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Introduction To Multimedia

Multimedia integrates various forms of media, including text, images, sound, video, and animation, to enhance user experience and facilitate information presentation. It plays a significant role in education, entertainment, business, medical services, and public information systems, with applications ranging from e-learning to video conferencing. The document also discusses the essential components of multimedia, its definitions, and the hardware and software necessary for effective multimedia processing.

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0% found this document useful (0 votes)
16 views46 pages

Introduction To Multimedia

Multimedia integrates various forms of media, including text, images, sound, video, and animation, to enhance user experience and facilitate information presentation. It plays a significant role in education, entertainment, business, medical services, and public information systems, with applications ranging from e-learning to video conferencing. The document also discusses the essential components of multimedia, its definitions, and the hardware and software necessary for effective multimedia processing.

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Introduction to Multimedia

Multimedia allows the users to combine and change data from various sources like image, text,
graphics, video, audio and video to a single platform.

Introduction to Multimedia
Multimedia allows the users to combine and change data from various sources
like image, text, graphics, video, audio and video to a single platform. Multimedia
has become the latest enriching experience in the field of information sector. The
fast growing of multimedia technology over the last decade has brought a lot of
changes to computing, entertainment and education.
The phenomenal growth of multimedia technologies and applications has
presented the computerized field with great challenges and opportunities.
Multimedia is becoming more popular among the user in the terms of its uses and
applications. Multimedia application plays vital role in terms of presenting
information to the users
Multimedia Definition
The word multimedia consists of two words “multi” and “media” which means
that multiple forms of media are combined to gather and provide services like
storage, communication, presentation and Input/ output interactions of text,
video, image, graphics and audio.

The term multimedia comprises of two words, “multi” and “medium”. Multi
refers to many i.e. at least two. Media is the plural of medium. Therefore,
multimedia is an integration of many types of media like text, graphics, images,
audio, animation, video etc on a single medium in the same information unit.
Components of Multimedia
Multimedia has five major components like text, images, sound, video and animation. They are
explained in detail below:

Components of Multimedia
Multimedia has five major components like text, images, sound, video and
animation. They are explained in detail below:
1. Text
Text is the basic component of multimedia and is the most common way of
communicating information to other person. Even though multimedia includes
images, video, audio and graphics, Text is the basic component used in
multimedia.

Static Text
Static text, the text which will remain static as a heading or in a line, or in a
paragraph. The words are given along with the images to explain about the
images. In static text the words will either give information or support an image
or an video.
Hypertext
A hypertext is a system which consists of nodes, the text and the links between
the nodes, which defines the path the user need to follow for the text access in
non-sequential ways. The author of the working system created this structure.
The user is permitted to define their own paths in more sophisticated hypertext
systems. The user is provided with the flexibility and choice to navigate in
hypertext. In a multimedia product, text is used to convey the information and
must be placed at appropriate position in order to obtain the well -formatted
sentences and paragraphs. The readability of the text depends on the spacing
and punctuation. The message communication is more appropriate with
improved Fonts and styles.
2. Image
Images acts as an vital component in multimedia. These images are generated
by the computer in two ways, as bitmap or raster images and as vector images.

Raster or Bitmap Images


The common and comprehensive form of storing images in a computer is raster
or bitmap image. Bitmap is a simple matrix of the tiny dots called pixel that forms
a raster or bitmap image. Each pixel consists of two or more colors. Based on
how much data, in bits is used to determine the number of colors, the color
depth is determined. Eg. one bit is two colors, four bits means sixteen colors,
eight bits indicates 256 colors, and so on.1.1

Vector Images
Drawing elements or objects such as lines, rectangles, circles and so on to create
an images are based on Vector images. The advantage of vector image is
relatively small amount of data is required to represent the image and thereby
only less memory is needed to store. Compression techniques are used to reduce
the file size of images that is useful for storing large number of images and
speeding transmission for networked application. various Compression formats
used for this purpose are GIF, TIFF and JPEG.
3. Animation
Animation is the process of displaying still images so quickly so that they give the
impression of continuous movement. In animation the screen object is a vector
image. Using numerical transformations the movement of that image along its
paths is calculated for their defining coordinates. The least frame rate of at least
16 frames per second gives the impression of smoothness and for natural looking
it should be at least 25 frames per second. Animations may be in two or three
dimensional. A two dimensional animation, brings an image alive, that occur on
the flat X and Y axis of the screen. while in three dimensional animation it occurs
along the three axis X, Y and Z. Animation tools are very powerful and effective.
The two basic types of animations are Path animation and Frame animation.

Path Animation
Path animation involves moving an object on a screen that has a constant
background e.g. a cartoon character may move across the screen regardless of
any change in the background or the character.

Frame Animation
In frame animations, multiple objects are allowed to travel simultaneously and
the background or the objects also changes.
4. Sound
Sound is a meaningful speech in any language and is the most serious element
in multimedia, providing the pleasure of music, special effects and so on.
Decibels is the measurement of volume, the pressure level of sound.

Musical Instrument Digital Identifier (MIDI)


Musical Instrument Digital Identifier (MIDI) is a standard communication tool
developed for computers and electronic instruments. This tool is flexible and
easy for composing the projects in multimedia. Tools for synthesizing the sound
and software for sequencing are necessary for MIDI.

Digital Audio
Sampled sound is a Digitized sound. A sample of sound is taken and stored every
nth fraction of a second as digital information in bits and bytes. The quality of
this recording depends on the sampling rate. sampling rate is defined as how
often the samples are taken and how many numbers are used to represent the
value of each sample (bit depth, resolution and sample size). The finer the
quality of the captured sound and the resolution is achieved while played back,
when more often the sample is taken and the more data is stored about that
sample.
5. Video
Video is defined as the display of recorded event, scene etc. The powerful way
to convey information in multimedia applications are embedding of video. The
video can be categorized in two types as Analog video and Digital video.

Analog Video
In Analog video, the video data’s are stored in any non-computer media like
video tape, laser disc, film etc. It is divided further in two types as Composite
and Component Analog Video. Composite Analog Video has all the video
components

Applications of Multimedia
Multimedia is the most fast growing area in the field of information technology.

Applications of Multimedia
Multimedia is the most fast growing area in the field of information technology.
A Multimedia is an application which is a collection of multiple media sources
like text, images, sound/audio, animation and video on a single platform.
Predominantly, Entertainment and Education are the fields where multimedia is
used in majority.

1. Education

Multimedia plays an vital role in offering an excellent alternative method to


traditional teaching by allowing the students to explore and learn various concepts
through animation. Students, teachers and the parents enjoy this multimedia mode
of learning and multimedia learning materials. Multimedia based teaching and
learning system named as MODULO at GMU in Germany developed is a web-
based environment that aims to provide students with flexible and decentralized
learning environment based on their educational background.

In India, multimedia is used in different ways for teaching and learning like e-
learning, distance learning, virtual learning and so on. EDUSAT (Education
Satellite) is launched in India for serving the educational sector of the country for
emulating virtual classroom in an effective manner.

2. Entertainment
The remarkable advancement in the entertainment industry is due to the
Multimedia Technology mainly. This technology is needed in all mode of
entertainment like radio, TV, online gaming, video on demand etc.
Video on demand or movies on demand is a service that provides movies to
television sets on an individual basis at homes. Movies are stored in a central
server and transmitted through a communication network. A set-top box
connected to the communication network converts the digital information to
analog signals and inputs it to the television set.

3. Business Systems

Business applications for multimedia include presentations, training, internet


protocols and so on. The marketing and advertising agencies are using animation
techniques for sales promotion. High resolution projectors are common for
multimedia presentations on the road. Cell phones and personal digital assistants
with Bluetooth and Wi-Fi communication technology makes multimedia
communication for business more efficiently.
4. Medical Services

Medical services are grown drastically with the development of multimedia.


Medical Students practices surgery methods via simulation prior to actual
surgery. Tiny digital cameras are inserted in human body and it displays the inner
site of the body through which the medical practitioners can see the internal parts
without actually dissecting it.

5. Public Places
Multimedia is available in many public places like trade shows, libraries, railway
stations, museums, malls, airports, banks, hotels and exhibitions in the form of
kiosks. It helps the customers by providing information to them. The information
presented in kiosk are enriched with animation, video, still pictures, graphics,
diagrams, maps, audio and text. Banks uses kiosks in the form of ATM machines.
6. Multimedia Conferencing

Multimedia conferencing or video-conferencing is a system that performs face-


to-face interactions among participating users, located far from each other, as if
they were sitting and discussing in a single room.
What are the elements of Multimedia?
By MKS | October 30, 2022

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What is Multimedia definition?


Table of Contents
• What is Multimedia definition?
• Top 5 Elements of Multimedia
• FAQ: Elements of Multimedia
o Q1. What is Multimedia Elements?
o Q2. What is Multimedia video?
o Q3. What are the Elements of Multimedia?

Multimedia is a combination of different types of media such as text, media, audio, graphics,
animation, video, and interactivity to convey information. Multimedia involves the use of
computers to present text, graphics, video, animation, and sound in an integrated way.

Multimedia enhanced a user’s experience and result in an easier and faster understanding of
any information. It supports a various range of formats such as video, audio, and image.

Multimedia Formats List


Multimedia elements are stored in media files. To know about media type is look at the file
extension. There are the most popular multimedia formats list below-
▪ Video – .3gp2, ,3g2, .3gpp, .fly, .avi, .mp4, .mov, .m4a,
.mov, .3gp, .mpg/.mpeg.
▪ Audio – .mp3
▪ Image – .png, .jpeg, .jpg.
Top 5 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 on computers to compose and edit text. text-based information can also be
gathered from the internet. Applications 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 import 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 to create and edit QuickTime movies.

Multimedia software can also import movies from the internet and from external resources
such as Memory or Pendrive. 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 viewed 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.

FAQ: Elements of Multimedia


Q1. What is Multimedia Elements?
Ans. The Multimedia Elements are the followings-
▪ TEXT
▪ GRAPHICS
▪ SOUND
▪ VIDEO
▪ Animation
Q2. What is Multimedia video?
Ans. 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 to create and edit QuickTime movies.

Multimedia software can also import movies from the internet and from external resources
such as Memory or Pendrive. Movies that can depict a 360-degree panorama or a movable
object can be incorporated into multimedia projects.

Q3. What are the Elements of Multimedia?


Ans. The elements of multimedia are the followings-
▪ TEXT
▪ GRAPHICS
▪ VIDEO
▪ Animation
▪ SOUND
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MULTIMEDIA HARDWARE AND SOFTWARE

1. Central Processing Unit (CPU):

Responsible for executing instructions and processing


data. A powerful CPU is crucial for handling multimedia
tasks efficiently.

2. Graphics Processing Unit (GPU):

Specialized in rendering graphics and accelerating image


and video processing. GPUs are essential for smooth
multimedia playback and graphical applications.

3. Memory (RAM):

Adequate RAM is necessary for storing and quickly


accessing multimedia files and data during processing.
More RAM allows for smoother multitasking with
multimedia applications.

4. Storage Devices:

Hard Drives (HDDs) or Solid State Drives (SSDs) are used to


store multimedia files. Higher-capacity and faster storage
contribute to better multimedia performance.

5. Display Devices:

Monitors, projectors, and screens are output devices for


displaying multimedia content. High-resolution displays
and color accuracy are important for multimedia
professionals.

6. Audio Devices:

Sound cards or integrated audio components are essential


for audio playback and recording. External speakers or
headphones provide the output for multimedia audio.
7. Input Devices:

Keyboards, mice, touchscreens, and other input devices are


used to interact with multimedia applications and content.

8. Camera and Capture Devices:

Cameras, webcams, and other capture devices are used for


capturing images and video, contributing to multimedia
content creation.

9. Network Connectivity:

Multimedia content often relies on network connectivity


for streaming, downloading, or sharing. Network adapters
facilitate this communication.

10. Peripherals:

Devices like printers, scanners, and external storage can


enhance multimedia workflows by providing additional
capabilities.

Multimedia Software:

1. Media Players:

Software applications like VLC, Windows Media Player, or


QuickTime for playing audio and video files.

2. Graphics Software:

Tools like Adobe Photoshop, GIMP, or CorelDRAW for


creating and editing images.

3. Video Editing Software:

Applications such as Adobe Premiere, Final Cut Pro, or


DaVinci Resolve for editing and producing videos.
4. Audio Editing Software:

Tools like Audacity, Adobe Audition, or GarageBand for


editing and producing audio content.

5. Web Browsers:

Browsers like Google Chrome, Mozilla Firefox, or Safari that


support multimedia content on the web.

6. Multimedia Authoring Tools:

Software like Adobe Animate, Unity, or Blender for creating


interactive multimedia content.

7. 3D Modeling and Animation Software:

Applications such as Autodesk Maya, Blender, or Cinema


4D for creating 3D multimedia content.

8. Presentation Software:

Tools like Microsoft PowerPoint or Prezi for creating


multimedia-rich presentations.

9. Virtual Reality (VR) and Augmented Reality (AR)


Software:

Software platforms and tools for developing and


experiencing immersive multimedia content.

10. Operating Systems:

Modern operating systems like Windows, macOS, and


Linux that provide a platform for running multimedia
applications.
DISTRIBUTED MULTIMEDIA SYSTEMS

If the multimedia systems are supported by multiuser system, then we call those
multimedia systems as distributed multimedia systems.

A multi user system designed to support multimedia applications for a large


number of users consists of a number of system components. A typical
multimedia application environment consists of the following components:

1. Application software.
2. Container object store.
3. Image and still video store.
4. Audio and video component store.
5. Object directory service agent.
6. component service agent.
7. User interface and service agent.
8. Networks (LAN and WAN).

Application Software
The application software perfom1s a number of tasks related to a specific
business process. A business process consists ofa series of actions that may be
performed by one or more users.

The basic tasks combined to form an application include the following:

(1) Object Selection - The user selects a database record or a hypermedia


document from a file system, database management system, or document server.

(2) Object Retrieval- The application ret:ieves the base object.

(3) Object Component Display - Some document components are displayed


automatically when the user moves the pointer to the field or button associated
with the multimedia object.
(4) User Initiated Display - Some document components require user action
before playback/display.

(5) Object Display Management and Editing: Component selection may


invoke a component control subapplication which allows a user to control
playback or edit the component object.

Document store

A document store is necessary for application that requires storage oflarge


volume of documents. The following describes some characteristics of document
stores.

1. Primary Document Storage: A file systems or database that contains primary


document objects (container objects). Other attached or embedded documents
and multimedia objects may be stored in the document server along with the
container object.

2. Linked Object Storage: Embedded components, such as text and formatting


information, and linked information, and linked components, such as pointers to
image, audio, and video. Components contained in a document, may be stored on
separate servers.

3. Linked Object Management: Link information contains the name of the


component, service class or type, general attributes such as size, duration of play
for isochronous objects and hardware, and software requirements for rendering.

Image and still video store

An image and still video is a database system optimized for storage of images.
Most systems employ optical disk libraries. Optical disk libraries consist of
multiple optical disk platters that are played back by automatically loading the
appropriate platter in the drive under device driver control.

The characteristics of image and still video stores are as follows:


(i) Compressed information (ii) Multi-image documents
(iii)Related annotations (iv) Large volumes

(v)Migration between high-volume such as an optical disk library and


high-speed media such as magnetic cache storages(vi) Shared access: The server
software managing the server has to be able to manage the different requirements.

Audio and video Full motion video store

Audio and Video objects are isochronous. The following lists some
characteristIcs of audio and full-motion video object stores:

(i) Large-capacity file system: A compressed video object can be as large as six
to ten M bytes for one minute of video playback.Temporary or permanent
Storage: Video objects may be stored temporarily on client workstations, servers
PFoviding disk caches, and multiple audio or video object servers. Migration to
high volume/lower-cost media. Playback isochronocity: Playing back a video
object requires consistent speed without breaks. Multiple shared access objects
being played back in a stream mode must be accessible by other users.

Object Directory Service Agent

The directory service agent is a distributed service that providea directory of all
multimedia objects on the server tracked by that element of the directoryy service
agent.

The following describes various services provided by a directory service Agent.


(1)Directory Service: It lists all multimedia objects by class and server
location.

(2) Object Assignment: The directory service agent assigns unique


identification to each multimedia object.

(3)Object Status Management: The directory service must track the current
usage status of each object.
(4)Directory Service Domains: The directory service should be modular to
allow setting up domains constructed around groups of servers that form
the core operating environment for a group of users.

(5) Directory Service Server Elements: Each multimedia object server


must have directory service element that reside on either server or some
other resources.

(6)Network Access: The directory service agent must be accessible from


any workstation on the network.

Component Service Agent

A service is provided to the multimedia used workstation by each


multimedia component. This service consists of retrieving objects, managing
playback of objects, storing objects, and so on. The characteristics of services
provided by each multimedia component are object creating service, playback
service, component object service agent, service agents on servers and
multifaceted services means (multifaceted services component objects may exist
in several forms, such as compressed Or uncompressed).

User Interface Service Agent

It resides on each user workstation. It provides direct services to the application


software for the management of the multimedia object display windows, creation
and storage of multimedia objects, and scaling and frame shedding for rendering
of multimedia objects.
The services provided by user interface service agents are windows management,
object creation and capture, object display and playback, services on workstations
and using display software. The user interface service agent is the client side of
the service agents. The user interface agent manages all redirection since objects
are located by a look-up mechanism in the directory service agent
Distributed client server operation

The agents so far we have discussed combine to form a distributed client-server


system for multimedia applications. Multimedia applications require
functionality beyond the traditional client server architecture.
Most client-server systems were designed to connect a client across a
network to a server that provided database functions. In this case, the client-server
link was firmly established over the network. There was only one copy of the
object on the specified server. With the development of distributed work group
computing, the picture has changed for the clients and servers. Actually in this
case, there is a provision of custom views in large databases. The advantage of
several custom views is the decoupling between the physical data and user.

The physical organization of the data can be changed without affecting the
conceptual schema by changing the distributed data dictionary and the distributed
data repository.

Clients in Distributed Work Group Computing

Clients in distributed workgroup computing are the end users with workstations
running multimedia applications. The client systems interact with the data servers
in any of the following w3fs.

1. Request specific textual data.


2. Request specific multimedia objects embedded or linked in retrieved
container objects.
3. Require activation of a rendering server application to display/ playback
multimedia objects.
4. Create and store multimedia-objects on servers.
Request directory information. on locations of objects on servers

Servers in Distributed Workgroup Computing

Servers are storing data objects. They provide storage for a variety f object
classes, they transfer objects on demand on clients. They rovide hierarchical
storage for moving unused objects to optical_ isk lirbaries or optical tape libraries.
They provide system dministration functions for backing up stored data. They
provide le function of direct high-speed LAN and WAN server-to-server ~ansport
for copying multimedia objects.
Middleware in Distributed Workgroup Computing

The middleware is like interface between back-end database and font-end


clients.The primary role of middleware is to link back end database to front end
clients in a highly flexible and loosely connected network nodel. Middleware
provides the glue for dynamically redirecting client requests to appropriate
servers that are on-line.

Multimedia Object Servers The resources where information objects are


storedareknown as servers. Other users (clients) can share the information stored
in these resources through the network.
Types of Multimedia Servers
Each object type of multimedia systems would have its own dedicated
server optimized for the type of data maintained in the object. A network
would consist of some combination of the following types of servers.

(1) Data-processing servers RDBMSs and ODBMSs. (2) Document


database servers.
(3) Document imaging and still-video servers. (4) Audio and voice mail
servers.
(5) Full motion video server.

Data base processing servers are traditional database servers that contain
alphanumeric data. In a relational database, data fields are stored in columns in a
table. In an object-oriented database these fields become attributes ofthe object.
The database serves the purpose of organizing the data and providing rapid
indexed access to it. The DBMS can interpret the contents of any column or
attribute for performing a search.

Mass Storage for Multimedia Servers


RAID(Redundant Arrays of Inexpensive Disks)
In terms of redundancy,RAID provides a more cost effective solution than disk
mirroring.
RAID is a means of increasing disk redundancy, RAID systems use multiple and
potentially slower disks to achieve the same task as a single expensive large
capacity and high transfer rate disk.

In RAID high transfer rates are achieved by performing operations in parallel on


multiple disks. There are different levels of RAID available, namely disk
striping(level 0), disk mirroring(level 1, Bit interleaving of date(level 2), Byte
interleaving (level 3), sector interleaving(level 4), and block interleaving(level
5)RAID technology is faster than rewritable optical disk and high data volumes
can be achieved with RAID. RAID technology provides high performance for
disk reads for almost all types of applications.

Write Once Read Many Optical Drives: (WORM)

WORM Optical drives provide very high volumes of storage for very low
cost. Some important characteristics of WORM optical disks are:

Optical drives tend to be slower than magnetic drives by a factor of three


to four. .

WORM drives can write once only; typically 5-10% of disk capacity m left
free to provide for changes to existing information.

They are useful for recording informations that would not change very
much. They are virtually indestructible in normal office use and have long
shelf lives.

They an be used in optical disk libraries (Juke boxes). A Juke box may
provide anywhere from 50-100 disk platters with two or more drives.

These characteristics make optical disks ideal candidates for on-line


document images (which change very little once scanned and do not have
an isochronous requirement) and archived data.

Rewritable Optical Disks:


Rewritable optical drives are produced by using the technologies like magneto-
optical. It has the advantage ofrewritability over the WORM where rewritable is
not possible. It can be used as primary or secondary media for storage of large
objects, which are then archieved. (Placed where documents are preserved) on
WORM disks.

If it is used as primary media, it should be accompanied by highspeed magnetic


disk cache. This is to achieve acceptable video performance.

Optical Disk Libraries:

Optical disk libraries are nothing but juke boxes. Work disks and rewritables can
be used in optical disk libraries to achieve very high volumes of near-lines
storage. Optical disk libraries range from desk top juke boxes with one 5' 1/4"
drive and I O-slot optical disk stack for upto lOG Bytes of stroage of large
libraries using as many as four 12" drives with an 80-s10t optical disk stack for
upto terabytes of storage. The disadvantage of optical disk library is the time
taken for a platter to be loaded into a drive and span to operating speed.

Network Topologies for Multimedia Object Servers

A number of network topologies are available Network topology is the geometric


arrangement of nodes and cable links in a network. We still study three different
approaches to setting up multimedia servers.

(i) Centralized Multimedia Server: A centralized multimedia object


server performs as a central store for multimedia objects. All user
requests for multimedia objects are forwarded by the applications to the
centralized server and are played back from this server. The centralized
server may serve a particular site of the corporation or the entire
enterprise. Every multimedia object has a unique identity across the
enterprise and can be accessed from any workstation. The multimedia
object identifier is referenced in every data that embeds or links to it.
Dedicated Multimedia Servers: This is the approach where a video server is on
a separatededicated segmentIn this approach, when a workstation dumps a large
video, the other servers on the networks are not affected. Provides high
performance for all local operations. The isochronocity of the objects is handled
quite well in a dedicated mode.

Disadvantage of this approach is that the level of duplication of objects.

Distributed multimedia servers:

In this approach multimedia object servers are distributed in such a manner that
they are placed in starategic locations on different LANs.They are replicated on
a programmed basis to provide balanced serviceto all users.

Multiserver Network Topologies

To distribute the full functionality of multimedia network wide there are vareity
of network topologies available. ' The primary topologies are Traditional LANs
(Ethernet or Token Ring Extended LANs (Using network switching hubs bridges
and routers). ' High speed LANs (ATM and FDDI II). WANs (Including LANs,
dial-up links-including ISDN T1 and T3 lines-etc.). ' I
Traditional LANS (Ethernet or Token Ring) Ethernet:

Ethernet: It is a Local Area Network hardware, communication, and cabling


standard originally developed by Xerox corporation that link up to 1024 nodes in
a bus network. It is ahigh speed standard using a baseband (single-channel)
communication technique. It provides for a raw data transfer rate of 10 Mbps,
with actual throughput in the range of 2-3 Mbps. It support a number of sessions
ina mixof live video, audio electronic mail and so on.

Token Ring: It is a Local Area Network architecture that combines token passing
with a hybrid star/ring topology. It was developed by IBM. Token Ring Network
uses a multistation Access unit at its hub ..

ATM (Asynchronous Transfer Mode)


It is a network architecture that divides messages into fixed size units (called
cells) of small size and that establishes a switched connection between the
originating and receiving stations.

A TM appears to be a potential technology for multimedia systems for connecting


object servers and user workstations. ATM is actually a good candidate for two
reasons: as a hub and spoke teclmology, it adapts very well to the wiring closest
paradign; and it allows workstations to operate at speeds defined by the
workstation. Figure 5.12 below illustrates LAN topology using an A TM
Switching System.

FDDI II (Fiber Distributed Data Interface II)

It is a standard for creating highspeed computer networks that employ fiber-optic


cable. FOOl II operates exactly like token ring, . with one difference: FOOl
employs two wires through all the hosts in a network.

FOOl II is a single media LAN and its full bandwidth supports all users.

FOOl II appears to be a very useful high-speed technology for connecting servers


on an additional separate network and providing the dedicated high bandwidth
necessary for rapid transfer and replication of information objects. Figure 5.13
shows a multiievel network based

WANS (Wide Area Network)

This includes LANs, dial up ISDN, T1 (1.544 Mbits/sec) and T3 (45.3 Mbits/sec)
lines and regular telephone dial-up lines. The two big issues here are:

:.W ANs may have a mix of networking and communication protocols.

:. WAN has a variety of speeds at which various parts of it where it


communicates. Protocol Layering: Layering helps to isolate the network
from the . application. Layering of protocols started with the release ofthe
ISO model.

Distributed Multimedia Databases:


A multimedia database consists of a member of different types of multimedia
objects. These may include relational database records, object-oriented databases
with objects for alphanumeric attributes, and s:orage servers for multimedia
objects such &s images, still video, audio, and full-motion video. It is feasible to
include an image or a video object as a binary large object (BLOB) in a relational
database.
It is also feasible to include such an object as an attribute in an object.

Database Organization for Multimedia Applications

Optical disk storage technology has reduced the cost of multimedia document
storage by a significant factor. Distributed architectures have opened the way for
a variety of applications distributed around a network accessing the safe database
in an independent manner. The following discussion addresses some key issues
of the data organization for multimedia systems.

Data Independence: Flexible access to a variety of distributed databases for one


or more applications requires that the data be independent from the application
so that future applications can access the data without constraints related to a
previous application. Important features of data independent design are:

1. Storage design is independent of specific applications.


2. Explicit data definitions are independent of application programs.
3. Users need not know data formats or physical storage structures .
4. Integrity assurance is independent of application programs.
5. Recovery is independent of application programs .

Common Distributed Database Architecture: Employment of Common


Distributed database architectured is presented by the insulation of data from an
application and distributed application access.

Key features of this architecture are:


1.The ability for multiple independent data structures to co-exist in the system
(multiple server classes).

2.Uniform distributed access by clients.

3.Single point for recovery of each database server. 4.Convenient data re-
organization to suit requirements. 5.Tunability and creation of object
classes. 6.Expandibility.

Mnltiple Data Servers: A database server is a dedicated resource on a network


accessible to a number of apphcations, When a large number of users need to
access the same resources, problem arises

This problem is solved by setting up multiple data servers that have copies of the
same resources,

Transaction management for Multimedia Systems

It is defined as the sequence of events that starts when a user makes a request to
create, render, edit, or print a hypermedia document. The transaction is complete
when the user releases the hypermedia document and stores back any edited
versions or discards the copy in memory or local storage.

Use of object classes provides an excellent way for managing and tracking
hypermedia documents, Given that all components of a hypermedia document
can be referenced within an object as attributes, we can find a solution for the
three-dimensional transaction management problem also in the concept of
objects.

Andleigh and Gretzinger expand on the basic concepts developed for the object
request broker (ORB) by the Object Management Group (OMG) and combine it
with their transaction management approach.

Managing Hypermedia Records as Objects


Hypermedia records or documents are complex objects that contain multimedia
information objects within them, A hypermedia document can be stored in a
document data base, as a BLOB in a relational database, or in an object-oriented
data base. A Hyper media document may contain multimedia objects embedded
in it as special fields.

Object linking and embedding: OLE provides an object oriented framework for
compound documents. When a user double cliks or click on an icon for an
embedded object, the application that created the object starts, and allows the user
to view andor the object .

Managing Distributed Objects:We see the nature of communication between


servers and the managing of distributed objects.

Interserver communications: Object replication , object distribution, object


recompilation and object management and network resources are some of the
design requirements that play a role in defining interserver The following lists the
types of communications that one server may make to another server:

1. Obtain a token from an object name server for creating a new multimedia object;
the object is not accessible by others users until complete and released.
2. Search the object class directory for the current locations of that object and
the least expensive route for accessing it.

3. Perform a shared read lock on the object to ensure that it is n archived or


purged while it is being retrieved.

4. Replicate a copy of the object; update the object name server directory.
5. Copy an object for non-persistent use.
6. Test and set an exclusive lock on an object for editing purposes'
7. create new versions.

8. Pause the retrieval of an object to support a user action or to pace the


retrieval to the speed supported by the network.
9. A Sound server architecture is necessary for providing these services in a
fully distributed environment.

Object Server Architecture

Figure describes an object server architecture that can support multimedia


applications for a large number of users.

The architecture describes the logical distribution of functions. The following


lists the key elements of this architecture:

Multimedia Applications -Common Object Management API.Object Request


Broker. Object Name Server -Object Directory Manager -object Server -Object
Manager.Network Manager . Object Data Store. Any multimedia application
designed to operate on the common object management API can function in this
architecture

The common object management API is a programming interface definition that


provides a library of functions the applications can call.
The common Broker Architecture API provides a uniform interface to all
applications and a standardized method for managing all information objects in a
corporate network.

A common Object Request Broker Architecture (CORBA) h been defined by a


Object Management Group. An object request broker performs the following
functions:

(i) Object recompilation.


(ii) Playback control.
(iii) Format conversions.

The object name server provides an object directory service. The object directory
manager may exist in a distributed form within an object server. The object
directory manager updates the object directory when changes take place.The
object server is a logical subsystem in the network responsIble for storing and
retrieving objects on demand. The object manager consists of a number of object
classes that performs a number of specialized services. They are: Object retrieval.
(ii) Replication(Ui) Migration. (iv) Transaction and Lock Management. (v) User
Preferen'ce. (vi) Versioning. (vii) System Administration. (ix) Archival. (x)
Purging. (xi) Class-Specific functions.

Identification method: Objects can be distinguished from one another in many


potential ways. Identification of objects in a persistent state is different from non-
persistent objects. At the highest level, persistent objects are distinguished by the
class of objects. Andleigh and Gretzinger defined a rule for unique object
identification as follows:

ROLE: An object must have an identifier that is unique in a time dimension as


well as with location such that it cannot be modified by any programmed action.
An alternative approach is to divide the network into domains and have a name
server in each domain be responsible for assigning new object IDs for all objects
created in that domain. An object identification algorithm can be made unique by
combining several of the following components.

.:. Network domain name. --Address and server ID of the name server node.--A
time stamp of creating time.-- An object class identifier.
Object Directory services

A multimedia object directory manager is the name server for all multimedia
objects in a LAN. It has an entry for every multimedia object on all servers on the
LAN, or in a domain if a LAN or WAN is subdivided into domains. The object
directory manager manages changes to the object directory resulting from object
manager actions.

Multimedia Object Retrieval

The multimedia object manager performs the functions of managing all requests
from the multimedia applications for retrieving existing multimedia
objects 01' storing new or edited multimedia objects created by the user. In
systems actively designed using an object request broker, this request is
channeled through the object request broker. Data structure maintained by the
multimedia object manager:

Database Replication Techniques In the simplest fonn of data management, the


databases are set up as duplicates of the databases. Database duplication ensures
that the multiple copies are identical.

There is an approach to allow each copy of the database to be modified as needed


and to synchronize them by comparing them and copying the changes to all other
database copies on a very frequent basis, this process is called replication.

Types of Database Replication: There are eight types of modes available. They
are: Round Robin replication.2.Manual replication. (Hi) Scheduled replication.
(iv) Immediate replication. V)Replication-on-demand. Vi) Predictive replication.
Vii) Replication references. Viii)No replication. Object

Migration Schemes

Optimizing Object Storage A number of techniques are available for optimizing


data storage for multimedia objects. Let us consider the three design approaches
1. Optimizing Servers by Object Type:
The mechanism for optimizing storage is to dedicate a server to a
particular type of object. The object server may ne designed to provide
specialized services for specific object classes related to rendering

2. Automatic Load Balancing: It can be achieved by programming the


replication algorithm to monitor use counts for each copy of a replicated
object.

3. Versioned Object Storage:


The storage problem will be more complex if multiple vcrsions need to be stored.
Hence, we should follow the technique which is based on saving changes rather
than storing whole new objects. New versions of the object can be complex
objects,

MULTIMEDIA METADATA:
Metadata (or metainformation) is "data that provides information about other data",[1] but not the
content of the data itself, such as the text of a message or the image itself.[2] There are many
distinct types of metadata, including:

• Descriptive metadata – the descriptive information about a resource. It is used for


discovery and identification. It includes elements such as title, abstract, author, and
keywords.
• Structural metadata – metadata about containers of data and indicates how
compound objects are put together, for example, how pages are ordered to form
chapters. It describes the types, versions, relationships, and other characteristics of
digital materials.[3]
• Administrative metadata[4] – the information to help manage a resource, like
resource type, permissions, and when and how it was created.[5]
• Reference metadata – the information about the contents and quality of statistical
data.
• Statistical metadata[6] – also called process data, may describe processes that
collect, process, or produce statistical data.[7]
• Legal metadata – provides information about the creator, copyright holder, and
public licensing, if provided.
Metadata is not strictly bound to one of these categories, as it can describe a piece of data in
many other ways.

Definition[edit]
Metadata means "data about data". Metadata is defined as the data providing information about
one or more aspects of the data; it is used to summarize basic information about data that can
make tracking and working with specific data easier.[14] Some examples include:
• Means of creation of the data
• Purpose of the data
• Time and date of creation
• Creator or author of the data
• Location on a computer network where the data was created
• Standards used
• File size
• Data quality
• Source of the data
• Process used to create the data
Photographs:
Photographic Metadata Standards are governed by organizations that develop the following
standards. They include, but are not limited to:

• IPTC Information Interchange Model IIM (International Press Telecommunications


Council)
• IPTC Core Schema for XMP
• XMP – Extensible Metadata Platform (an ISO standard)
• Exif – Exchangeable image file format, Maintained by CIPA (Camera & Imaging
Products Association) and published by JEITA (Japan Electronics and Information
Technology Industries Association)
• Dublin Core (Dublin Core Metadata Initiative – DCMI)
• PLUS (Picture Licensing Universal System)
• VRA Core (Visual Resource Association)[41]
Telecommunications[edit]
Information on the times, origins and destinations of phone calls, electronic messages, instant
messages, and other modes of telecommunication, as opposed to message content, is another
form of metadata. Bulk collection of this call detail record metadata by intelligence agencies has
proven controversial after disclosures by Edward Snowden of the fact that certain Intelligence
agencies such as the NSA had been (and perhaps still are) keeping online metadata on millions
of internet users for up to a year, regardless of whether or not they [ever] were persons of
interest to the agency.
Video[edit]
Metadata is particularly useful in video, where information about its contents (such as transcripts
of conversations and text descriptions of its scenes) is not directly understandable by a
computer, but where an efficient search of the content is desirable. This is particularly useful in
video applications such as Automatic Number Plate Recognition and Vehicle Recognition
Identification software, wherein license plate data is saved and used to create reports and
alerts.[42] There are 2 sources in which video metadata is derived: (1) operational gathered
metadata, that is information about the content produced, such as the type of equipment,
software, date, and location; (2) human-authored metadata, to improve search engine visibility,
discoverability, audience engagement, and providing advertising opportunities to video
publishers.[43] Avid's MetaSync and Adobe's Bridge are examples of professional video editing
software with access to metadata.[44]
Geospatial metadata[edit]
Main article: Geospatial metadata
Geospatial metadata relates to Geographic Information Systems (GIS) files, maps, images, and
other data that is location-based. Metadata is used in GIS to document the characteristics and
attributes of geographic data, such as database files and data that is developed within a GIS. It
includes details like who developed the data, when it was collected, how it was processed, and
what formats it's available in, and then delivers the context for the data to be used effectively.[45]

Multimedia database
7 languages

A Multimedia database (MMDB) is a collection of related


for multimedia data.[1] The multimedia data include one or more primary media data
types such
as text, images, graphic objects (including drawings, sketches and illustrations) anim
ation sequences, audio and video.
A Multimedia Database Management System (MMDBMS) is a framework that
manages different types of data potentially represented in a wide diversity
of formats on a wide array of media sources. It provides support for multimedia data
types, and facilitate for creation, storage, access, query and control of a multimedia
database.[2]
Contents of MMDB[edit]
A Multimedia Database (MMDB) hosts one or more multimedia data types[3] (i.e. text,
images, graphic objects, audio, video, animation sequences). These data types are
broadly categorized into three classes:

• Static media[3] (time-independent: image and graphic object).


• Dynamic media[3] (time-dependent: audio, video and animation).
• Dimensional media[3](3D game and computer aided drafting programs).
Comparison of multimedia data type

Medium Elements Time-dependence

Graphic Vectors, regions No

Image Pixels No

Audio Sound, Volume Yes

Video Raster images, graphics Yes

Additionally, a Multimedia Database (MMDB) needs to manage additional


information pertaining to the actual multimedia data. The information is about the
following:

• Media data: the actual data representing an object.


• Media format data: information about the format of the media data after it goes
through the acquisition, processing, and encoding phases.
• Media keyword data: the keyword descriptions, usually relating to the
generation of the media data.
• Media feature data: content dependent data such as contain information about
the distribution of colours, the kinds of textures and the different shapes present
in an image.
The last three types are called metadata as they describe several different aspects
of the media data. The media keyword data and media feature data are used
as indices for searching purpose. The media format data is used to present the
retrieved information.
Requirements of Multimedia databases[edit]
Like the traditional databases, Multimedia databases should address the following
requirements:

• Integration
o Data items do not need to be duplicated for different programs
invocations
• Data independence
o Separate the database and the management from the application
programs
• Concurrency control
o Allows concurrent transactions
• Persistence
o Data objects can be saved and re-used by different transactions and
program invocations
• Privacy
o Access and authorization control
• Integrity control
o Ensures database consistency between transactions
• Recovery
o Failures of transactions should not affect the persistent data storage
• Query support
o Allows easy querying of multimedia data
Multimedia databases should have the ability to uniformly query data (media
data, textual data) represented in different formats and have the ability to
simultaneously query different media sources and conduct
classical database operations across them. (Query support)
They should have the ability to retrieve media objects from a local storage device in
a good manner. (Storage support)
They should have the ability to take the response generated by a query and develop
a presentation of that response in terms of audio-visual media and have the ability to
deliver this presentation. (Presentation and delivery support)
Issues and challenges[edit]

• Multimedia data consists of a variety of media formats or file representations


including TIFF, BMP, PPT, IVUE, FPX, JPEG, MPEG, AVI, MID, WAV, DOC, GIF,
EPS, PNG, etc. Because of restrictions on the conversion from one format to the
other, the use of the data in a specific format has been limited as well. Usually,
the data size of multimedia is large such as video; therefore, multimedia data
often require a large storage.
• Multimedia database consume a lot of processing time, as well as bandwidth.
• Some multimedia data types such as video, audio, and animation sequences
have temporal requirements that have implications on their storage, manipulation
and presentation, but images, video and graphics data have special constraints
in terms of their content.

Application areas[edit]
Examples of multimedia database application areas:

• Digital Libraries
• News-on-Demand
• Video-on-Demand
• Music database
• Geographic Information Systems (GIS)
• Telemedicine

Hypermedia
Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that
includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the
broader term multimedia, which may include non-interactive linear presentations as well as
hypermedia.

example of hypermedia:

One classic example of hypermedia is the World Wide Web, which allows users to
access multiple web locations. Another example is Microsoft Office, which allows
clients to embed hypertext and hyperlinks into documents.

The clearest hypermedia definition describes it as an extension of the hypertext (words


containing links to websites). In other words, it is a framework within which hyperlinking can
occur. Hyperlinks are icons, texts or images that help users navigate to a new document,
section or website. Users click on links within the hypermedia to open new web pages.
Hypermedia is a system or collection of graphics, data, files and texts connected across
multiple digital media by hyperlinks.
Hypermedia forms associations between almost any type of web element. The framework
allows web elements to become links to something else. The World Wide Web (WWW) is an
excellent example of a hypermedia system interconnected through the internet.
Hypermedia ensures increasingly complex web systems remain interlinked, providing clear
and effective communication between numerous constituent parts. The system allows internet
users to access more information through links embedded in digital elements such as videos
and images. How do users identify hypermedia and hyperlinks? If a photo or a video is a
hyperlink, the cursor will change into a hand when the user hovers their mouse over the
digital element. In this case, the element is part of a hypermedia system.
Although the internet is the best example of hypermedia, several other platforms apply the
same system. For instance, word processing and presentation software also use
hypermedia. Specific examples include;

• MS PowerPoint
• Excel spreadsheets
• Microsoft Office

Microsoft Office has features that allow users to embed hypertext and hypermedia into
their documents. Specifically, users can add hyperlinks to pictures or words.

purpose of hypermedia
Hypermedia is an extension to what is known as hypertext, or the ability to open new
Web pages by clicking text links on a Web browser. Hypermedia extends upon this
by allowing the user to click images, movies, graphics and other media apart from
text to create a nonlinear network of information.

The Components of Hypermedia


Figure 1.1 is a general model of a typical advanced hypermedia system, divided
into its component parts. This model might be applied to describe a system such
as IRIS Intermedia (Yankelovich, Haan, Meyrowitz, Drucker 88). The different
components consist of nodes, links, hyperdocuments, diagrams, a search engine
and a programming interface. The information itself in hypermedia consists of a
number of hyperdocuments, shown in dotted areas in the figure. The
hyperdocuments again are built by a collection of nodes and links. Each
hyperdocument comprises an independent, limited topic, and each node is an
independent information unit. Links handle a natural switch from one node to
another, thus structuring the hyperdocument.

A user's access to information primarily occurs directly via the hyperdocument


nodes, by presenting each node in a screen window. This is suggested in Figure 1
by that part of the user interface box which goes directly to the hyperbase. The user
will then follow the links from node to node based on the information contained in
each node.
For a number of reasons it is not always sufficient to follow links to access the
desired information. For example, the user may have "lost his way" and is unable
to locate what s/he wants in the hyperbase, or the structure in the document may be
too difficult to understand. Therefore two alternatives exist for accessing
information: using a database diagram, or simply diagram, and using a search
engine.

A database diagram is a graphic overview of the hyperdocument. It allows the user


to navigate directly between nodes in the hyperdocument, without following the
links. Furthermore, such diagrams may help users navigate by allowing them to
more easily understand the structure of the document. They thus simplify both
navigation and orientation in the hypermedia database.

A search engine is a mechanism which allows a user to search directly for


information in the hypermedia database. Search engines may find nodes of a
certain type, or names or nodes containing specific information. Search engines
therefore will normally disregard the existing hyperdocument structure.

Advanced hypermedia systems may have search engines which allow the
formulation of direct queries in the hyperbase. Users may then describe precisely
the information they want using a formal language. Using a structured query
language may also be applied to filtering. The information found by the search
engine may then be merged with the structure information of the hyperdocument,
allowing the user to see only an excerpt of the hyperdocument. This permits the
user to navigate in the usual way, via links and diagrams, but only accessing those
parts of the hyperdocument which satisfy the formulated query.

Some hypermedia systems have special programming interfaces enabling the


creation of special applications for the existing hypermedia system. Furthermore,
the programming interface may be used to add new features to the system. It may
for example be used to connect the hypermedia database to more advanced search
routines, or to link it to other applications allowing these to access the information
in the hypermedia database.

Hypermedia can be applied in:

• Electronic orientation
• information displays
• Electronic Personal Assistants
• General Information and Communication Systems
• Lectures
• Electronic library systems
• Directories
• Research Database

10 types of hypermedia:
Suggested Hypermedia Types
• X/HTML.
• Atom.
• Voice XML.
• CCXML.
• SMIL.
• SVG.
• Turtle.
• Notation 3.
Multimedia Learning
Cognitive Theory of Multimedia Learning (CTML)

Multimedia learning describes learning through the use of pictures and words. Examples of
multimedia learning include watching a PowerPoint presentation, watching a pre-recorded lecture
or reading a physics textbook.

Multimedia Principle

The multimedia principle serves as the foundation for Multimedia Design Theory. This principle
asserts that deeper learning occurs from words and pictures than from just words. Simply adding
images or graphics to words does not assure a deeper level of learning, however. Multimedia
instructional content is more likely to create a meaningful learning experience if the content is
developed with the following assumptions from cognitive science in mind:

• Active processes assumption


Active learning entails carrying out a coordinated set of cognitive processes during learning.
• Dual-channel assumption
Dual channels, one for visual/pictorial and one for auditory/verbal processing.
• Limited-capacity assumption
Each channel has limited capacity for processes.

From Mayer, 2005, Cognitive Theory of Multimedia Learning.

Why should I use Multimedia Design Theory?


Working Memory

Working memory is the part of memory that consciously processes information. Working memory is
severely limited (see Memory and Learning). Because much of the instructional content presented to
students is novel, faculty must remember the limitations of working memory when they design
instructional materials. Lessons developed with consideration for the limitations of students
working memory are more likely to be effective than lessons developed without. For example, if you
provide students with written instructions for small-group activities, instead of simply stating the
instructions one time, students will not need to remember the instructions as they work.

Cognitive Load

One problem that can arise when words and pictures are presented together is a situation called
cognitive overload. In this scenario, the processing demands associated with the learning task
exceed the learner’s cognitive processing capacity. There are three types of cognitive load:
extraneous, intrinsic and germane. Poor instructional design can increase each of these.

• Extraneous cognitive load


This type of cognitive load results when students are asked to use working memory for tasks
other than the primary learning objective. Such designs fail to steer working memory
resources towards schema construction and automation. From the example above, students
must use working memory to remember the instructions for the small-group activity, instead
of focusing on the key concepts that the faculty just taught.
• Intrinsic cognitive load
This type of cognitive load result from the inherent complexity of the information that must
be processed. For example, understanding a complex equation that includes Greek symbols
means the student must be able to remember and keep track of the mathematical meaning of
each symbol. Instructional design can’t eliminate intrinsic load, but faculty should realize
that they have automated many skills and concepts that students must still use working
memory to understand and process.
• Germane cognitive load
This type of cognitive load results from effortful learning, leading to schema production and
automation. This is different from intrinsic load which is the inherent work involved in the
task, while germane cognitive load is the work involved in learning from the task. For
example, a multiplication problem has the same intrinsic load for a fifth grade student and a
teacher, but higher germane cognitive load for the young student who is learning more from
the task.
Nine Ways to Reduce Cognitive Load in Multimedia Learning

When presenting multimedia content to students, faculty can take certain steps to reduce cognitive
load and to help ensure an effective transmission of the material. Mayer & Moreno (2003) outline
nine specific strategies to reduce the cognitive load of multimedia presentations:

• Off-loading
Move some essential processing from the visual channel to the auditory channel, or vice
versa if there is too much verbal explanation given. Learning is more effective when
information is presented as audio rather than as text on the screen.
• Segmenting
Take time to pause between small content segments to allow students time to process
information. Learning is more effective when a lesson is presented in small pieces rather
than as a continuous entity.
• Pre-training
Include relevant names and characteristics of system components. Learning is better when
students are aware of names and behaviors of various system components.
• Weeding
Eliminate extraneous, albeit interesting, material. Learning is more effective without the
inclusion of extraneous information. At least one study has shown, however, that up to 50%
additional extraneous material did not harm learner performance if it was interesting or
motivating.
• Signaling
Include cues for how to process material to avoid processing extraneous material. Learning
is more effective when signals are included. For example, add directions for how to move
through a system diagram that does not have a clear linear path.
• Aligning
Place written words near corresponding graphics to reduce the need for visual scanning.
Learning is more effective when words are placed near corresponding image parts.
• Eliminate redundancy
Don’t present identical streams of spoken or written words. Learning is more effective when
information is presented as audio as opposed to as audio and on-screen text. For example,
don’t read your PowerPoint slides to students.
• Synchronizing
Present audio and corresponding images simultaneously. Learning is more effective when
images and narration are presented simultaneously as opposed to successively.
• Individualizing
Assure that students possess skill for holding mental representations.

APPLICATION OF MULTIMEDIA LEARNING


Multimedia in Education

Multimedia in Education
Teachers use multimedia to supplement traditional lectures and practical
demonstrations in the classroom. Multimedia provides the benefit of
interactive learning. Multimedia differs from television in this sense.
Multimedia is utilized in education to create popular reference books like
encyclopedias and guidebooks as well as computer-based training
courses (often referred to as CBTs). Text, pictures, music, and animation
are all used in CBTs.

Entertainment with Multimedia

Entertainment with Multimedia


One of the biggest multimedia industries, the entertainment business has
grown as a result of technological advancements in the creation of games,
movies, ads, and other forms of entertainment. The entertainment sector
makes extensive use of multimedia, particularly to create special effects
for films and cartoons. Avatar, Avengers, and The Jungle book are a few
examples.
A common hobby of many people is playing multimedia games, and the
same is true of software that can be downloaded online or through CD-
ROMs. Multimedia aspects are also used in some video games.
Interactive multimedia refers to multimedia programs that let users take
part actively rather than merely passively consuming information.
Multimedia in the Business:
Multimedia in the Business
In business, multimedia is an extremely powerful presentation and sales
tool. Conferences, training, advertising, promotion, product demos,
modeling, databases, portfolios, text messaging, network communications,
voicemail messages, and teleconferencing are just a few examples of
business uses for multimedia.
Nowadays, there is a large industry devoted to internet marketing,
hosting websites, and website coding. Using several technologies
including email, Texting, MMS, teleconferences, and chats, among others,
the company uses it to grow its customer.
With the help of multimedia business, even simple office programs like a
word processor or spreadsheet software become effective tools. To
emphasize key points in the documents, images, animation, and sound can
be added to these applications.

Research Using Multimedia:

Research Using Multimedia


The science of evaluating information that includes audio, video, text, and
other modalities can be referred to as multimedia analytics. As we've
seen, illustrations from textbooks fail to accurately depict complex features
or multi-step processes.
Many scientific fields, including health, geology, engineering, and surface
analysis, use multimedia modeling of research processes.
Multimedia in Training

Multimedia in Training
To propose fresh ideas or explain cutting-edge technology, multimedia
demonstrations are excellent. This helps cut down on training and design
time for businesses. People easily comprehend and utilize multimedia. The
largest and most established application of multimedia technology has
been corporate training. It is particularly appropriate when complicated,
frequently modified, and modified processes, goods, and services are
involved.

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