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Unit 1

Multimedia is a communication form that integrates various content types like text, audio, and video into interactive presentations, while multimedia systems can store and process these media types. Hypermedia extends multimedia by allowing non-linear navigation through interconnected information, contrasting with non-multimedia systems that handle only single media types. Multimedia has applications in entertainment, education, marketing, and more, offering advantages like improved learning and engagement but also facing challenges such as high production costs and technical issues.

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0% found this document useful (0 votes)
20 views16 pages

Unit 1

Multimedia is a communication form that integrates various content types like text, audio, and video into interactive presentations, while multimedia systems can store and process these media types. Hypermedia extends multimedia by allowing non-linear navigation through interconnected information, contrasting with non-multimedia systems that handle only single media types. Multimedia has applications in entertainment, education, marketing, and more, offering advantages like improved learning and engagement but also facing challenges such as high production costs and technical issues.

Uploaded by

khadijakhalid91
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Define multimedia, multimedia system, hypermedia, non- multimedia and

non- multimedia system

Define Multimedia
Multimedia is a form of communication that uses a combination of different content forms such
as text, audio, images, animations, or video into a single interactive presentation, in contrast to
traditional mass media, such as printed material or audio recordings, which features little to no
interaction between users. Popular examples of multimedia include video podcasts, audio
slideshows and animated videos. Multimedia also contains the principles and application of
effective interactive communication such as the building blocks of software, hardware, and other
technologies.
Multimedia can be recorded for playback on computers, laptops, smartphones, and other electronic
devices, either on demand or in real time (streaming). In the early years of multimedia, the term
"rich media" was synonymous with interactive multimedia. Over time, hypermedia extensions
brought multimedia to the World Wide Web.

Multimedia System
Are the System that can store, retrieve and process various types of media, such as text, graphics,
image, full motion video, audio and animation. Allow users to create, process, share and display
information in a broad variety of formats
Example
A manager or student can use a multimedia system to make an impressive business statement
Hypermedia:
This is an extension of multimedia, where the information is not linear but interconnected. It allows
users to interact with the information by choosing links and navigating through different elements.
The World Wide Web is a common example of hypermedia.
Non-Multimedia:
This is anything that doesn't involve a combination of various media types. For instance, a simple
text document without any images, audio, or video would be non-multimedia.
Non-Multimedia System:
Similarly, this would be a system that doesn't deal with multiple types of media. An old-school
text-based computer system that doesn't support audio or video would be an example.

Why Multimedia?
 Ease of use
 Intuitive Interface
 Immersive experience
 Self-paced interaction and better retention
 Better understanding
 Cost effectiveness
 More fun

APPLICATIONS OF MULTIMEDIA
 Entertainment:
– Gaming: Multimedia is extensively used in the gaming industry for creating
immersive and interactive gaming experiences.
– Movies and Animation: Film and animation industries heavily rely on
multimedia for storytelling and visual effects.
 Education:
– E-Learning: Multimedia is used in online courses, interactive educational
software, and digital textbooks to make learning more engaging.
– Interactive Whiteboards: In classrooms, multimedia is often used through
interactive whiteboards for dynamic and visual teaching.
 Marketing and Advertising:
– Digital Marketing: Multimedia content is key in digital marketing strategies,
including videos, interactive ads, and visually appealing graphics.
– Presentations: Businesses use multimedia in presentations to convey information
more effectively.
 Web Design:
– Websites: Multimedia elements, such as images, videos, and interactive features,
enhance the user experience on websites.
– Webinars: Multimedia is used for online seminars and webinars to present
information in a dynamic manner.
 Healthcare:
– Medical Training: Multimedia is employed for training medical professionals
through interactive simulations and educational videos.
– Patient Education: Multimedia aids in patient education by conveying medical
information in a more accessible format.
 Communication:
– Video Conferencing: Multimedia facilitates real-time communication through
video conferences, allowing for face-to-face interactions over long distances.
– Social Media: Multimedia content is prevalent on social media platforms,
including images, videos, and live streams.
 Art and Design:
– Digital Art: Multimedia tools are used in digital art creation, including graphic
design, digital painting, and 3D modeling.
– Virtual Reality (VR) and Augmented Reality (AR): Multimedia enhances
immersive experiences in VR and AR applications.
 Business and Training:
– Corporate Training: Multimedia is used for employee training programs,
providing interactive and engaging content.
– Product Demonstrations: Businesses use multimedia to showcase products
through demonstrations and interactive presentations.
 Information and News:
– Online News: Multimedia elements, such as videos and infographics, enhance the
presentation of news and information on digital platforms.
– Documentaries: Multimedia is integral to creating documentaries, combining
audiovisual elements to tell a compelling story.
Examples of Multimedia Application
 Interactive TV
 Multimedia courseware
 Video conferencing
 Video-on-Demand (VoD)
 Virtual reality
 Digital video editing and production systems
 E-Newspapers /Magazines
 Games
 Groupware
 Home shopping

MULTIMEDIA VS HYPERMEDIA
The main difference between multimedia and hypermedia is that multimedia is linear and delivers
information in the form of visuals, audio, and other textual modes whereas hypermedia is more of
connectivity that relies on hypertext interactivity and is more variegated than multimedia. Linking
and interactivity are core elements of hypermedia whereas the core elements of multimedia include
communication and mediums like television, music players, radio, and flat-screen.
Multimedia components provide us with high-quality images, motions, audio, and text information
that have a direct influence on the user’s mind. On these many forms of multimedia, you can also
do editing.
Hypermedia, on the other hand, refers to the World Wide Web’s network of interrelated media
formats that are joined with each other in a non-linear way. It’s a common structure-based pass
interchange of nonlinearly dispersed records.

Parameters of
Multimedia Hypermedia
Comparison

Multi-media is a sort of communication Hypermedia is a variation on hyperlink,


medium that facilitates the dissemination which has the capability to launch website
Working
of information from one place to the ages by following text links in a web
other. browser.

Data in the form of text, audio, visuals, Data via linking the domains of webpages,
Requirement
illustrations etc. back linking the hyperlinks.
Principle Interactivity and interaction with the
Connectivity and linking.
Element client via feedback.

Model Linear and nonlinear. Non-linear

Output Television, newspaper, screen, radio


Screens and internet only.
Medium transmitter, speakers etc.

Summary
 Multimedia is a combination of text, graphic art, sound, animation, and video.
 There are two types of multimedia projects: linear or nonlinear.
 Multimedia projects are often stored on CD-ROM or DVDs. They can also be hosted on
the Web.
 Multimedia is widely used in business, schools, public places, and at home.
 Virtual reality is an extension of multimedia

Explain the difference between multimedia and non- multimedia systems


Parameters of Multimedia Systems Non-Multimedia Systems
Comparison
Definition Multimedia systems involve the Non-multimedia systems, on the other
integration of various forms of media, hand, deal with only one type of media
such as text, audio, images, video, and or none at all. They may primarily
interactive elements handle text-based information.
Components These systems are equipped to handle and These systems may lack the hardware
process different types of media or software capabilities to process and
simultaneously. For example, a display multimedia content. For
multimedia computer might have instance, an older text-based computer
capabilities for playing audio, displaying system might be considered non-
graphics, and running video. multimedia.
Application Multimedia systems find applications in Non-multimedia systems are suitable
areas like entertainment, education, web for tasks that don't require multimedia
design, and communication where the use elements, such as basic word
of multiple media types is essential for an processing, coding, or tasks that
enriched user experience. involve only textual information.
Characteristics They often require higher processing They may have lower processing
power, more extensive storage requirements and might be more cost-
capabilities, and specialized hardware to effective for tasks that don't demand
support multimedia content. multimedia capabilities.
HISTORY OF MULTIMEDIA
 1905- First Jukebox is released
 1906- First animated cartoon film is produced
 1907- Bell & Howell develop e a film projection system
 1914- The camera is invented
 1928- Television sets in households
 1948- cable TV is installed
 1967- Pre-recorded movies on videotape sold for home TV sets.
 1979- In Japan, the first cellular phone network
 1985-The first CD-ROM can store 270,000 pages of text
 1995- A CD-ROM can carry a full-length feature film
 The original IBM-PC had no sound or video
 Multimedia is now an integral part of the web

ELEMENTS OF MULTIMEDIA
Multimedia comprises several elements including text, graphics, sound, video, and animation. Let
us know the significance and use of each multimedia element.
1. TEXT
Text is perhaps the most fundamental element of any multimedia project. We can use applications
to computer to compose and edit the text. Text-based information can also be gathered from the
internet. Application such as Photoshop can be used to add visual effects to text in order to create
an appealing presentation.
2. GRAPHICS
Graphics can be incorporated into a multimedia project in the form of photographs or designs.
Graphic images can be imported from a variety of resources such as the internet, digital camera,
scanner, etc. Original graphic designs can be created with applications such as hyper studio, movie
maker, and Photoshop.
3. SOUND
Sound can be added to a multimedia presentation from a variety of sources. Original sound can be
recorded using a microphone along with a special program such as Moviemaker or smart sound.
These applications as well as quick time pro can be used to imported sounds from storage devices
or the Internet.
4. VIDEO
Moving images or videos can be incorporated into a multimedia project in the form of QuickTime
Movies. QuickTime, Hyper Studio, and Moviemaker can be used with a camcorder or VCR are to
create and edit QuickTime movies.
Multimedia software can also import movies from the internet and from external resources such
as Memory or Pen drive. Movies that can depict a 360-degree panorama or a movable object can
be incorporated into multimedia projects.
5. Animation
Graphics that contain movement are often referred to as animation. Animation files can be
downloaded from the internet in the form of animated GIF files and view with QuickTime Pro,
Hyper Studio, and movie maker. Hyper studio and movie maker can also be used to create and edit
both frame and path animation. So, this is all about the “elements of Multimedia”.

TYPES OF MULTIMEDIA PROJECTS:

1. Linear Multimedia: Projects that are not interactive. Users have very little control over
the presentation

2. Nonlinear (interactive) Multimedia: Projects that are user-interactive, where users are
given navigational control.

1-Linear Multimedia
 Users can sit back and watch it just as they do a movie or the television
 The presentation normally plays from the start to end or even loops continually to present
the information.
 A movie is a common type of linear multimedia.

2- Non-linear (interactive) multimedia


 When users are given navigational control and can wander through the content at will
 Advantage: complex domain of information can be presented.
 Disadvantage: users might lost in the massive “information highway”.
 Useful for: information archive (encyclopedia), education, training and entertainment.
Non-linear means
 Interactive
 Users have control over the contents
 Users are given navigation control
 Example Games, course ware, interactive CD
Multimedia Developer: The people that develop multimedia projects.
The software vehicle, the messages, and the content together constitute a multimedia project.

Advantages of multimedia
1. Improved Learning and Retention
One of the main advantages of multimedia is its ability to improve learning and retention. Research
has shown that multimedia presentations are more effective at engaging students and helping them
to retain information than traditional methods such as lectures or textbooks. Multimedia helps in
learning because multimedia presentations use a combination of different media, which can appeal
to different learning styles and make the material more interesting and engaging.
2. Enhanced Communication
Multimedia can also be used to enhance communication and make it more effective. It allows
people to convey complex ideas and concepts through various media, such as text, audio, and
video. Multimedia can also make it easier for people to understand the message and can help to
engage the audience more effectively. Multimedia can be an effective tool for communication, as
it allows for the integration of various forms of media, such as text, audio, and video. Multimedia
can help make complex concepts easier to understand and add a visual element to a presentation,
which can be more engaging for the audience.
3. Increased Accessibility
Multimedia can also increase accessibility, particularly for people with disabilities. For example,
multimedia presentations can be made more accessible for people with hearing or vision
impairments through closed captions, audio descriptions, and other features.
4. Increased Interactivity
Multimedia can also increase interactivity and engage the audience more effectively. For example,
multimedia presentations can include interactive elements such as polls, quizzes, and games,
making the material more engaging and encouraging people to participate.
5. Improved learning outcomes
Multimedia has improved learning outcomes, especially compared to traditional instruction
methods. It allows learners to engage with content more interactively and engagingly. Multimedia
also allows learners to learn at their own pace, which can be especially beneficial for visual or
auditory learners.
6. Increased efficiency
Multimedia can save time and improve efficiency in a variety of contexts. For example, in
business, multimedia presentations can be used to communicate complex ideas or products to
clients more efficiently. In education, multimedia can be used to deliver course materials, allowing
students to access information at their own pace and on their own time.
7. Greater Flexibility
Multimedia offers greater flexibility than traditional media, as it can be accessed on various
devices and platforms. The flexibility means that people can access multimedia content at a
convenient time and place for them, which can be particularly useful for those who are busy or
have limited time.
8. Greater impact
Multimedia can impact the audience more, as it can appeal to multiple senses and engage the
viewer in a more immersive way. Multimedia can be especially useful in marketing and
advertising, as it can help to create a more memorable and effective message.

Disadvantages of Multimedia
Multimedia uses multiple forms of media, such as text, audio, video, and images, to communicate
information or tell a story. While multimedia has many advantages and is widely used in various
applications, there are also some potential negatives.
1. Cost
The production of multimedia materials can be expensive, as it requires specialized equipment and
skills. Multimedia gadgets and their sources can be a barrier for those who do not have the
resources to produce high-quality multimedia content.
2. Technical issues
One disadvantage of multimedia is that it can be complex to create and use. It requires various
skills and technologies and can be time-consuming and costly to produce. Multimedia can be a
barrier for those who do not have the necessary skills or resources and may limit the accessibility
of multimedia content. There is a risk of technical issues occurring when using multimedia, such
as problems with audio or video quality or compatibility issues with different devices. These issues
can be frustrating for users and can interfere with the effectiveness of the content.
3. Limited accessibility
Multimedia can also be limited by the quality of the audio and video, which can affect the overall
experience for the user. For example, poor-quality audio or video can make it difficult for people
to understand the content, reducing its effectiveness. While multimedia can be more accessible for
some individuals with disabilities, it can also present barriers for others. For example, poorly
designed or labeled multimedia content may be difficult for individuals with cognitive disabilities
to access.
4. Dependence on technology
The use of multimedia relies on technology, which can be a disadvantage in situations where
technology is not available or not functioning properly. Dependence on technology can be
frustrating for users and may limit the accessibility of multimedia content. Dependence on
technology can limit the use of multimedia in certain contexts, such as in remote or rural areas
where access to technology may be limited. Another disadvantage of multimedia is that it relies
on technology and can be affected by issues such as internet connectivity and device compatibility.
5. Increased demand for skilled professionals
The production of multimedia content requires specialized skills and expertise, which can be in
high demand. Increased demand for skilled professionals can create competition and lead to a
shortage of qualified individuals in certain areas.
6. Distraction
Multimedia can be distracting, and overuse can lead to problems such as addiction and lack of
face-to-face communication skills. Multimedia can also be distracting and make it more difficult
for people to focus on the content. Distraction can be particularly problematic in educational
settings, where students must concentrate and retain information.
7. Security concerns
Finally, there are also security and privacy concerns to consider when using multimedia,
particularly when it is shared online. Multimedia content can be vulnerable to security breaches
and piracy, which can concern creators and users. It is important to ensure that personal
information is not shared and that appropriate security measures are in place to protect against
cyber-attacks and other threats.
8. Quality
The quality of multimedia content can vary, and low-quality content can be unengaging or
misleading.
While multimedia has many advantages, it is important to consider the potential negatives and take
steps to mitigate any potential issues.
Ways to limit the disadvantages of multimedia
 Careful Planning: Planning carefully before creating or distributing multimedia content
can help to minimize potential problems. Careful Planning can include considering
compatibility issues, budgeting for necessary equipment and software, and identifying
potential security concerns.
 Quality control: Ensuring that multimedia content is of high quality can help to minimize
problems such as low engagement or misleading information. Quality Control can include
using high-quality equipment, following best practices for media production, and fact-
checking information.
 Responsible use: Using multimedia responsibly can help to minimize negative effects
such as addiction or lack of face-to-face communication skills. Responsible use can include
setting limits on media consumption and prioritizing face-to-face interactions.
 Security measures: Implementing security measures can help to protect multimedia
content from breaches and piracy. Security measures can include encryption, password
protection, and other measures to secure content.

Multimedia Tools
 Multimedia tools using a combination of multimedia technologies or content forms such
as text, audio, picture, video or animation.
 Multimedia tools are Applications. A Multimedia Application is an application which uses
a multiple media sources e.g. text, graphics, images, sound/audio, animation and/or video.
Multimedia conference covers the selected tools applied in multimedia systems and key
multimedia applications and some software.
Introduction to Flash Tools
 Adobe flash cs4 is used to create animation, web applications, games, videos and other
programs or applications which can support flash content
Tools
The Tools menu is probably the most used panel in Flash. In it are the tools needed to manipulate
items on the stage. It can also be used to do actions on the timeline.
Here are the main tools and their uses;
 Selection Tool (v) - Selecting whole objects and moving them.
 Sub selection Tool - Selecting partial objects.
 Line Tool - Drawing straight lines.
 Lasso Tool - Selecting irregular shaped pieces of an object
 Pen Tool - Drawing non-straight and curved lines.
 Text Tool (t) - Inputting a text box onto the stage.
 Oval Tool - Drawing oval and circle shapes. (Drag + Holding Shift = Circles)
 Shape Tool - By default draws rectangles. (Drag + Holding Shift = Squares)
 Pencil Tool - Free drawing thin lines.
 Brush Tool- Free drawing brush shapes.
 Free Transform - Scale, rotate, and skew an object.
 Fill Transform - Distort the gradient fill of an object.
 Stroke Tool - Change the color and size of a stroke.
 Fill Tool - Change the color of a fill.
 Eyedropper - Sample a color from the stage.
 Eraser - Use a brush to erase parts of an object.
 Hand Tool - Used to drag the stage around to see not visible parts of it.
 Zoom - Zoom in or out.

Adobe Flash: is a deprecated multimedia software platform used for production of animations,
rich Internet applications, desktop applications, mobile applications, mobile games and embedded
web browser video players. Flash displays text, vector graphics and raster graphics to provide
animations, video games and applications. It allows streaming of audio and video, and can capture
mouse, keyboard, microphone and camera input. Related development platform Adobe AIR
continues to be supported. Flash was previously a dominant platform for online multimedia
content, it is slowly being abandoned as Adobe favors a transition to HTML5, Unity, or other
platform. Flash Player has been deprecated and has an official end-of-life on December 31, 2020.
However, Adobe will continue to develop Adobe Animate.
Flash Tools is an unbelievably powerful and apparently endless program. Flash can be used to
create matches, to make lectures, animations, views, parts of the webpage and many other
educational apps. Some of the parts of the Flash engine are acquainted with you as they have the
same features as other apps. Flash, however, needs some thinking to work properly in it especially
for vector graphics animation, and action script 3.0 coding.
The standard place is in the upper right-hand part of the Flash Program cabinet for the flash
drawing toolbox. However, you may not be prepared to discover the Drawing Toolbox if you have
not enabled Flash, or if someone else altered the defaults in Flash. Four primary parts are included
in the Toolbox. The top section contains all 14 Flash Tools: arrow, sub select, line, loco, pen, text,
oval, rectangle, pencil, brush, ink bottle, paint bucket, dropper, and eraser. The following are
available in the following section:
The Color Tray is under the View Tools and the Tray Options are underneath.

 Selection, Transform Section Tools – To select an existing vector drawing and transform
it.
 Drawing Section Tools – Used for the production of rows, forms, and writing.
 Modification Section Tools – Used to modify existing Vector Graphics.
 Viewing Section Tools – To Cover or enlarge a region.
 Color, Brush Section Tools – To pick the color, form, and dimensions of the pen.

1. Selection, Transform Section Tools:


 Selection Tool: This instrument is the most used instrument in the toolbox and is called
the Arrow key. A tool for selecting one or more objects on the stage is used. When an
item is picked, naming, repositioning, resizing, and otherwise modifying it is possible.
This tool can be used to add a vector line curvature.
 Sub Selection tool: To adjust a line-section drawn with the pen tool, either straight or
curved.
 Free Transform tool: Used in turning, scaling, skewing and distorting items. On the
bottom left of the instrument, the tiny triangle shows a sub-menu.
 3D Rotation: Used to spin icons and turn them along with a 3D matrix.
 Lasso tool: Draw a choice freehand zone to select items.

2. Drawing Tools:
 Pen Tool: Draws precise lines or curves.
 Text Tool: Used to produce SMS files and tags for entry and export.
 Line Tool: Makes a straight line of vectors.
 Shapes Tool: The base forms like rectangles and rectangular vectors are created. The
forms may be filled or unfilled. This instrument has a submenu with other forms, like a
polyester and a rectangle.
 Pencil Tool: Draws vector forms freeform.
 Brush Tool: Makes pen movements freeform.
 Deco Tool: Used to produce advanced designs and fillings, especially a model of flower
and leaves.

3. Modification Tools:
 Bone Tool: Used for 3D animation building.
 Paint Bucket Tool: Used to complete a filling color in any confined region.
 Eyedropper Tool: Used to collect and duplicate a hue from another item on a dye
detector.
 Eraser Tool: Erases drawings of vectors.
 Spray Brush Tool: Spray paints throughout the phase the library’s film clip icon.

4. Viewing Tools:
 Hand Tool: In the magnifying method, used to cover the entire stage.
 Zoom Tool: Used to enlarge the stage region

Stages of Flash Tool


The phase is the primary working area of flash, and all of your compositional features are
organized (film videos, switches, animation and so on). Content in the center of the cabinet can be
seen when the flash film is produced. The gray backdrop is’ off-stage’ outside the center panel.
You can animate material on the primary phase region from the outset or use a bigger backdrop
picture than the primary point as if the camera is swinging over a backdrop. The stage has a number
of contexts that are shown at the top of the stage. It may display contents that are in a scene or sub-
content, such as library objects. By disabling/on the pasteboard (View > pasteboard) you can
demonstrate and hide the things exceeding your scale.
Properties of Flash Tool
In order to change the toolbar you choose or which item you have chosen on the panel, the
Properties tab shifts. In this tab, every object and tool has its own properties that can be adjusted.
The Properties tab shows the properties of the document when you select the selection tool and
click the stage background. You can specify the size, background color, frame rate and settings of
your Flash file here.
Timeline and Frames
In Flash, as in Photoshop, we put all content into layers. The same tools exist for creating a new
layer, removing a layer, and building layer folders. The main difference is that content has to be
placed on a timeline in a key frame. Key frames (contents or text) are timeline files that include
data. Content fewer key frames are indicated by an empty circle, content key frames have a
complete circle.

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