Multimedia Introduction

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Multimedia Production MSJ - 210 Class-1-2 By: Shahjahan Siraj


What is multimedia

Multimedia (Lat. Multum + Medium) is media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the (user) audience.

Multimedia also refers to the use of (but not limited to) electronic media to store and experience multimedia content.

Multimedia is similar to traditional mixed media in fine art, but with a broader scope.

The term "rich media" is synonymous for interactive multimedia.

Multimedia means that computer info can be represented through audio, graphics, image, video and animation in addition to traditional media(text and graphics).



History

The evolution of Multimedia is a story of the emergence and convergence of these technologies. Invention of telephone, radio, TV, satellite etc. The ingenious idea of the programmable computer Software development for text, image, audio, video Audio & Communication: From the telegraph signal to cellular telephones, follow the development from signal transmission to digital transmission of voice Video &Animation: From manually manipulated negative film and hand drawn sketches, video and animation develops to sophisticated digital creation and rendering of motion Source: http://www.acs.ucalgary.ca/~edtech/688/hist.htm


Pre 20th Century – 1455 (Printing Press Gutenberg and Caxton, movable type printing ) 1900 – 1933 – 1837 (Telegraph receiver and transmitter ) – 1867 (Type writer ) – 1876 ( telephone ) – 1888 (Film: Sequential photographs with sprockets manually pulled through a projector ) 1934 – 1945 – 1920 (Commercial radio: KDKA Pittsburgh ) – 1927 (First public demonstration of T.V. ) – 1931 (First calculator.) – 1932 ( Magnetic tape and voice record ) 1946 – 1956 – 1936 ("Turing’s Machine" defined as capable of computing any calculable function ) – 1939 (John Atanasoff and Clifford Berry design a prototype of the ABC computer (the first automated digital computer). ) – 1940 (First colour T.V.broadcast. ) 1957 – 1964 – 1952 IBM 701: First electronic stored computer that used vacuum tubes, RAM, punch cards and was the size of a piano. 1965 – 1974 – 1954 (Transistor radio: First commercial use of transistor radio developed in 1947 @ Bell labs ) – 1956 (First Transaltantic telephone cable ) – CBS broadcast First network broadcast using video tape.


1975 – 1979 – –

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– – – –

1960 Removable disks 1963 (First home audio & video tape recording ) 1965 Xanadu hypertext project 1969 Development of hypertext editing system 1970 Fourth generation computer by IBM uses chips to reduce size and cost. 1975 Microsoft is founded by Bill Gates. 1976 JVC introduces VHS format. 1977 Apple was founded by Steven Jobs and Steve Wozniak ; Email provided to 100 researchers 1978 First commercially available cell phone 1979 SONY introduces a portable audio cassette player.

– – – 1980 – 1989 – – – –

1957 (Sputnik launched ) 1959 Second generation computer introduced by IBM.

1980 Word Processing Machine 1981 The MSMS-DOS, or Microsoft Disk Operating System 19831983-84 ( Networking , TCP, DNS ), Internet born 1985, Desktop publishing

1990 – date – – – – –

1990 The birth of theWorld Wide Web Tim BernersBerners-Lee, develops HTML ( HyperText Markup Language) 1992, World Wide Web 1993 , Internet 1994, Internet goes interactive; shopping, banking, live concerts, concerts, radio broadcasting, spamming 1995, MS Windows launching

More infor at : http://www.acs.ucalgary.ca/~edtech/688/hist.htm


History of the term

In 1965 the term Multi-media was used to describe the Exploding Plastic Inevitable, a performance that combined live rock music, cinema, experimental lighting and performance art. In the intervening forty years the word has taken on different meanings. In the late 1970s the term was used to describe presentations consisting of multi-projector slide shows timed to an audio track. In the 1990s it took on its current meaning. Much of the content on the web today falls within this definition as understood by millions. Some computers which were marketed in the 1990s were called "multimedia" computers because they incorporated a CD-ROM drive, which allowed for the delivery of several hundred megabytes of video, picture, and audio data.


Category Multimedia may be broadly divided into linear and non-linear categories. Linear active content progresses without any navigation control for the viewer such as a cinema presentation.

TV

show, satellite broadcasting

Non-linear content offers user interactivity to control progress as used with a computer game / operating. Non-linear

content is also known as hypermedia

content. Web, game, interactive presentation


Features

Multimedia presentations may be viewed in person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Digital online multimedia may be downloaded or streamed. – Streaming multimedia may be live or on-demand.

Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an online network, or locally with an offline computer, game system A lasershow is a live multimedia performance. 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) userupdated, to simulations whose co-efficients, events, illustrations, animations or videos are modifiable, allowing the multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing & speaking.


Usage ‹ 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.


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.

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 & creative services – Commercial multimedia developers may be hired to design for governmental services and nonprofit 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. – In the Arts there are multimedia artists, whose minds are able to blend techniques using different media that in some way incorporates interaction with the viewer. – For the most part these artists are using materials that will not hold up over time.


In Education, multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopaedia 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. Edutainment is an informal term used to describe combining education with entertainment, especially multimedia entertainment. 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 a 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 coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technologies.


Education – Mathematical and Scientific Research In

Mathematical and Scientific Research, multimedia are mainly used for modelling and simulation.

– Medicine In

Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it.


More – – – – – –

info at

http://www.artmuseum.net/w2vr/overture/overture.html http://en.wikipedia.org/wiki/Multimedia http://en.wikipedia.org/wiki/Multimedia_literacy http://www.learnthenet.com/ENGLISH/publish/130pub.htm http://www.mediacollege.com http://www.itrainonline.org/itrainonline/english/index.shtml


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