write many, read many’
times. This means you can write your files in to a blank CD through a laser
beam. The written material can be read many times and they can even be erased
and re-written again. Basically this re-writable CD’s can be used a simple
floppy disk.
(f) Scanner
Multimedia requires high quality of images,
graphics to be used. And it takes lot of time creating them. However there are
ready-made sources such as real life photographs, books, arts, etc. available
from where one easily digitized the required pictures. To convert these
photographs to digital format, one need a small piece of equipment called
scanner attached to the computer. A scanner is a piece of computer hardware
that sends a beam of light across a picture or document and records it. It
captures images from various sources such as photograph, poster, magazine,
book, and similar sources. These pictures then can be displayed and edited on a
computer. The captured or scanned pictures can be stored in various formats
like;
(g)
Touch screen
As the name suggests, touch screen is used where
the user is required to touch the surface of the screen or monitor. It is
basically a monitor that allows user to interact with computer by touching the
display screen. This uses beams of infrared light that are projected across the
screen surface. Interrupting the beams generates an electronic signal
identifying the location of the screen. And the associated software interprets
the signal and performs the required action.
5. Uses of Multimedia:
Placing the media in a perspective within the
instructional process is an important role of the teacher and library
professional. Following are the possible areas of application of multimedia:
- Can be used as
reinforcement
- Can be used to
clarify or symbolize a concept
- Creates the
positive attitude of individuals toward what they are learning and the
learning process itself can be enhanced.
- The content of
a topic can be more carefully selected and organized
- The teaching
and learning can be more interesting and interactive
- The delivery
of instruction can be more standardized.
- The length of
time needed for instruction can be reduced.
- The
instruction can be provided when and where desired or necessary.
A laser show is
a live multimedia performance.
Enhanced levels
of interactivity are made possible by combining multiple forms of media
content. Online multimedia is increasingly becoming object-oriented and
data-driven, enabling applications with collaborative end-user innovation and
personalization on multiple forms of content over time. Examples of these range
from multiple forms of content on web sites like photo galleries with both images
(pictures) and title (text) user-updated, to simulations whose co-efficient,
events, illustrations, animations or videos are modifiable, allowing the
multimedia "experience" to be altered without reprogramming. Word
usage and context
Since media is
the plural of medium, the term "multimedia" is a pleonasm if
"multi" is used to describe multiple occurrences of only one form of
media such as a collection of audio CDs. This is why it's important that the
word "multimedia" is used exclusively to describe multiple forms of
media.
of presentation
such as audio or video. Likewise, single forms of information content with
single methods of information processing (e.g. non-interactive audio) are often
called multimedia, perhaps to distinguish static media from active media.
Usage
A presentation using
Power Point, Corporate presentations may combine all forms of media
Virtual reality
uses multimedia content. Applications and delivery platforms of multimedia are
virtually limitless.
Multimedia finds
its application in various areas including, but not limited to, advertisements,
art, education, entertainment, engineering, medicine, mathematics, business,
scientific research and spatial temporal applications. Below are the several
examples as follows:
Creative industries
Creative
industries use multimedia for a variety of purposes ranging from fine arts, to
entertainment, to commercial art, to journalism, to media and software services
provided for any of the industries listed below. An individual multimedia
designer may cover the spectrum throughout their career.
Commercial
Much of the
electronic old and new media utilized by commercial artists is multimedia.
Exciting presentations are used to grab and keep attention in advertising.
Industrial, business to business, and interoffice communications are often
developed by creative services firms for advanced multimedia presentations
beyond simple slide shows to sell ideas or liven-up training. Commercial
multimedia developers may be hired to design for governmental services and non-profit
services applications as well.
Entertainment and fine arts
In addition,
multimedia is heavily used in the entertainment industry, especially to develop
special effects in movies and animations. Multimedia games are a popular
pastime and are software programs available either as CD-ROMs or online. Some
video games also use multimedia features.
Education
In Education, multimedia is used to
produce computer-based training courses (popularly called CBTs) and reference
books like encyclopedia and almanacs. A CBT lets the user go through a series
of presentations, text about a particular topic, and associated illustrations
in various information formats.
Engineering
Software
engineers may use multimedia in Computer Simulations for anything from
entertainment to training such as military or industrial training. Multimedia
for software interfaces are often done as collaboration between creative
professionals and software engineers.
Industry
In the
Industrial sector, multimedia is used as a way to help present information to
shareholders, superiors and co-workers. Multimedia is also helpful for
providing employee training, advertising and selling products all over the
world via virtually unlimited web-based technologies.
Graphics
Refers to any computer device or
program that makes a computer capable of displaying and manipulating pictures.
Many software applications include graphics components. Such programs are said
to support graphics. For example, certain word processors support
graphics because they let you draw or import pictures. All CAD/CAM systems
support graphics. Some database management systems and spreadsheet programs
support graphics because they let you display data in the form of graphs and
charts. Such applications are often referred to as business graphics.
The following are also considered graphics
applications :
·
Paint programs: Allow you to create rough
freehand drawings.
·
The images are stored as bit maps and can easily
be edited.
·
Illustration:
design programs: Supports more
advanced features than paint programs, particularly for drawing curved lines.
The images are usually stored in vector-based formats. Illustration/design
programs are often called draw programs.
·
Presentation graphics software: Lets you create bar charts, pie charts, graphics, and
other types of images for slide shows and reports. The charts can be based on
data imported from spreadsheet applications.
·
CAD
software: Enables architects and engineers to draft designs.
Animation
Most Web animation requires special plug-ins for viewing. The exception
is the animated GIF format, which is by far the most prevalent animation format
on the Web, followed closely by Macromedia's Flash format. The animation option
of the GIF format combines individual GIF images into a single file to create
animation
Animated GIFs have several drawbacks. One
concerns the user interface. GIF animations do not provide interface controls,
so users have no easy way to stop a looping animation short of closing the
browser window.