What makes multimedia




















For many companies games are the most important part of multimedia like Sega. Also architects and designers use multimedia presentations to give clients tours of houses that are not even built yet.

This way misplannings can be prevented easily. And mail-order businesses provide multimedia catalogues that allow buyers to browse virtual showrooms. Multimedia computers are systems that can process graphics, sound, video, and animation in addition to traditional data processing.

Videocassette recorders, televisions, telephones, and audiocassette players have also undergone a change in technology - from analog to digital formats. For example, television images can be processed by computer programs once they have been converted to digital signals, while those in conventional analog signals cannot. In other words, digital video images can be zoomed up or down, reshaped, or rearranged by the appropriate software.

Bertelsmann is the world's third-largest media company behind Disney and Time Warner, but Europe's no 1, with significant interests in all areas of media including book, magazine and newspaper publishing, music, television, film and radio.

The group is also AOL and Lycos's joint venture partner in Europe, making it one of Europe's dominant online companies. The company also owns 75 percent of Pixelpark, Germany's largest multimedia design firm, and is branching out into Internet telephony.

Recently Bertelsmann sold the share of the European joint-venture AOL Europe, nevertheless the turnovers rose up to 14,5 billion DM since then, especially in the multimedia-part. Recently Bertelsmann expanded into the Middle East for the first time. Now Bertelsmann is represented in 54 countries even. Hard- and software for multimedia applications is getting better, prices for private customers are falling, too, and new ways of compression will get developed soon.

Television is an important part of the future. Pay-TV are coded TV-programs - you have to pay for a chip-card or a smart-card, which allows you to watch that programs.

With VOD the user can choose a film out of a digital video-tape library and can stop it at any time he or she likes to. And with ITV the user is involved into the action - he or she is connected to the channel.

In the future a "super-PC" with a better picture und bigger memory capacity will contain both TV and telephone. One problem will be the so-called "interpassive" people, who fear the new media and the interactivity, which will be the main part in media. Dea Ana Protic Autor:in.

There is no surprise here. With the help of multimedia children can explore and learn about places they would never been to. In a geography class, students can explore different cities of the world, the tallest mountains and the most dangerous jungles. In a science class, space and planets exploration is now possible. In a biology class, the dissection of rare animals and different habitats exploration are like a walk in a park for students benefiting of a multimedia learning environment.

All together, multimedia learning environments have a direct effect on learning and even on growing as a person. Therefore, it is no wonder the edtech business is increasing and schools desire more and more to create multimedia learning environments for their students.

This also can make technology to improve teaching and learning the practical possibilities is endless, but the learning curve of software and hardware is shrinking. Best of this entire multimedia projects can provide a means of actively engaging students in the learning process. For examples, students can work in groups to create a digital video project. Projects this usually just only attract students to far more personal than writing a paper, even though they may actually work harder in the video project.

Multimedia now from the gardening, cooking, home design, remodelling and repair to genealogy software is entered the home. Maybe in Malaysia only youngsters use multimedia more than elderly people, but in overseas elderly people are also very keen in learning about this. Finally, most of the multimedia project will reach through the family TV or monitor, built-in interactive input.

We want set-up a player that hooks up to television such as Nintendo, X-box or PlayStation machine. Therefore, have multimedia at home so we not so boring at home. In the public places have hotels, train station, shopping malls, museums, libraries and grocery stores. We make the multimedia in public places is for the people provide 24 hours a day also can use the multimedia in them life. In this is piped to wireless devices such as cell phones and PDS.

The wireless is at anywhere and anytime because that can give the people at any moment also can online to research any things. That can save time and also can make the life more enrich. Virtual reality is a multimedia extension, and it uses imagery, sounds, and animations of basic multimedia elements.

Because it requires from a person stringing is navigation feedback, maybe virtual reality is an interactive multimedia in its fullest extension. It is often used to describe a wide variety of applications commonly associated with immersive, highly visual and 3D environments. Simulation environment can be similar to the real world, for example is in the pilot or combat training, simulation or it can be significantly different from the reality as in virtual reality games.

This definition will be somewhat ahead of romantic attention. Then the people tend to agree with wearing a suit virtual reality display and data.

The Role of Multimedia Today Society Information Technology Multimedia is anything and everything that you watch and listen in a form of text, photograph, audio, video and many. Interactive media is referred to conceptual design of interaction, new media, interactivity, interaction between people and computers, graphical user interface, digital culture, interactive design, and virtual reality. One of the most important characteristics of interactivity is the interaction between user and machine, where each of them has an active role.

Interactive multimedia allows the user to control, combine, and manipulate a variety of media types, such as text, computer graphics, audio and video materials, as well as animation. Interactive multimedia integrates computer, storage, data, phone, TV, and other information technologies. The most common interactive multimedia applications include education and training programs, video games, electronic encyclopedias, and travel guides.

The user or participant in an interactive multimedia application changes their role—for the viewer becomes an active participant.

It is expected that interactive multimedia systems become the next generation of electronic information systems. It should be mentioned that another name for interactive multimedia is hybrid technology, because it is able to combine the possibilities for storage capacities of computers and a digital database with an advanced tool for viewing and manipulating these materials.

Nowadays, the fastest-changing area is dedicated to the development of teaching materials based on usage of computers, particularly interactive multimedia programs that run on personal computers. These new computer and information technologies offer students and teachers access to materials like never before. The interaction itself involves at least two parties—the user and the system. The previously mentioned participants are complex and completely different in the way of communication and perception of task.

The interface must be a link between them in order to have successful interaction. This transcription can fail in a great number of cases for several reasons. The usage of interaction models can help better understand what is happening in the interaction and to identify possible problems. Models allow, together with developing environment, to compare the different styles of interaction and to discuss issues of interaction as well [ 3 ].

Traditionally, the purpose of an interactive system is to assist the user in achieving the goals from the application domain. Domain defines the area of expertise and knowledge in real-world activities.

The domain consists of concepts, which emphasize its important aspects. Tasks represent operations for manipulation of concepts within the domain.

Objective is defined as desired output of the accomplished task, while the intention represents the specific action which is required for task accomplishment. Task analysis includes the identification of problems in terms of domains, objectives, intentions, and tasks. It can use human knowledge about tasks and objectives, in order to assess an interactive system that is designed to support them.

The terms concepts which are used in the design of a system and a customer description are separated, so that they can be treated as separate components—the system and the user, respectively [ 3 , 4 , 5 ].

The term ergonomics or human factors is traditionally related to the study of interaction of physical characteristics—design of controls, physical environment in which the interaction takes place, arrangement, and the physical properties of display. Besides cognitive aspects of design, physical aspects are also important.

Sets of controls and display components should be grouped logically, in order to allow faster access to the user. This is not so important when only one user is active. But, when we take controls in power plants, aircrafts, and air traffic into consideration, it becomes vital. In each of these cases, users are under pressure, and they are faced with a huge range of displays and controls, so their appropriate physical appearance is significant. The importance of a logical grouping of controls has already been mentioned, as well as the fact that the controls should not be separated.

The exact manner of organization which will be presented will depend on the domain of application itself.



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