Multimedia is the combination of various media types like text, graphics, audio, video and animation. It enhances communication and understanding by representing information through multiple formats. Multimedia objects contain different file types and can be linked to genealogical data. Multimedia has various uses in businesses, education, homes and public places through presentations, games, simulations and virtual reality. It benefits learning, advertising and information sharing.
3. What is multimedia?
• Multimedia is a combination of text, graphics, art, sound, animation and
video elements.
• User’s perspective is –
Multimedia is to represent
information through audio,
video in addition to text,
image, graphics and animation.
• It enhances the communication
of the message and its
understanding.
• When you allow an end user to
control what and when the
elements are delivered,
it becomes dynamic multimedia
4. What others have to say about it
• Multimedia is a combination of time based media such as voice,
animation and video and along with space based media such as
text, graphics and images.
- Mr. Christine Hughes
• Multimedia is commonly defined as the combination of text,
graphics, audio, video and animation on the computer.
-Mr. Fox
• The term multimedia describes a new application oriented
technology that is based on the multi-sensory nature of humans
and the evolving ability of computers to convey diverse types of
information.
Mr. Little
6. Multimedia Objects
• Multimedia objects (OBJE) are files that
contain images, scanned documents, audio
recordings, video clips etc. that relate to some
fact within our genealogical data.
• A multimedia object may be linked with
several entities (person, family, source, …) and
vice versa.
7. Where should we store multimedia
objects?
• Multimedia files may be stored anywhere in
the network. But it is recommended to keep
them in a folder structure within the folder of
the GEDCOM file. Thus only relative paths are
kept, and a transfer of our genealogical data
including pictures, document scans or audio
files is much easier.
9. Uses of multimedia
• These days many industries are rapidly adapting
the uses of multimedia rich applications.
Multimedia enhances the traditional methods of
text based presentations.
• Following are some major areas of use of
multimedia –
– Multimedia in Business
– Multimedia in Education
– Multimedia at home
– Multimedia in public places
10. Multimedia in Business
• This is the mainstream market for multimedia
• This includes –
– Marketing
– Advertising
– Product demos
– Other methods like presentation, network
communication etc.
• For marketing, we need communication and it is
done through person, print, video, voice mail and
video conferencing
11. Multimedia in Business…
• Advertising is a backbone of any business system.
• Multimedia advertising is the driving force behind
the many value propositions.
• Multimedia authoring
tools provides a complete
alternative to video editing,
that reduces the video
production bottleneck and
allow more advertising to
be produced in less time.
12. Multimedia in Business…
• Presentations are most probably the largest application for
multimedia in business.
• As we know, all business requires a message to
communicate, whether to its staff, trading partners,
distributers or the customers.
• Some powerful multimedia presentation software’s are-
– Liquidpoint- powerpoint
with built in support for 3-D
– Flash presentation –
supports animation
– MagicLantern – Freeware
with cross platform compatibility.
13. Multimedia in education
• This is perhaps the most needy field for the multimedia.
• One of the challenges in teaching the engineering or any
other discipline, is trying to meet the need of the variety of
students (mainly in large classes)
• A survey of learning styles reveals that-
Students are visual, yet lectures are primarily verbal.
• Because of these, when we come to consider the computer
and learning, the debate focuses on the occasions when
adding videos, sounds and other elements might be useful.
• Multimedia softwares favor visual learners, images, graphs,
animations, movies etc.
14. Multimedia in education…
• Some softwares are-
– EDUSMART – smart and interactive classroom
– Chanakya ( Smart Learning based software for Std.1st
to12th Marathi & English Medium ) As par
Maharashtra State Board CBSE, ICSE Syllabus
– SmartGuru ( Smart Analysis based software for 12th
MHT-CET students to score more marks in exams )
• To know more
about Edusmart, visit
http://www.edusmart.co.in
15. Multimedia in education…
• Interactive video: these videos are such that a
user can interact using some input device say
mouse, touch screen or keyboard.
• Computer games
• Photographs and graphics
16. Multimedia in public place
• Kiosks : In recent years much effort has gone into the creation of online
resources.
• Kiosks are used in airports, shopping
malls, hotels, museum, galleries etc.
• These are computer based
information center which
reduces the demand of
books and available round the clock.
• In IIT Chennai, the information
center having a touch screen
monitor, giving information about
the campus, courses, number of
students in each stream, near by
visiting places and many more.
17. Virtual Reality
• This is a new field of multimedia, where user can interact
with a three-dimensional environment that sense the users
position and attempt to place you inside a real experience.
• There are three-dimensional software designing tools
which allow a developer to create the shapes, lightning and
other effects of virtual environment.
• The idea behind the concept of virtual reality is to show the
user a computer generated environment that adjust to you,
to your movements.
• It involves a high end user interface that involves real time
3D simulations and interactions through position and
motion tracking.
18. Uses of virtual reality
• Scientific simulators
• Air traffic control system (ATC)
• Games
• Architectural planning
• Business planning
• Education and training
19. Tools of a VR system
• Head-Mounted Display(HMD)
• Binocular Omni-Orientation Monitor(BOOM)
• Cave Automatic Virtual Environment(CAVE)
• Input devices and other technologies
20. HMD
• Head-Mounted Display (HMD): A head-
mounted display or helmet mounted
display, both abbreviated HMD, is a
display device, worn on the head or as
part of a helmet, that has a small display
optic in front of one (monocular HMD)
or each eye (binocular HMD).
• Evans and Sutherland demonstrated a
HMD in 1965.
• It took more than 20 years before VPL
Research introduced a commercially
available HMD named EyePhone.
21. HMD cont.
• A typical HMD has either one or two small
displays with lenses and semi-transparent
mirrors embedded in a helmet, eye-glasses
(also known as data glasses) or visor.
• The display units are miniaturised and may
include CRT, LCDs, Liquid crystal.
• Some vendors employ multiple micro-displays
to increase total resolution and field of view.
22. Types of HMD
• HMDs differ in whether they can display just a
computer generated image (CGI), show live images
from the real world or a combination of both.
• Most HMDs display only a computer-generated image,
sometimes referred to as a virtual image
• Some HMDs allow a CGI to be superimposed on a real-
world view. This is sometimes referred to as
augmented reality or mixed reality. Combining real-
world view with CGI can be done by projecting the CGI
through a partially reflective mirror and viewing the
real world directly. This method is often called Optical
See-Through.
23. BOOM
• The BOOM (Binocular Omni-Orientation
Monitor) from Fakespace is a head-
coupled stereoscopic display device.
• Screens and optical system are housed
in a box that is attached to a multi-link
arm.
• The user looks into the box through two
holes, sees the virtual world, and can
guide the box to any position within the
operational volume of the device.
• Head tracking is accomplished via
sensors in the links of the arm that holds
the box.
24. CAVE
• The CAVE (Cave Automatic Virtual
Environment) was developed at the
University of Illinois at Chicago
• provides the illusion of immersion by
projecting stereo images on the walls
and floor of a room-sized cube.
• Several persons wearing lightweight
stereo glasses can enter and walk
freely inside the CAVE.
• A head tracking system continuously
adjust the stereo projection to the
current position of the leading viewer.
25. Input devices and other technologies
• A variety of input devices like data
gloves, joysticks, and hand-held wands
allow the user to navigate through a
virtual environment and to interact
with virtual objects.
• Directional sound, tactile and force
feedback devices, voice recognition and
other technologies are being employed
to enrich the immersive experience.
• A data glove allows for interactions
with the virtual world: