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Copy for Personal Use Copied By Copy For Personal Use Copied By: O.A Table of Content: Contents Chapter 1.................................................................................................................................................................... 3 Chapter 2................................................................................................................................................................. 17 Chapter 3................................................................................................................................................................. 33 Chapter 4................................................................................................................................................................. 67 Chapter 5................................................................................................................................................................. 86 Chapter 6............................................................................................................................................................... 103 Chapter 7............................................................................................................................................................... 133 Chapter 8............................................................................................................................................................... 148 Chapter 9............................................................................................................................................................... 164 Chapter 10 ............................................................................................................................................................. 178 Chapter 11 ............................................................................................................................................................. 189 Chapter 12 ............................................................................................................................................................. 201 Appendix A ........................................................................................................................................................... 217 Appendix B............................................................................................................................................................. 219 Appendix C ........................................................................................................................................................... 221 Appendix D ........................................................................................................................................................... 227 Glossary................................................................................................................................................................. 231 Chapter 1 The Multimedia Revolution Topics you will explore include: Multimedia Revolution Multimedia Defined Forms of Multimedia Noninteractive Interactivey Basic Hypermedia Adaptive Immersive Visionaries of Multimedia Computing Vannevar Bush Alan Turing Douglas Engelbart Theodore Nelson Alan Kay Steve Jobs Tim Berners-Lee Potential of Digital Media “Any sufficiently advanced technology is indistinguishable from magic.” Arthur C. Clarke Multimedia computing has produced a revolution. We shop, study, research, play, and communicate differently because of it. Like other advanced technologies, multimedia is, as Clarke would say, magical. How else should we describe a little box that gets smaller but more powerful each year, and that pours forth an endless stream of words and sounds of pictures and movies? The multimedia computer captures all manner of worldly experience and even presents us with worlds of its own. As dramatic as the impact of multimedia has been, its story is far from finished. We have good reason to anticipate ever more powerful multimedia systems. Multimedia is not only advanced; it is advancing. The revolution will continue. Revolutions displace traditional beliefs and practices. They also create entirely new activities and products. The Industrial Revolution displaced traditional craftsmanship; goods that had been produced by hand in small shops were now made in factories by machines. It also produced new materials and products—steel, plastic, automobiles, and airplanes—that radically changed the ways in which people conducted their lives. The multimedia revolution is also displacing tradition and ushering in new products and activities. In this chapter we explore the nature of contemporary multimedia as well as the innovations of the pioneers whose visions shaped its evolution. After completing this chapter, you should understand: The defining elements of modern multimedia, including its different forms Noninteractive Interactive Basic Hypermedia Adaptive Immersive Key contributions to the development of multimedia by Vannevar Bush Alan Turing Douglas Engelbart Theodore Nelson Alan Kay Steve Jobs Tim Berners-Lee The nature and potential of modern multimedia 1.1 Multimedia Defined Contemporary multimedia is defined as the development, integration, and delivery of any combination of text, graphics, animation, sound, or video through a digital processing device. The key phrase in this definition is “digital processing device.” It was the digital computer and its many variants such as tablets, smartphones, and PDAs that transformed tradition and produced “new media.” The computer displaced traditional techniques for creating and editing all forms of media. Word processing displaced the typewriter, the CD transformed sound and music production, and digital cameras and editing software have replaced film and the darkroom. The reason for this transformation is simple: computers can now create media that rival the quality of traditional products and they can do so more efficiently and more economically. Analog media, like traditional craftsmanship, will continue to exist, but their dominance in the marketplace is at an end. Media professionals are building their careers with digital technology. The term computer derives from the human calculators who performed complex mathematical operations before these functions were completely automated. For many years, most people thought computers would only be used for calculation and sorting data. The multimedia revolution is not just about performing traditional tasks in new ways. It is also about creating new approaches to communication, commerce, education, and entertainment. Cell phones become text messengers, cameras, and video displays. E-commerce gives shoppers instant access to countless products and services complete with pictures, demos, reviews, and price comparisons. Classrooms lose their walls as digital media—graphics, animation, sound, and video—stream through electronic networks. New forms of entertainment, such as podcasts, video games, online poker tournaments, and interactive film, have transformed that industry as well. In these cases, and in many more, digital multimedia is changing the world by making it possible for users to interact with information in new ways. So important are these new forms of interactivity that multimedia applications are often differentiated based on the degree and quality of interaction they support. Some applications are designed to allow little or no interactivity; others encourage as much interaction as possible. In noninteractive multimedia, the user has no control over the flow of information. The developer establishes a sequence of media elements and determines the manner in which they will be presented. An information kiosk at a museum might regularly repeat a series of slides describing the day’s events. Such applications are often a simple and effective way to draw attention to announcements, products, or services without requiring any action of the part of the viewer. Digitally animated films, such as Toy Story or Shrek, are much more sophisticated and are engaging examples of noninteractive multimedia. The greatest promise and power of multimedia, however, lies in its ability to transform passive recipients of information into active agents. In interactive multimedia, users are able to control the flow of information. There are several types of interactive multimedia. The first provides basic interactivity. Basic interactions include menu selections, buttons to advance screens, VCR-like controls, clickable objects, links, and text boxes for questions or responses. Hypermediais a more advanced form of interactive media in which the developer provides a structure of related information and the means for a user to access that information. An online anatomy tutorial, for example, organizes information based on physiological relationships and may enhance a user’s understanding through hyperlinks to related text, drawings, animations, or video. Still more advanced forms of interactive multimedia adapt the presentation of information to the needs or interests of users. Such applications range from relatively simple merchandizing programs that offer suggestions for purchases based on past interactions to advanced tutorials that adjust lessons based on student performanc e. These applications embody aspects of intelligence and decision making and are described as adaptive multimedia or intellimedia. The range of these forms of multimedia is likely to expand significantly
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