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CSC253

INTERACTIVE MULTIMEDIA

Chapter 1: Introduction to
Multimedia
Compiled by:
Rashidah Mokhtar
BK79
0197333604
Course Outline
 Definitions and Multimedia Terminologies
 Multimedia, interactive multimedia, hypermedia, linear, nonlinear

 Others

 Delivering Multimedia
 Testing

 Preparing for delivery

 Delivering on CD-ROM

 Delivering on DVD

 Packaging

 Delivering on the WWW

 Delivering through an App Store

 Multimedia Usage
 Multimedia in Business

 Multimedia in Schools

 Multimedia in Home

 Multimedia in Public Places

 Virtual Reality
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.

Video

Graphic Animation

Text Multimedia Audio


Elements of Multimedia
Video

Graphic Animation

Text Multimedia Audio

 A broad term for something that contains words to express


something.
 Text is the most basic element of multimedia.
 A good choice of words could help convey the intended message
to the users (keywords).
 Used in contents, menus, navigational buttons
Elements of Multimedia
Video

Graphic Animation

Text Multimedia Audio

 Two-dimensional figure or illustration


 Could be produced manually (by drawing, painting,
carving, etc.) or by computer graphics technology.
 Used in multimedia to show more clearly what a
particular information is all about (diagrams, picture).
Elements of Multimedia
Video

Graphic Animation

Text Multimedia Audio

 Is the technology of capturing, recording, processing,


transmitting, and reconstructing moving pictures.
 Video is more towards photo realistic image sequence / live
recording as in comparison to animation.
 Video also takes a lot of storage space. So plan carefully
before you are going to use it.
Elements of Multimedia
Video

Graphic Animation

Text Multimedia Audio

 The illusion of motion created by the consecutive


display of images of static elements.
 In multimedia, animation is used to further enhance /
enriched the experience of the user to further
understand the information conveyed to them.
Elements of Multimedia
Video

Graphic Animation

Text Multimedia Audio

 Produced by vibration, as perceived by the


sense of hearing.
 In multimedia, audio could come in the form of
speech, sound effects and also music score.
Interactive + Hyper
 Interactive Media: When you allow an end user
(viewer) to control what and when the
elements are delivered.

 Hypermedia: When you provide a structure of


linked elements through which the user can
navigate. (Websites and Multimedia CDs).
 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 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
Group Task:
 In a group, find the examples of multimedia
usage in various area. Explain what, where,
who, why, when and how the multimedia is used
in these area:

 Multimedia in Business
 Multimedia in Schools
 Multimedia at Home
 Multimedia in Public Places
 Virtual Reality

 Use Xmind to present your finding.


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
Virtual Reality (VR)
 Virtual reality (VR) is an extension of
multimedia—and it uses the basic
multimedia elements of imagery, sound,
and animation.
 It requires instrumented feedback from a
wired-up person
 VR is perhaps interactive multimedia at
its fullest extension.
Delivering
multimedia
Testing
 to ensure that it is bug free,
 accurate, operationally and visually on target,
 ready to meet the client’s requirements, even if that
client is you.
 Alpha releases are typically for internal circulation
only and are passed among a select group of mock
users—often just the team working on the project.
 Beta releases, on the other hand, are sent to a
wider but still select audience with the same caveat:
this software may contain errors, bugs, and unknown
alligators that slither out of the swamp at day’s end
to bite startled designers from behind.
Testing

Test by internal
Alpha testing group of
development
testing
Test by real
Beta testing user or
customer
ALPHA TESTS BETA TESTS
TEST GOALS
Evaluate customer satisfaction and ensure release
Evaluate the quality of the product and ensure Beta readiness. These tests take users on a guided tour of the
readiness. These tests focus on finding bugs, and answer product to answer the question: Do customers like the
the question: Does the product work? product?
WHEN THEY HAPPEN
After initial QA testing but before Beta Testing, in the stage After Alpha Testing but before Field Testing, in the stage of
of the development process when the product is 60%-80% the development process when the product is 80%-90%
complete (it’s stable enough for technical users, but not yet complete (it’s stable enough for mainstream users, and
feature complete). mostly feature-complete).
PARTICIPANTS (TESTERS)
Strangers from a variety of targeted technical Strangers (not friends and family) from your product’s
environments, who can handle giving technical feedback target market. They’ll provide objective insights on the
during the test. Involving employees in this stage of testing product experience that are relevant to the product’s
helps improve internal alignment and prepare your teams success and help you better understand your true
for live-support after launch. customers.
WHAT TESTERS SHOULD EXPECT
A product with plenty of bugs and crashes, as well as some A near feature-complete product with some bugs, fewer
missing documents and features. crashes, and mostly complete documentation.
WHAT THEY ACHIEVE
Identification of critical issues that cannot be tested in the
lab, and insurance of your Betas by addressing show- Improvement of launch success by providing evidence-
stopping bugs that would otherwise cripple those tests. based recommendations for product improvements and a
They also improve internal alignment and launch-readiness complete view of your customers’ experience with your
of customer-facing teams. product.
WHEN ARE THEY OVER?
A product is Field-ready when mainstream users from your
A product is Beta-ready when it meets design criteria, all of target market are comfortable with the user interface, and
its primary features work, and Alpha testers are no longer are satisfied with their experiences with the product and its
finding critical or blocking issues. features.
Preparing for delivery
 Prepare files
 Installer

 Readme text

 File archives

 Self-extracting archives

 Delivering medium
 CD-ROM

 DVD

 WWW

 Apps store

 Packaging
Multimedia Product for
Commercialization
Product • Multimedia
development
Development phases

Testing • Alpha, beta

•Prepare files
•Delivering
Delivering medium
•Packaging
References
 Multimedia Making It Work, Tay Vaughan, 2014,
9th Edition, Mc Graw Hill.
 https://yslaiseblog.wordpress.com/
 http://perdana.fsktm.um.edu.my/~nizam/
wxge6311.htm
 fatimahk@fsktm.upm.edu.my

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