CIT 202 - Fundamentals of Multimedia System - Unit 6
CIT 202 - Fundamentals of Multimedia System - Unit 6
Objectives:
Making Multimedia
6
At the end of the unit, the student must have:
• described the four primary stages in a multimedia project;
• discussed the intangible elements needed to make good multimedia: creativity,
organization and communication skills;
• discussed the hardware most often used in making multimedia and choose an
appropriate platform for a project;
• understood common software programs used to handle text, graphics, audio,
video and animation in multimedia projects with corresponding capabilities; and
• determined which multimedia authoring system is most appropriate for any given
project.
6.3.1 Creativity
Before beginning a multimedia project, you must first develop a sense of its scope and
content. Let the project take shape in your head as you think through the various methods
available to get your message across to your viewers. The most precious asset you can bring
to the multimedia workshop is your creativity. It’s what separates run-of-the-mill or
underwhelming multimedia from compelling, engaging, and award-winning products, whether
we’re talking about a short sales presentation viewed solely by colleagues within your firm or
provided for a fully immersive online game.
You have a lot of room for creative risk taking, because the rules for what works and
what doesn’t work are still being empirically discovered, and there are few known formulas
for multimedia success. Indeed, companies that produce a terrific multimedia title are usually
rewarded in the marketplace, but their success can be fleeting. This is because competitors
often reverse-engineer the product, and then produce knockoffs using similar approaches and
techniques, which appear on the market six months later. Good web site ideas and
programming are easily cloned.
The evolution of multimedia is evident when you look at some of the first multimedia
projects done on computers and compare them to today’s titles. Taking inspiration from
earlier experiments, developers modify and add their own creative touches for designing their
own unique multimedia
projects.
It is very difficult to learn creativity. Some people might say it’s impossible— and that
you have to be born with it. But, like traditional artists who work in paint, marble, or bronze,
the better you know your medium, the better able you are to express your creativity. In the
case of multimedia, this means you need to know your hardware and software first. Once
you’re proficient with the hardware and software tools, you
might ask yourself, “What can I build that will look great, sound great, and knock the socks
off the viewer?” This is a rhetorical question, and its answer is actually another question—
which is simply, “How creative are you?”
6.3.2 Organization
It’s essential that you develop an organized outline and a plan that rationally details
the skills, time, budget, tools, and resources you will need for a project. These should be in
place before you start to render graphics, sounds, and other components, and a protocol
should be established for naming the files so you can organize them for quick retrieval when
you need them. These files—called assets—should continue to be monitored throughout the
project’s execution.
6.3.3 Communication
Many multimedia applications are developed in workgroups comprising instructional
designers, writers, graphic artists, programmers, and musicians located in the same office
space or building. The workgroup members’ computers are typically connected on a local
area network (LAN). The client’s computers, however, may be thousands of miles distant,
requiring other methods for good communication. Communication among workgroup members
and with the client is essential to the efficient and accurate completion of your project. If your
client and you are both connected to the Internet, a combination of Skype video and voice
telephone, e-mail, and the File Transfer Protocol (FTP) may be the most cost-effective and
efficient solution for both creative development and project management. In the workplace,
use quality equipment and software for your communications setup. The cost—in both time
and money—of stable and fast networking will be returned to you.
6.4.2 Connections
The equipment required for developing your multimedia project will depend on the
content of the project as well as its design. You will certainly need as fast a computer as you
can lay your hands on, with lots of RAM and disk storage space. Table below shows various
device connection methodologies and their data transfer rates.
If you can find content such as sound effects, music, graphic art, clip animations, and
video to use in your project, you may not need extra tools for making your own. Typically,
however, multimedia developers have separate equipment for digitizing sound from tapes or
microphone, for scanning photographs or other printed matter, and for making digital still or
movie images.
SCSI
The Small Computer System Interface (SCSI—pronounced “scuzzy”) adds peripheral
equipment such as disk drives, scanners, CD-ROM players, and other peripheral devices that
conform to the SCSI standard. SCSI connections may connect internal devices such as hard
drives that are inside the chassis of your computer and use the computer’s power supply,
and external devices, which are outside the chassis, use their own power supply, and are
plugged into the computer by cable.
The hardware and the drivers for SCSI have improved over the years to provide faster
data transfers across wider buses. Unlike the less expensive IDE scheme described next, a
SCSI controller does not demand CPU time, and because it can support many devices, it is
often preferred for real-time video editing, network servers, and situations in which writing
simultaneously to two or more disks (mirroring) is required.
USB
A consortium of industry players including Compaq, Digital Equipment, IBM, Intel,
Microsoft, NEC, and Northern Telecom was formed in 1995 to promote a Universal Serial Bus
(USB) standard for connecting devices to a computer. These devices are automatically
recognized (“plug-andplay”) and installed without users needing to install special cards or turn
the computer off and on when making the connection (allowing “hotswapping”). USB
technology has improved in performance since its introduction and has become the
connection method of choice for many peripheral devices, from cameras to keyboards to
scanners and printers. USB uses a single cable to connect as many as 127 USB peripherals
to a single personal computer. Hubs can be used to “daisychain” many devices. USB
connections are now common on video game consoles, cameras, GPS locators, cell phones,
televisions, MP3 players, PDAs, and portable memory devices.
CD-ROM Discs
Compact disc read-only memory (CD-ROM) players have become an integral part of
the multimedia development workstation and are an important delivery vehicle for mass-
produced projects. A wide variety of developer utilities, graphic backgrounds, stock
photography and sounds, applications, games, reference texts, and educational software are
available on this medium. CD-ROM players have typically been very slow to access and
transmit data (150 KBps, which is the speed required of consumer Audio CDs), but
developments have led to double-, triple-, quadruple speed, 24x, 48x, and 56x drives designed
specifically for computer (not Red Book Audio) use. These faster drives spool up like washing
machines on the spin cycle and can be somewhat noisy, especially if the inserted compact
disc is not evenly balanced. With a compact disc recorder, you can make your own CDs,
using CD-recordable (CD-R) blank discs to create a CD in most formats of CD-ROM and CD-
Audio. Software, such as Roxio’s Toast and Easy CD Creator, lets you organize files on your
hard disk(s) into a “virtual” structure, and then writes them to the CD in that order. CD-R
discs are manufactured differently than normal CDs but can play in any CD-Audio or CD-
ROM player. These write once, enhanced CDs make excellent high-capacity file archives and
are used extensively by multimedia developers for pre-mastering and testing CD-ROM
projects and titles. Because they have become very inexpensive, they are also used for short-
run distribution of finished multimedia projects and data backup. A CD-RW (read and write)
recorder can rewrite 700MB of data to a CD-RW disc about 1,000 times.
Blu-ray Discs
Driven by the implementation of High Definition TV (HDTV) and by the motion picture
industry, a new technology was needed to increase storage capacity and throughput beyond
DVD. Two competing and incompatible solutions were promoted and a war was fought in the
marketplace between HD-DVD, backed by Toshiba, and Blu-ray, backed by Sony. By 2008,
Toshiba had sold about one million HD-DVD players, but Sony had sold close to ten million
Blu-ray players, which were also included in popular PlayStation game machines. Toshiba
announced it was quitting. Blu-ray is promoted not only for high definition television recording
and high definition video distribution, but also for high definition camcorder archiving, mass
data storage, and digital asset management and professional storage when used as a
recording medium in BD-R format.
TIP Design your project to use many shorter-duration audio files rather than one long file. This simplifies the
redaction of your project within your authoring system, and it may also improve performance because you will load shorter
segments of sound into RAM at any one time.
Often the speakers you use during a project’s development will not be adequate for its
presentation. Speakers with built-in amplifiers or attached to an external amplifier are
important when your project will be presented to a large audience or in a noisy setting.
WARNING Always use magnetically shielded speakers to prevent color distortion or damage to nearby CRT monitors.
The monitor you need for development of multimedia projects depends on the type of
multimedia application you are creating, as well as what computer you’re using. A wide
variety of monitors is available for both Macintoshes and PCs. High-end, large-screen
graphics monitors and LCD panels are available for both, and they are expensive.
Serious multimedia developers will often attach more than one monitor to their
computers because they can work with several open windows at a time. For example, you
can dedicate one monitor to viewing the work you are creating or designing, and you can
perform various editing tasks in windows on other monitors that do not block the view of your
work.
No other contemporary message medium has the visual impact of video, but keep in
mind that while good video greatly enhances your project, poor video will ruin it.
When you need to show your material to more viewers than can huddle around a computer
monitor, you will need to project it onto a large screen or even a white-painted wall.
Cathode-ray tube (CRT) projectors, liquid crystal display (LCD) panels, Digital Light Processing
(DLP) projectors, and liquid crystal on silicon (LCOS) projectors, as well as (for larger projects)
Grating-Light-Valve (GLV) technologies, are available. CRT projectors have been around for
quite a while—they are the original “big-screen” televisions and use three separate projection
tubes and lenses (red, green, and blue). The three-color channels of light must “converge”
accurately on the screen. Setup, focusing, and alignment are important for getting a clear
and crisp picture. CRT projectors are compatible with the output of most computers as well
as televisions.
Graphic print designers often use special color-correction hardware to ensure that
what they see on screen matches precisely what will be printed. Multimedia does not usually
require the same level of precision—mostly because the multimedia will likely be presented on
any number of monitors with widely varying color settings.
Hard-copy printed output has also entered the multimedia scene. From storyboards to
presentations to production of collateral marketing material, printouts are an important part of
the multimedia development environment. Color helps clarify concepts, improve understanding
and retention of information, and organize complex data. As multimedia designers already
know, intelligent use of color is critical to the success of a project.
Keep your tools sharp by upgrading them when new software and features become available,
by thoroughly studying and learning each tool, by keeping an eye on the conversations and FAQ
(Frequently Asked Questions) files online and in Internet blogs, and by observing the practices and
products of other multimedia developers. Remember, each new tool has a learning curve.
TIP Always fill out the registration card for your new software and return it to the vendor, or register online. If the
vendor pays attention to product marketing, you will frequently receive upgrade offers, special newsletters, and e-mails with
helpful information.
The tools used for creating and editing multimedia elements on both Windows and
Macintosh platforms do image processing and editing, drawing and illustration, 3-D and CAD,
OCR and text editing, sound recording and editing, video and moviemaking, and various
utilitarian housekeeping tasks.
Authoring software provides an integrated environment for binding together the content
and functions of your project, and typically includes everything you need to create, edit, and
import specific types of data; assemble raw data into a playback sequence or cue sheet; and
provide a structured method or language for responding to user input. With multimedia
authoring software, you can make
■ Video productions
■ Animations
■ Games
■ Interactive web sites
■ Demo disks and guided tours
■ Presentations
■ Kiosk applications
■ Interactive training
■ Simulations, prototypes, and technical visualizations
Now let’s look at specific examples. To go to the next card or page when a button is
clicked, place a message handler into the script of that button. An example in RunRev’s
LiveCode language would be:
on mouseUp
go next card
end mouseUp
to handle buttonUp
go next page
end buttonUp
The handler, if placed in the script of the card or page, executes its commands when
it receives a “mouseUp” or “buttonUp” event message that occurs at any location on the
card or page—not just while the cursor is within the bounds of a button.
Card- and page-based systems typically provide two separate layers on each card: a
background layer that can be shared among many cards, and a foreground layer that is
specific to a single card.
Director Adobe’s Director is a powerful and complex multimedia authoring tool with a broad
set of features to create multimedia presentations, animations, and interactive multimedia
applications. It requires a significant learning curve, but once mastered, it is among the most
powerful of multimedia development tools. In Director, you assemble and sequence the
elements of your project, called a “movie,” using a Cast and a Score. The Cast is a
multimedia database containing still images, sound files, text, palettes, QuickDraw shapes,
programming scripts, QuickTime movies, Flash movies, and even other Director files. You tie
these Cast members together using the Score facility, which is a sequencer for displaying,
animating, and playing Cast members, and it is made up of frames that contain Cast
members, tempo, a palette, timing, and sound information. Each frame is played back on a
stage at a rate specified in the tempo channel. Director utilizes Lingo, a full-featured object-
oriented scripting language, to enable interactivity and programmed control.
6.6.4 Objects
In multimedia authoring systems, multimedia elements and events are often treated as
objects that live in a hierarchical order of parent and child relationships. Messages passed
among these objects order them to do things according to the properties or modifiers
assigned to them. In this way, for example, Teen-child (a teenager object) may be
programmed to take out the trash every Friday evening, and does so when they get a
message from Dad. Spot, the puppy, may bark and jump up and down when the postman
arrives, and is defined by barking and jumping modifiers. Objects typically take care of
themselves. Send them a message and they do their thing without external procedures and
programming. Objects are particularly useful for games, which contain many components with
many “personalities,” all for simulating real-life situations, events, and their constituent
properties.
Object-based authoring programs typically provide objects pre- programmed with
sensible properties, messages, and functions. A video object, for example, will likely have a
duration property (how long the video plays) and a source property (the location of the video
file) and it will likely accept commands from the system such as “play” and “stop.”
Editing Features
The elements of multimedia—images, animations, text, digital audio and MIDI music, and
video clips—need to be created, edited, and converted to standard file formats, using the
specialized applications which provide these capabilities. Also, editing tools for these elements,
particularly text and still images, are often included in your authoring system. The more
editors your authoring system has, the fewer specialized tools you may need. In many cases,
however, the editors that may come with an authoring system will offer only a subset of the
substantial features found in dedicated tools. According to Vaughan’s Law of Multimedia
Minimums, these features may very well be sufficient for what you need to do; on the other
hand, if editors you need are missing from your authoring system, or if you require more
power, it’s best to use one of the specialized, single-purpose tools.
Organizing Features
The organization, design, and production process for multimedia involves storyboarding and
flowcharting. Some authoring tools provide a visual flowcharting system or overview facility for
illustrating your project’s structure at a macro level. Storyboards or navigation diagrams can
also help organize a project and can help focus the overall project scope for all involved.
Because designing the interactivity and navigation flow of your project often requires a great
deal of planning and programming effort, your storyboard should describe not just the
graphics of each screen, but the interactive elements as well. Features that help organize
your material are a plus. Many web-authoring programs such as Dreamweaver include tools
that create helpful diagrams and links among the pages of a web site. Planning ahead in an
organized fashion may prevent countless moments of indecision, keep the client from
changing her mind without periodic sign-offs on the materials included, and, in the long run,
save you money.
Programming Features
Multimedia authoring systems offer one or more of the following
approaches, as explained in the following paragraphs:
■ Visual programming with cues, icons, and objects
■ Programming with a scripting language
■ Programming with traditional languages, such as Basic or C
■ Document development tools
Visual programming with icons or objects is perhaps the simplest and easiest
authoring process. If you want to play a sound or put a picture into your project, just drag
the element’s icon into the playlist—or drag it away to delete it.
Authoring tools that offer a very high level language (VHLL) or interpreted scripting
environment for navigation control and for enabling user inputs or goal-oriented programming
languages—such as Flash, LiveCode, Director, and ToolBook—are more powerful by definition.
The more commands and functions provided in the scripting language, the more powerful the
authoring system. Once you learn a scripting language, you will be able to learn other
scripting languages relatively quickly; the principles are the same, regardless of the command
syntax and keywords used.
As with traditional programming tools, look for an authoring package with good
debugging facilities, robust text editing, and online syntax reference. Other scripting
augmentation facilities are advantageous, as well. In complex projects, you may need to
program custom extensions of the scripting language for direct access to the computer’s
operating system.
A powerful document reference and delivery system is a key component of some
projects. Some authoring tools offer direct importing of preformatted text, indexing facilities,
complex text search mechanisms, and hypertext linkage tools. These authoring systems are
useful for development of CD-ROM information products, online documentation and help
systems, and sophisticated multimedia-enhanced publications.
With scripts, you can perform computational tasks; sense and respond to user input;
create character, icon, and motion animations; launch other applications; and control external
multimedia devices.
Interactivity Features
Interactivity empowers the end users of your project by letting them control the content and
flow of information. Authoring tools should provide one or more levels of interactivity:
■ Simple branching, which offers the ability to go to another section of the multimedia
production (via an activity such as a keypress, mouse click, or expiration of a timer)
■ Conditional branching, which supports a go-to based on the results of IF-THEN
decisions or events
■ A structured language that supports complex programming logic, such as nested IF-
THENs, subroutines, event tracking, and message passing among objects and
elements
Playback Features
As you build your multimedia project, you will be continually assembling elements and testing
to see how the assembly looks and performs. Your authoring system should let you build a
segment or part of your project and then quickly test it as if the user were actually using it.
You should spend a great deal of time going back and forth between building and testing as
you refine and smooth the content and timing of the project. You may even want to release
the project to others who you trust to run it
ragged and show you its weak points.
Delivery Features
Delivering your project may require building a run-time version of the project using the
multimedia authoring software. A run-time version or standalone allows your project to play
back without requiring the full authoring software and all its tools and editors. Often, the run-
time version does not allow users to
access or change the content, structure, and programming of the project. If you are going to
distribute your project widely, you should distribute it in the run-time version. Make sure your
authored project can be easily distributed.
Cross-Platform Features
It is also increasingly important to use tools that make transfer across platforms easy.
For many developers, the Macintosh remains the multimedia authoring platform of choice, but
80 percent of that developer’s target market may be Windows platforms. If you develop on a
Macintosh, look for tools that provide a compatible authoring system for Windows or offer a
run-time player for the other platform.
Internet Playability
Because the Web has become a significant delivery medium for multimedia, authoring
systems typically provide a means to convert their output so that it can be delivered within
the context of HTML or DHTML, either with special plug-ins or by embedding Java,
JavaScript, or other code structures in the HTML document. Test your authoring software for
Internet delivery before you build your project. Be sure it performs on the Web as you expect!
Test it out for performance stability on as many platforms as you can.
CHAPTER 6 REVIEW
Key-Term Quiz
Multiple-Choice Quiz
1. As you design and build a multimedia project, your most often used tool may be your:
a. word processor
b. authoring system
c. image processor
d. drawing program
e. format converter
2. Of all the multimedia elements in a project, the one that will likely have the greatest influence on
the end user is the:
a. video footage
b. sound effects
c. graphical impact
d. packaging
e. musical background
7. Which of these is not a common platform for producing and delivering multimedia projects?
a. Macintosh OS X
b. Windows 98
c. Macintosh Classic
d. Windows XP
e. IBM VMS
9. For a project whose content consists of elements that can be viewed individually, this type of
authoring system is particularly useful during development.
a. card- or page-based tool
b. icon-based, event-driven tool
c. time-based tool
d. scripting language
e. All are equally useful.
10. Scripting languages operate by processing small blocks of code when certain events occur. Such a
block of code is called:
a. a function
b. a handler
c. a process
d. a script
e. a protocol
11. Most card-based programs have a layer that stays constant behind a layer above it that can be
different on all other cards. This layer is called the:
a. master layer
b. system layer
c. prime layer
d. background layer
e. static layer
12. In multimedia authoring systems, multimedia elements and events are often treated as objects
that exist in a hierarchical relationship. This relationship is often called:
a. servant and master
b. host and client
c. property and modifier
d. creator and creature
e. parent and child
14. Which of these is not a problem you might encounter in porting a program from a Mac to
the PC (or from the PC to Mac)?
a. Bitmapped images are larger on a PC.
b. Font sizes and shapes are slightly different.
c. Special characters are not the same.
d. Graphics with 256 colors show different colors.
e. All are potential problems.
15. The most precious asset you can bring to the multimedia workshop is your:
a. creativity
b. programming skill
c. musical ability
d. film and video production talent
e. checking account
Essay-Quiz
1. Consider your own skills, abilities, and goals. Where do you see yourself fitting into a
multimedia production team? What abilities would you bring to a team now? What abilities do
you need to work to develop? What are your creative abilities? What is your level of mastery of
multimedia tools (software and hardware)?
2. List the various methods of connecting a computer with the “world,” and discuss the benefits
and drawbacks of each.
Laboratory 6.1
▪ Describe the software that you are using in your multimedia project when you are in high
school or even right now. What are the advantages and disadvantages? Please add an image
or icon to illustrate the software.
(To those who do not have any experience in video editing just look up on the internet a software
that you think will be the best platform to use in multimedia. Also state the advantages and
disadvantages compare on other software.)