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The document discusses the roles and responsibilities of team members in a multimedia project. It covers topics like planning, designing, budgeting, and the hardware and software tools needed. It also discusses input and output devices and networking concepts.
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0% found this document useful (0 votes)
22 views

Report - CSC413

The document discusses the roles and responsibilities of team members in a multimedia project. It covers topics like planning, designing, budgeting, and the hardware and software tools needed. It also discusses input and output devices and networking concepts.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction

Being creative in a multimedia project requires the editor to be knowledgeable in both


hardware and software. It is crucial to create a structured outline that lists the knowledge, time,
money, tools and resources required for the project.

Throughout the project's execution, assets like graphics, sound and the like should be
regularly monitored. For accurate organisation und quick retrieval, a uniform file – naming
process should be used.

To make a quality multimedia project, you need a team of talented people. Activities that
promote a group's and is members optimal performance are referred to as team building
exercises. The term "multimedia skillset" refers to the broad Spectrum of abilities needed for
a project.

Team Members and Their Roles


The project manager Nur Hanis Binti Hassan is a charge of the project's overall

• Planning execution, and day-to-day management,


• The planning and administration of a project.
• Knowing the benefits and drawbacks of hardware and software
• Ensuring organisational and interpersonal skills.
• Communicating with the client and the team about information.

This group of designers for multimedia includes:

• Those who work with images, such as graphic designers, illustrators, animators, and
image processing experts, can add appeal and aesthetics to a project.
• Instructional designers, who ensure that the target audience is provided with a clear
presentation of the subject matter.
• The creators of the content maps and navigational pathways are interface designers.
• Information designers organise content, choose presenting media, and decide on user
feedback and pathways.

The duties of an interface designer include:

• Making a software tool that organises content, makes it accessible to users so they
can view or edit it, and displays it on a screen.
• Constructing a user-friendly user interface
A multimedia author is in charge of:

• The development of characters, plot, point of view, and interactivity.


• Writing test screens and proposals.
• Writing the narrations for actors and voice-overs.

A video expert should comprehend:

• Distributing video data over a CD, DVD, or the Internet.


• How to take good video.
• How to get the video files onto your pc.
• How to use a digital nonlinear editing system to reduce the footage to the desired result
(NLE).

A specialist in audio is accountable for:

• Locating and choosing the right musical talent.


• Making recording appointments.
• Converting recorded audio and video into digital files.

Software engineer, sometimes known as a multimedia programmer:

• Utilises authoring tools or computer languages to seamlessly incorporate all the


multimedia components into the project.
• Writes codes to control numerous external devices and to show multimedia
components.
• Oversees record keeping, transitions, and timing.

Computer Programmers handle by Hanis and Eija.

• A person who writes computer programmes, such as animate, is Hanis and Eija. If you
write applications for mobile devices, you can categorise yourself as a programmer.
The code (or instructions) that allows computers to perform the tasks that their users
order them to are written by computer programmers.
Conclusion
Planning and budgeting, designing and producing, testing and delivering are the fundamental
phases of a multimedia project. For the purpose of producing a top-notch multimedia project,
knowledge of the relevant hardware and software is necessary, along with creativity and
organising abilities.

The term "multimedia skillset" refers to the broad range of abilities needed to develop a
multimedia project. Activities that promote a group's and its members' peak performance are
referred to as team building. In a multimedia project, roles and tasks are given to each team
member.
Software
The hardware receives detailed instructions from multimedia software to carry out duties.
Production tools and authoring tools are the two categories of software tools. The tools used
for creating and editing multimedia elements on both Windows and Macintosh platforms but
in our project, we use the platform windows

Image processing and editing, drawing and illustration, 3-D and CAD, OCR and text editing,
sound recording and editing.

1. Painting and drawing tools


Tools for painting and sketching are possibly the most crucial parts of the toolkit since, out of
all the multimedia components, the project's graphical impact will probably have the most
impact on the user.

Bitmap picture creation is the exclusive focus of painting programmers like Photoshop,
Fireworks, and Painter.

2. Sound editing tools


You can see music in addition to hearing it thanks to sound editing software for both digital
and MIDI sound.
Hardware
The requirements of the Windows operating system tie a variety of vendor-neutral
components.

It was initially designed for corporate computing and was not appropriate for multimedia.
However, compared to the Macintosh, it is now simpler to find multimedia hardware and
software for Windows.

Networking Windows Computers:

• Large organisations often build up and oversee the management of the communication
infrastructure that span huge distances in a WAN. The cost of installation and upkeep
is high.
• Communication is also possible with a dial-up connection to the Internet via an Internet
Service Provider (ISP).

Examples:

• WAN - When we want to upload something, we upload it close to Ufuture, so we


essentially use WAN.
• ISP - Thus, while using the most basic form of the internet, we have an ISP that enables
us to access the internet and utilise the laptop to do the task and submit the project

Connections
The numerous connection techniques consist of:
Interface for Small Computer Systems (SCSI).

• SCSI may connect peripheral devices and equipment that are both internal and
external and that adhere to the SCSI standard.
• SCSI is preferred for network servers, real-time video editing, and mirrored scenarios.

Electronic Drive Integration (IDE).

• Additionally known as Advanced Technology Attachment, IDE connections (ATA).


• Only internal peripherals are connected.
• Four internal PC mounted peripherals can be connected.

U.S. Serial Bus (USB) – For mouse or Speaker

• It is a standard for using the plug-and-play technique to connect items to computers.


• 127 USB peripherals can be connected to a single PC using a single USB connection.
• One computer at a time may be connected to it.
FireWire – Connection for Handphone

• Apple released FireWire in the 1980s.


• It supports high-bandwidth serial data transfer and is the industry standard, especially
for digital video and bulk storage.
• Professional digital video equipment is most frequently connected and interconnected
using this technique.

Memory

• Enough RAM must be set aside to store and archive files.


• The amount of memory needed for a multimedia project depends on its scale and
content.
• Read-only memory (ROM) and random access memory (RAM) are the two forms of
memory (ROM).
• RAM enables the simultaneously running of many applications. For open adobe
animate, adobe photoshop.
• ROM is non-volatile. The BIOS program that boots up the computer resides in the
ROM. For open operating system.

Storage devices

• Floppy discs are a cheap, mobile, and portable storage medium for binary data. They
are made of stretchable mylar plastic that has been lightly treated with a unique
magnetic substance.
• Hard drive - Has a larger data storage capacity and data transfer speed, and is a non-
removable mass-storage device.
• A CD-ROM player is a crucial delivery method for massive, commercially successful
multimedia productions.
• CD Recordable (CD-R) - This medium is very affordable and ideal for distributing
finished multimedia products in small quantities. High-capacity file archives can be
created with these write-once CDs.
Input devices

• The most frequent type of input device is the keyboard. The 101 type keyboard, which
has 101 keys, is the most popular one for PCs.
• The standard input method for graphical user interfaces is the mouse (GUI).
• Touchscreen: These are monitors with a textured coating often covering the glass
front.

Output Devices - Audio Devices

• They consist of microphones and sound chips.


• When the project must be presented to a sizable audience or in a noisy environment,
amplifiers are necessary.
• There are both internal and exterior speakers.

Output Devices – Video Devices

• The greatest visual impression is produced via video.


• Video cards and videodisc players are examples of video devices.
• Players for video discs offer fine-grained control over the image being viewed.
• The ability to display an image in a window on the computer screen is provided by
video cards.
Conclusion

Keyboards, mice, trackballs, touchscreens, graphic tablets, scanners, OCR gadgets, infrared
remote controls, speech recognition software, and digital cameras are examples of input
devices. Audio and visual output devices such as speakers, amplifiers, monitors, projectors,
and printers are examples of output devices.

Modems, ISDN lines, and cable modems are examples of communication tools. The two most
popular hardware platforms utilised in multimedia are Macintosh and Windows And computer
networking and communication are facilitated via LANs, WANs, Ethernet, and client-server
software.
Reference

Tay Vaughn, Multimedia: Making It Work, 9th ed., McGrawHill, 2014

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