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10. Authoring
CHAPTER
CHAPTER HIGHLIGHTS
• Two approaches to integrate media elements into a single
application.
• Authoring metaphors.
• Authoring process.
• Guidelines to select an authoring application.
2
METHODS TO INTEGRATE MEDIA
• Programming
– Languages specify how the media is presented and user interactions carried
out.
– Requires command of the language.
– Is time consuming.
• Authoring
– Applications specially designed to integrate and present media elements.
– Developers can concentrate on design, interactivity, and functionality of the
project.
3
AUTHORING APPLICATIONS
• Software designed for creation of multimedia projects.
• Applications are used to:
– Assemble media elements
– Synchronize content
– Design user interface
– Provide user interactivity
4
AUTHORING METAPHORS
• Authoring applications are grouped around three metaphors:
– Card
– Icon
– Timeline
• Metaphors help orient developer to how the software
organizes the media, sequences events, and presents final
project.
5
CARD METAPHOR
• Media is organized in sequential
order on a stack of cards or slides.
– Appropriate for static media
that is normally experienced in
sequence.
• Cards have two layers:
– Background layer contains
shared elements. Foreground
layer contains content specific
to that card or slide.
• Ex: Toolbook & Hypercard
6
HyperCard 1987
ToolBook 2004
CARD METAPHOR
• Benefits of card layers.
– Background content is created once, which saves development time.
– Common background layer provides consistent design.
– File sizes are minimized by sharing background elements.
7
ICON METAPHOR
• Icons define media and forms of
interactivity.
• Icons are placed on a flowline to create
the application structure.
– Each icon has a dialog box with
properties and parameters
identified by the developer.
– Flowlines let developers visualize
and adjust the structure of the
application.
• Branching routines add controls for
user interaction.
• Ex: Authorware by Macromedia
8
ICON METAPHOR
• Flowline is a graphical representation of the relationships
between components of the application.
9
TIMELINE METAPHOR
• Organizes media and interactivity as sequence of frames.
– Each frame can have multiple layers.
– Layers define the stacking order of the content to be displayed.
• Appropriate for dynamic media as the media can by
synchronized precisely over time.
10
TIMELINE METAPHOR
• Popular timeline-based applications include Director and
Flash.
• Best used when animation or video is central to the
application.
11
THE AUTHORING PROCESS
12
A SERIES OF INTERRELATED TASKS
FROM PROJECT DESIGN TO DELIVERY.
APPLICATION DESIGN
• Authoring software supports the design process.
– Outline view in PowerPoint structures presentation.
– Storyboard development is common in complex applications.
• Storyboard is a series of screen sketches to guide development process.
13
IMPORTING CONTENT
• Media is generally created in media-specific applications and
imported into the authoring environment.
– File formats for imported media are important.
– Conversion utilities within the application are useful.
14
CREATE AND EDIT CONTENT
• All authoring applications include some tools for creating and
editing media content. For example:
– Text adjustments to font size and color.
– Paint tools to add shapes and edit image features.
– Sound adjustment on volume, duration.
– Animation changes to speed and direction.
15
INTEGRATION, SYNCHRONIZATION, & PLAYBACK
• Techniques for integration are based on the metaphor (card,
icon, timeline).
• Sounds, animations and transitions must be synchronized to
present a unified flow of information.
• Playback of the content is often dependent on hardware
factors. Timing controls can be established to ensure correct
playback.
16
ESTABLISHING NAVIGATION
• Authoring software can establish the order of the content on
playback.
• Basic navigation structures include:
– Linear or sequential
– Hierarchical
– Networked
– Conditional.
17
PROGRAMMING
• Provides more flexibility and control.
– For projects with extensive interactivity, custom features.
• Two programming methods.
– Script: series of commands specifying properties or behavior of an element in
the project.
• Commands are interpreted as the project is executed.
• Ex: Lingo Scripting Language included in Director, ActionScript in Flash
– Icon: dialog boxes allow the developer to specify parameters for icon's use.
• Does not require programming knowledge but does limit commands to icon
parameters.
18
DATABASE SUPPORT
• Some projects may require access to a collection of related
files to store and retrieve user input.
– Tutorials have databases of related facts to test comprehension.
– User stores answers for future reference and scoring.
• Authorware and Director applications offer an interface to a
database.
19
PREVIEW, TEST, DEBUG
• Projects are created in the development mode.
– Necessary to preview the project as it will appear in the final product
and test the components of the screen displays.
– Authoring applications often have a preview mode to test the
assembled project during development.
• Debugger tools can identify errors in program code.
20
PROJECT DELIVERY
• Projects are published so they play outside the authoring
environment.
• Two approaches to publishing.
– Project requires a separate player program to present the multimedia
content.
• QuickTime, Flash, and MediaPlayer programs are free player downloads.
– Project embeds the player in the multimedia project.
• Larger files, but project is a stand-alone application.
21
CHOOSING AN AUTHORING APPLICATION
• No single authoring tool is suitable for all projects. To select
the right application:
– Consider the subject (static or dynamic media).
– Consider the media (source file formats compatible).
– Consider delivery (where used, means of distribution).
– Consider maintenance (expertise needed to revise content, frequent
update cycles).
22
WRAP UP
• Authoring applications
– Integrate and synchronize media elements, add interface and
interactivity, and deliver a project.
• Authoring metaphors
– Card, Icon, Timeline.
• Applications have tools built in to support basic authoring
functions.
• Choosing an application depends on project needs.
23

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Chapter 10 authoring

  • 2. CHAPTER HIGHLIGHTS • Two approaches to integrate media elements into a single application. • Authoring metaphors. • Authoring process. • Guidelines to select an authoring application. 2
  • 3. METHODS TO INTEGRATE MEDIA • Programming – Languages specify how the media is presented and user interactions carried out. – Requires command of the language. – Is time consuming. • Authoring – Applications specially designed to integrate and present media elements. – Developers can concentrate on design, interactivity, and functionality of the project. 3
  • 4. AUTHORING APPLICATIONS • Software designed for creation of multimedia projects. • Applications are used to: – Assemble media elements – Synchronize content – Design user interface – Provide user interactivity 4
  • 5. AUTHORING METAPHORS • Authoring applications are grouped around three metaphors: – Card – Icon – Timeline • Metaphors help orient developer to how the software organizes the media, sequences events, and presents final project. 5
  • 6. CARD METAPHOR • Media is organized in sequential order on a stack of cards or slides. – Appropriate for static media that is normally experienced in sequence. • Cards have two layers: – Background layer contains shared elements. Foreground layer contains content specific to that card or slide. • Ex: Toolbook & Hypercard 6 HyperCard 1987 ToolBook 2004
  • 7. CARD METAPHOR • Benefits of card layers. – Background content is created once, which saves development time. – Common background layer provides consistent design. – File sizes are minimized by sharing background elements. 7
  • 8. ICON METAPHOR • Icons define media and forms of interactivity. • Icons are placed on a flowline to create the application structure. – Each icon has a dialog box with properties and parameters identified by the developer. – Flowlines let developers visualize and adjust the structure of the application. • Branching routines add controls for user interaction. • Ex: Authorware by Macromedia 8
  • 9. ICON METAPHOR • Flowline is a graphical representation of the relationships between components of the application. 9
  • 10. TIMELINE METAPHOR • Organizes media and interactivity as sequence of frames. – Each frame can have multiple layers. – Layers define the stacking order of the content to be displayed. • Appropriate for dynamic media as the media can by synchronized precisely over time. 10
  • 11. TIMELINE METAPHOR • Popular timeline-based applications include Director and Flash. • Best used when animation or video is central to the application. 11
  • 12. THE AUTHORING PROCESS 12 A SERIES OF INTERRELATED TASKS FROM PROJECT DESIGN TO DELIVERY.
  • 13. APPLICATION DESIGN • Authoring software supports the design process. – Outline view in PowerPoint structures presentation. – Storyboard development is common in complex applications. • Storyboard is a series of screen sketches to guide development process. 13
  • 14. IMPORTING CONTENT • Media is generally created in media-specific applications and imported into the authoring environment. – File formats for imported media are important. – Conversion utilities within the application are useful. 14
  • 15. CREATE AND EDIT CONTENT • All authoring applications include some tools for creating and editing media content. For example: – Text adjustments to font size and color. – Paint tools to add shapes and edit image features. – Sound adjustment on volume, duration. – Animation changes to speed and direction. 15
  • 16. INTEGRATION, SYNCHRONIZATION, & PLAYBACK • Techniques for integration are based on the metaphor (card, icon, timeline). • Sounds, animations and transitions must be synchronized to present a unified flow of information. • Playback of the content is often dependent on hardware factors. Timing controls can be established to ensure correct playback. 16
  • 17. ESTABLISHING NAVIGATION • Authoring software can establish the order of the content on playback. • Basic navigation structures include: – Linear or sequential – Hierarchical – Networked – Conditional. 17
  • 18. PROGRAMMING • Provides more flexibility and control. – For projects with extensive interactivity, custom features. • Two programming methods. – Script: series of commands specifying properties or behavior of an element in the project. • Commands are interpreted as the project is executed. • Ex: Lingo Scripting Language included in Director, ActionScript in Flash – Icon: dialog boxes allow the developer to specify parameters for icon's use. • Does not require programming knowledge but does limit commands to icon parameters. 18
  • 19. DATABASE SUPPORT • Some projects may require access to a collection of related files to store and retrieve user input. – Tutorials have databases of related facts to test comprehension. – User stores answers for future reference and scoring. • Authorware and Director applications offer an interface to a database. 19
  • 20. PREVIEW, TEST, DEBUG • Projects are created in the development mode. – Necessary to preview the project as it will appear in the final product and test the components of the screen displays. – Authoring applications often have a preview mode to test the assembled project during development. • Debugger tools can identify errors in program code. 20
  • 21. PROJECT DELIVERY • Projects are published so they play outside the authoring environment. • Two approaches to publishing. – Project requires a separate player program to present the multimedia content. • QuickTime, Flash, and MediaPlayer programs are free player downloads. – Project embeds the player in the multimedia project. • Larger files, but project is a stand-alone application. 21
  • 22. CHOOSING AN AUTHORING APPLICATION • No single authoring tool is suitable for all projects. To select the right application: – Consider the subject (static or dynamic media). – Consider the media (source file formats compatible). – Consider delivery (where used, means of distribution). – Consider maintenance (expertise needed to revise content, frequent update cycles). 22
  • 23. WRAP UP • Authoring applications – Integrate and synchronize media elements, add interface and interactivity, and deliver a project. • Authoring metaphors – Card, Icon, Timeline. • Applications have tools built in to support basic authoring functions. • Choosing an application depends on project needs. 23

Hinweis der Redaktion

  1. View the background layer of this presentation to demonstrate the two layers and consistent content in the background layer. Have students identify the elements on the slide that would be in the background layer and those in the foreground layer of the image from a PowerPoint presentation.
  2. Have students comment on media editing features in PowerPoint.
  3. Consider hardware factors that can impact playback consistency and could adversely affect the project. Processor speed and optical disc access times can have a major impact on smooth playback.
  4. Consider how each structure controls the playback and the type of project best suited to different methods. For example linear structure is best for a set of directions that must be followed in a set order.
  5. Review popular scripting and icon programming techniques currently in use.
  6. Discuss the advantages and disadvantages of publishing a project to require a separate player, or embed the player into the project. The latter is often used on CD or DVD distribution since there is adequate storage to contain the player file and the developer is assured the proper program is available for playback. Web multimedia projects rely on a Player program on the client computer. This reduces file size for speedier download times. Client, however, may need to download the latest update of the player software on their computer.
  7. Use this screen to consider the advantages and disadvantages of a multimedia project done in PowerPoint and one done in Director or Flash.