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INTRODUCTION TO MULTIMEDIA

Unit I – Introduction to Multimedia :

Elements of Multimedia, Growth of Multimedia, Major categories of Multimedia and other categories of Multimedia.

UNIT I – INTRODUCTION TO MULTIMEDIA

Introduction :

Fundamental to the development and delivery of multimedia is a computer capable of incorporating various elements, such as sound, animation, and providing an environment in which the user can interact with the program.

Definition :

Multimedia can be defined as a computer based interactive communication process that incorporates text, graphics, sound, animation and video.

The ability of the user to interact with the program is perhaps the single most critical features of multimedia. A movie is an examples of a medium that combines numerous elements such as graphics, sound and animation. But a movie is presented in a linear way. It is passive or non-interactive. The viewer has little control over how the content is presented. Multimedia, on the other hand, allows the content to be presented in a nonlinear way, with the user being active rather than passive. Thus, it is interactive.

Benefits of Multimedia

Deeper understanding :

According to research, a benefit of multimedia learning is that it takes advantage of the brain's ability to make connections between verbal and visual representations of content, leading to a deeper understanding, which in turn supports the transfer of learning to other situations. All of this is important in today’s 21st century classrooms, as we are preparing students for a future where higher-level thinking, problem solving and collaborative skills will be required.

Improved Problem Solving :

A large percentage of the human brain dedicates itself to visual processing. Thus, using images, video and animations alongside a text stimulates the brain. Student attention and retention increase. Under these circumstances, in a multimedia learning environment, students can identify and solve problems more easily compared to the scenario where teaching is made possible only by textbooks.

Increased Positive Emotions :

According to psychologist Barbara Fredrickson, experiencing positive emotions makes people see more possibilities in their lives. Using multimedia during instructions impacts student's mood during the learning process. With a positive attitude they learn better and tend to be more proactive.

Access to vast variety of information :

With computers, tablets, smart phones and the internet, students are today better equipped than ever to search and find the information they need. A study revealed that 95% of students, who have access to internet, use it to search for online information. Sharing the information and participating in class discussions is done in a more confident way when access to information is as easy as today.

World Exploration :

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

Advantages of Multimedia

Creativity : It brings more life to discussions.

Variety : It caters all types of learners.

effective : Cost- Multimedia mostly requires only a one-time purchase of devices and software, which can be used unlimited times thereafter.

Evaluation : It offers ideal learning assessment tools which are also entertaining for the students.

Realistic Approach : It provides approaches which make learning more realistic.

Wide Variety of Support : Multiple media formats are available for use, with different models being able to create multimedia.

Trendy : The current trend of culture leans toward technology, and a great number of resources are being made available for different media formats.

Disadvantages of Multimedia

Accessibility : Multimedia requires electricity to be operated, which may not be available in some rural areas or may not be consistently available due to shortages and blackouts.

Distracting : Multimedia may take away the focus from the lesson due to its attention-grabbing formats.

Costly : Production of multimedia is more expensive than others because it is made up of more than one medium. Production of multimedia requires an electronic device, which may be relatively expensive. Multimedia requires electricity to run, which adds to the cost of its use.


Time Consuming : Creating multimedia requires more time.

Requires Mastery : Multimedia requires consistent and long practice to master, which may take a lot of time and energy from the user.

Limited Support/Compatibility : There is a wide variety of gadget models which arouses incompatibilities of media formats.

Fragile : The device used for multimedia must be used with care; exposure to moisture or other elements could cause expensive, irreparable damage which would require another purchase of a device.

THE ELEMENTS OF MULTIMEDIA

The multimedia is formed with the combination of five elements or components such as Text, Graphics, Sound, Video and Animation. These elements are used to create multimedia applications.

GROWTH OF MULTIMEDIA

One indication of phenomenal growth of multimedia is the number of households that own a multimedia computers, that is, a computer with a CD-ROM drive, audio card and speakers.

Another indication of the growth of the multimedia industry is the increase in the number of multimedia titles.

The reasons for the extraordinary growth of multimedia and can be looked at from a marketing and a user standpoint.

GROWTH FROM A MARKETING STANDPOINT Price :

Economics tells us that as price declines, demand increases. Price of multimedia titles fell from an average of $100 in 1992 to an average of $30 in 1996. Similarly the price of new computers capable of playing CDs dropped from around $2500 to less than $1500. For people who owned a computer and wanted to upgrade it to play multimedia CD titles(CD-Rom drive, sound card and speakers) the price dropped from about $1000 to less than $300.

Hyper :

It is a situation in which something is advertised and discussed in newspapers or on television etc in order to attract everyone’s interest. Graphic artists, instrumental designers, video producers, programmers & musicians began to learn the new technology that would drastically affect their profession. It is best suitable to use in training centers to teach.

Value added :

Most personal computers at work and home are used primarily for word processing, a huge improvement over the typewriter, but hardly the best use of the technology. Now, with an investment of a few hundred dollars, the computer can be changed into an entertainment center, educational resource, and marketing tool. Adding value to an existing product is a way to enhance its appeal.

GROWTH FROM A USER STANDPOINT User Control :

Multimedia empowers the user by giving the user control. And empowerment is motivating. No long must learning be someone lecturing at us in a mostly one way, passive process. No long are we constrained by the limitations of the printed page. No longer do we have to manipulate the VCR to find the desired video clip. The user decides what information to access, when to access it and the way it will be presented. The user decides if he or she needs to review once more or get additional help.

Individualization :

It is very closely associated with the user control that the ability of a multimedia title is to address different learning style & needs. One person may want to focus on listening skill while another may want to practice vocabulary. Another form of individualization is adjusting the level of difficulty based on user actins for example, playing video games.

Action :

Reading a book, listening to a lecture, and watching a videotape are somewhat passive processes. Using a computer to play a flight simulator game or dissecting a frog in a virtual lab are active process. Finally, you decide to test your knowledge of the passage by taking a quiz and getting immediate feedback. Based on the feedback, you decide to review the material again or go on to a new passage – an active process.

THE MAJOR CATEGORIES OF MULTIMEDIA TITLES

It is useful to distinguish between different categories of multimedia, because creating a multimedia title may depending on the category. For example, the use of animated cartoon characters might be appropriate for a multimedia game, but inappropriate for a marketing presentation.

ENTERTAINMENT

Game developers were pioneers in the use of multimedia. The developer needs to attract, engage, captivate and challenge the graphics. Multimedia developers have taken the emphasis from pure action to action plus storytelling, from games to entertainment, from the physical to the mental. Multimedia can incorporate the fast action, vivid colors and 3-Danimations and elaborate sound effects that are essential in entertainment. It can also provide the rewards, recognition, and sense of accomplishment that are often a part of entertainment titles.

EDUCATION

Multimedia facilitates learning – to help the student gain a knowledge, acquire specific skills and function successfully in society. Multimedia can accommodate different learning styles: some students learn better through association, others by experimentation; some are more visually oriented and other are more auditory. Multimedia can present the material in the way we think in a manner that is nonlinear. Multimedia will provide the feedback for the users, so that the user can adjust the level of difficulty and can evaluate the skills. Multimedia is used to produce computer based training courses, reference books like encyclopedia and is also used for modeling & simulation in scientific research.

 

MARKETING AND TRAINING

The ultimate goal of a marketer is to sell a product, service or idea, usually through informing and persuading. The marketer must attract attention to a message. Multimedia can accomplish this through the use of sound, animation and graphics and addressing specific needs of a target audience. Companies now distribute their product catalogs on CD-ROM, allowing buyer to customize the product and then order. Touch screen kiosks are placed in shopping malls, retail stores and car dealerships. Home pages on the World Wide Web provide interactive, online shopping via the Internet.

PRESENTATION AND TRAINING

Thousands of multimedia presentations are made in the business world every day. Company CEO gives the annual report to a meeting of stockholders. Sales reps pitch their product line to a group of potential customers. A conference keynote speaker tells an audience about industry trends. From an electronic slide show to an interactive video display, multimedia can enhance presentations. Multimedia gives the presenter a tool to attract and focus the audience attention. Another form of corporate communications involves training employees using multimedia-enhanced materials.

OTHER CATEGORIES OF MULTIMEDIA

EDUTAINMENT

As the name suggests, edutainment is the combination of education and entertainment. It is very easy to attract the learners and the audience. It instructs the audience by embedding the lessons in form of entertainment such as television program, computer games. Many multimedia titles, especially children’s games such as Math Blaster, fit this category.


TRAINING

Multimedia titles that focus on developing specific skills usually related to a particular job are called training titles. The Boing Company has an entire training division dedicated to developing multimedia titles that instruct mechanics and pilots on new aircraft systems. Holiday Inn uses a computer based interactive role playing game to improve customer service.

RECREATION

It is proposed for use in community education environments, home school environments, traditional school environment or as a supplement & fun addition to any education program. Hobbies and sports are examples of the types of titles that could be classified as recreation. These often give the user a vicarious experience such as being able to play the most famous golf courses in the world or simulate flying over 3-D cityscapes.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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