Chapter One Introduction To Multimedia
Chapter One Introduction To Multimedia
Introduction to Multimedia
What is Multimedia?
• Derived from the word “Multi” and “Media”
– Multi
• Many, Multiple,
– Media
• Tools that is used to represent or do a certain things,
delivery medium, a form of mass communication –
newspaper, magazine / tv.
• Distribution tool & information presentation – text,
graphic, voice, images, music and etc.
Definition of Multimedia
• Multimedia is a combination of text,
graphic, sound, animation, and video that is
delivered interactively to the user by
electronic or digitally manipulated means.
GRAPHIC
TEXT
VIDEO
AUDIO
ANIMATION
Why we learn Multimedia?
• Existence of wide variety of application potential in different
areas.
–Huge markets
–Potential for improving our lives (e.g., learning, entertainment, and
work)
• Convergence of computers, telecom, and TV industries.
–Caused by technology and competition
–Dramatic changes in products, infrastructure, etc.
• Digital Audio and Digital Video are revolutionizing music,
film, and video industries.
• It helps to simulate our day-to-day activities.
–Collaboration: video conferencing, tele-conferencing
–virtual environments: (e-commerce, e-education, …)
–webcasting
• Interesting technical and research issues.
–There are many challenges which needs further investigation.
Challenges of Multimedia Computing
Developing a successful multimedia system is non-trivial.
• Memory space requirement: multimedia data need a lot of space
to store.
– At least 256MB main memory; Up to 10-30 GB secondary storage; TB’s of
tertiary storage.
• Data transmission bandwidth: Multimedia needs very high
bandwidth to transmit.
– Faster network (up to 25Mbs per video stream) with very high bandwidth to
transmit.
• Complexity of multimedia data management: Multimedia needs
more complex and more efficient algorithms, say
– Automatically analyzing, indexing and organizing information in audio, image
and video is much harder than from text.
– They involve many different research issues.
• Hardware platforms: Multimedia data need efficient hardware
platforms
– Better CPU, graphics card, video card, sound card
Issues in Multimedia Computing
The following are some of the research issues under study.
• How can multimedia be efficiently stored and transmitted?
– The need for compression and indexing
• Can multimedia be retrieved by its content?
– Proper representation of multimedia content through feature extraction and
pattern analysis.
• How can we enhance quality of multimedia?
• Is the image as high-quality as users need? What could we do if the image is
poor quality?
• Are the different media (audio, video, image ...) synchronized
well? How?
– Ensure proper multimedia information flow order in a time line.
• How can a user formulate a query for video/audio/image
retrieval?
– How we enable users to search for multimedia information retrieval using
multimedia query, such that, for instance image by image search takes
place?
Elements of Multimedia
GRAPHIC
TEXT
TEXT
VIDEO
AUDIO
ANIMATION
TEXT
VIDEO
AUDIO
ANIMATION
Example
Elements of Multimedia
GRAPHIC
TEXT
GRAPHIC
VIDEO
AUDIO
ANIMATION
GRAPHIC
VIDEO
AUDIO
ANIMATION
Example
Elements of Multimedia
GRAPHIC
TEXT
AUDIO
VIDEO
AUDIO
ANIMATION
AUDIO
VIDEO
AUDIO
ANIMATION
Example
Elements of Multimedia
GRAPHIC
TEXT
ANIMATION
VIDEO
AUDIO
ANIMATION
ANIMATION
VIDEO
AUDIO
ANIMATION
Example
Elements of Multimedia
GRAPHIC
TEXT
VIDEO
VIDEO
AUDIO
ANIMATION
Hyper Media
A combination of hypertext, graphics, audio,
video, (linked elements) and interactivity
culminating in a complete, non-linear
computer-based experience.
Example
• Interactive Multimedia
Example
• Hyper Media
Main Page
1. Video link
2. Image link
3. Audio Link
Linear VS Non-Linear
LINEAR
A Multimedia Project is identified as Linear when:
It is not interactive
User have no control over the content that is being showed to
them.
Example:
A movie
A non-interactive lecture / demo show
Linear VS Non-Linear
NON-LINEAR
A Multimedia Project is identified as Non-Linear
when:
It is interactive
Users have control over the content that is being showed to them.
Users are given navigational control
Example:
Games
Courseware
Interactive CD
Importance of Multimedia
• Business
– Use and Applications
• Sales / Marketing Presentation
• Trade show production
• Staff Training Application
• Company Kiosk
Importance of Multimedia
• Education
– Use and Applications
• Courseware / Simulations
• E-Learning / Distance Learning
• Information Searching
Importance of Multimedia
• Entertainment
– Use and Applications
• Games (Leisure / Educational)
• Movies
• Video on Demand
– Online
Importance of Multimedia
• Home
– Use and Applications
• Television
• Satellite TV
• SMS services (chats, voting, reality TV)
Importance of Multimedia
• Public Places
– Use and Applications
• Information Kiosk
• Smart Cards, Security
Multimedia Products
1. Briefing Products
2. Reference Products
3. Database Products
4. Education and Training Products
5. Kiosk
6. Entertainment and Games
Multimedia Products
Briefing Products
• Small, straightforward, linear products used to present
information quickly and concisely.
• Characteristic of briefing product:
Short Development Cycle
Limited Number of Presentations
Usage of text to present information with limited use of
graphic, audio and video.
Have few navigational controls. (mouse click and button
press to move from one page to another)
Content and the format are suitable for the audience and
fulfill the purpose of the presentation.
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Multimedia Products
Briefing Products
• Good briefing presentation depends on:
The understanding of the presented subject.
Seamless integration of content.
Consistent layout
• Example:
Corporate Presentation
Sales Presentation
Educational Lectures
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Multimedia Products
Reference Products
• Often used for answering specific questions or for general browsing of
information. (stored on CD/ DVD ROM)
• Characteristic of reference product:
Used by wide range of user (small – adult)
Have navigational menu, book marking, searching, printing utility
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Multimedia Products
Reference Products
• Good usability and success depends on:
The developers understanding the body of information and
how the end user will want to access it.
Help function should always available to explain how to
access and use the information
• Examples are electronic forms of:
Encyclopedia
Dictionaries
Cookbooks, Historical, Informative
Scientific surveys.
2/2
Multimedia Products
Reference Products
• Example:
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Multimedia Products
Database Products
• Similar to reference product in a sense that large amount of information
are made available to the end user.
• Focus on storing and accessing the actual data (multimedia data such
as text, graphic, audio, animation and video)
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Multimedia Products
Database Products
• Examples are:
Google Search
Google Earth
2/2
Multimedia Products
Education and Training Products
• Similar to textbook or training manuals but have added media such as
audio, animation and video.
• Make up a significant share of the multimedia market ranging from pre-
kindergarten to postgraduate offerings from technical to corporate
training products.
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Multimedia Products
Education and Training Products
• Example
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Multimedia Products
Kiosk Products
• A product which is usually stationed at public places and allow the user
to find information interactively and also other types of transaction.
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Multimedia Products
Kiosk Products
• Categories of Kiosk
Point Of Information
Provide certain information (example map, timetable etc)
Point Of Sales System
Allow users to purchase or make orders
2/2
Multimedia Products
Entertainment & Games
• Most popular
• Shipped in the form of Interactive CD / DVD ROM.
• Characteristics of E & G Products:-
Immersive.
Requires constant feedback and interaction with the user.
Challenging and sometimes intriguing for user
Enabled online play for more than one user experience.