Chapter 15 - Application Development
Chapter 15 - Application Development
Principles
Chapter 15
MM Application
Development
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Software Life Cycle
A software development process comprises of a set of steps that
involves certain methods, tools and procedures.
These steps are referred to as the life cycle model. The life cycle
starts from the conceptualization and ends on retirement of the
particular product.
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ADDIE Model
For CBT application development a popular life cycle model
which is followed is known as the ADDIE model. ADDIE is short
for Analysis Design Development Implementation Evaluation.
During the design phase the story, the script and the storyboard
is prepared. Source material collection is also done upto an
appreciable extent.
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ADDIE Model
During the development phase the project is split into parts and
each part is allotted to a development team. Each team is
managed by a group leader and may consist of content writers,
visual designers, programmers etc.
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Conceptualization
The first and foremost task is to decide on a subject matter. For
multimedia presentations the topic should be chosen such that it can be
described adequately using various other media apart from text.
Some of the topics suitable for presenting using multiple media types
include those dealing with tourist attractions/adventure sports,
cartoons/stories for children, puzzles/games, ecology/animal kingdom,
news/magazines, training packages on various subjects like art, music,
dance as well as technical subjects.
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Conceptualization
After deciding upon the topic, its scope needs to be fixed too. For
doing that, the target audience needs to be specified.
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Content Collection
After deciding on the target audience and scope, source
materials for the presentation need to be gathered.
Of course one has to keep in mind the issues like copyright and
patent before putting collected material into a commercial
multimedia presentation.
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Story
The story is written by the content writer. This is basically to
provide a rough idea of what will go inside the presentation.
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Script
This is an attempt to streamline the story and constitutes one of the
most important phases of the development work.
The content of the story is filtered and only relevant matters are kept.
The main idea behind writing the script is “how to display the content” in
contrast to the story phase where the focus was “what should be
included within the content”.
Since this phase involves finalizing content that would be actually seen
or heard within the presentation, scripting provides one of the main
criteria that determines the quality of the work.
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Script Guidelines
When writing a multimedia script you should try to be as verbose
as possible. One way to achieve this is by writing in the active
voice. Active voice is more direct and usually shorter than a
passive construction.
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Script Guidelines
Text based information is used where the user receives the
information by reading and there is little or no accompanying
audio or video.
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Script Guidelines
The best way to test these scripts is to read them aloud and see
if they sound OK. Because the narrator is an actual person you
may include terms like “we” or “our”.
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Script Guidelines
Provide interaction opportunities at least every three or four
screens or alternatively about one per minute
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Script Guidelines
Ask a question after but not immediately following a related
content. Sometimes a gap between a question and its related
content facilitate learning by forcing the learner to mentally
search for and review necessary information rather than to
memorize what they had learnt.
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Script Guidelines
Learner control should be provided when lengthy instructional
matter must be completed by the student in no particular order,
and students are familiar with a topic and have significant
previous knowledge of the content.
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Storyboard
The storyboard depicts the layout of each and every screen or frame of
the presentation has to be decided upon.
This includes issues like where the text and images should to be placed,
what should be their dimensions and appearances such as font, color
and style, what should be the background music or voice over etc.
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Storyboard
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Storyboard Guidelines
Do not jam the screen with too much information. Cluttered
screens reduce comprehension as the students may be
confused as to which items to concentrate on.
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Storyboard Guidelines
Motion video should be used to depict moving items where it is relatively
easy to get real-world snapshots of it e.g. landing sequence of an
aircraft, assembling a computer etc.
Present all information in three shot sequences (long, medium and close
up) to establish an important matter. Long shots should be used to
establish frames of reference while close-ups should be used for
showing details
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Storyboard Guidelines
Animation sequences should be used where it is difficult to
obtain video shots e.g. internal workings of an IC engine.
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Storyboard Guidelines
Limit the amount of text on screen. It is more difficult and takes longer
(about 30% more) to read text on a screen than on print.
Use blinking only for getting attention. Never blink text to read.
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Storyboard Guidelines
Audio is usually used to narrate something or a background
music.
The editing tools are used to edit and manipulate the media, and
requires separate software for each kind of media.
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Implementation
For video content this would including trimming and joining video clips,
changing the audio content of the clips, changing speed and opacity,
overlaying image and text content, adding special effects like blur,
adding transitions between separate clips etc.
For animation content, software like Flash and Studio 3D MAX enable
the developer to create 2D and 3D animation sequences.
This includes modeling the objects, adding surface texture, placing the
lights and camera and animating the objects through the use of
keyframes and tweening.
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Implementation
The second class of software are the authoring software. These
software help to make an integrated presentation out of all the
edited media.
In the play mode, the developer tests how the presentation runs
and whether the user can navigate to different portions of it.
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Implementation
Examples of authoring software include Director, Authorware and
ToolBook.
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Authoring Metaphors
Because the authoring of multimedia presentations involve
complex and abstract tasks, the concept of authoring metaphors
is introduced in an attempt to make the work simpler and easier.
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Authoring Metaphors
Slideshow metaphor - As the name indicates, this metaphor associates
the authoring task with a slide show. This is used by Microsoft
PowerPoint. Each screen of the presentation is seen as a slide object
that can be separately created, edited and arranged.
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Authoring Metaphors
Window metaphor - Applications in Windows and OS/2 use the
windowing metaphor for their user interface. This is also a valid
approach for multimedia authoring.
Microsoft’s Visual Basic uses the window as its metaphor and its
architecture – all the features of authoring is tied to one or more
windows.
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Authoring Metaphors
The timeline metaphor uses horizontal lines to represent flow of time.
The developer is required to place the objects and controls on one or
more timelines and specify their attributes and interaction with each
other.
The timelines spread over a temporal units called frames. The media
objects are represented as rectangular blocks with widths proportional
to the amount of time they would be present in the presentation.
A playback head moves across the timelines and executes that part of
the presentation over which it moves. Navigational and other codes can
be attached to frames as well as media objects.
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Authoring Metaphors
The ultimate interactive application would allow the user to move from
any object in the application to any other object without restriction.
For some kinds of application one would like to have a more free
environment that has no restrictions on where you go. An approach to
that is the network metaphor.
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Authoring Metaphors
An authoring metaphor that is particularly suited to authoring by
non-programmers is the icon metaphor.
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Testing
After completion of the implementation procedure the next step is
to test the presentation.
The longer the duration of this phase the better will be the quality
of work.
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Delivery
After completion of the testing procedure the final delivery of the
presentation is made either on a CD-ROM or copied to a Web Server to
be shown on the web.
The final delivery medium had to be kept in mind before making the
presentation as for a web presentation the media sizes have to be kept
very small otherwise the downloading times will be prohibitive.
For executing the presentation from a CD, the starting file is usually an
EXE file containing its own runtime engine. The media files may either
be included within the EXE file or reside in separate external files. The
EXE file is made by the authoring tool.
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Delivery
For web presentation, the starting file is usually an HTML file with
external media files.
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Documentation
Report writing involves documenting the entire process of the
multimedia production.
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Documentation
Apart from the section already discussed a report should also
contain items like user manual, screenshots, acknowledgements
and media catalog.
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Documentation
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Games
A computer game essentially consists of a computer generated
artificial environment that players may interact with in order to
achieve a set of goals.
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Games
Game play (or gameplay) includes all player experiences during the
interaction with game systems, especially formal games. Proper use is
coupled with reference to "what the player does".
Racing games typically place the player in the driver's seat of a high
performance vehicle and require the player to race against other drivers
or sometimes just time e.g. Roadrash, Outrun
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Game Genres
Role-playing games have the player acting in the role of a specific type
of "adventurer" who specializes in a certain set of skills (such as
combat, or casting magic spells). Players can normally control one or
more of these characters e.g. Final Fantasy, Star Wars : Knights of the
Old Republic.
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Game Genres
Strategy games focus on careful planning and skillful resource
management in order to achieve victory, and are therefore classified as
"thinking games" e.g Ground Control, Sudden Strike.
Educational games as the name implies, attempt to teach the user using
the game as a vehicle. Most of these target young user from the ages of
about 3 years to mid-teens e.g. Fowl Words, Code War
Music games are typically arcade games that challenge the player to
follow sequences of movement or develop specific rhythms e.g. Dance
Dance Revolution.
Puzzle games require the player to solve logic puzzles or even navigate
complex locations such as mazes. This genre frequently crosses over
with adventure and educational games e.g. Lemmings, Minesweeper.
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Game Development
Game development is the process by which a game is produced. Today
this term almost exclusively refers to the development of computer or
video games.
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Game Development
Maintenance - Most console games are 100% complete when shipped
and cannot be changed. This is usually acceptable since all consoles
have nearly identical hardware and, therefore, fewer instances of
hardware conflicts.
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Game Development
A game controller is an input device used to control a video
game. A controller is typically connected to a video game
console or a personal computer.
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Game Development
In computing, a game engine is the core software component of a video
game. It typically handles rendering and other necessary technology,
but might also handle additional tasks such as game AI, collision
detection between game objects, etc.
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