Professional Documents
Culture Documents
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twentieth century, it brought the video and has changed the world of mass
communication.
Origin of multimedia is frequently connected with the emergence of
Memex. Memex is a mechanical device designed by Bush in 1945 for storing,
organizing and retrieving information in the form of text and graphics (Bush,
1945). Doug Englebert, in 1962, designed a system called NLS (oN Line
System) which had interactive multi-user editing and branching of different
files and texts having searching facility (Engelbart, 1993).
In 1965, Theodor Nelson had designed a system named as hypertext in
1965, which was based on the concept of Memex (Nelson, 1965). Hypertext
means a non sequential reading and writing, allowing authors to link
information, create paths through a corpus of related material, annotate existing
text, create notes and points readers to either bibliographical data or the body of
the referenced text. It is text in electronic form that take advantage of the
interactive capabilities (Conklin, 1987). When text is stored in a computer, the
computers powerful processing capabilities can be applied to make the text
more accessible and meaningful. The text can then be called hypertext, because
the words, sections and thoughts are linked. The user can navigate through text
in a nonlinear way, quickly and intuitively.
Hypertext systems are currently used for electronic publishing and
reference works, technical documentation, educational courseware, interactive
kiosks, electronic catalogues, interactive fiction, text and image databases.
Another development in this field is hypermedia. A multimedia program
developed in a hypertext environment is hypermedia. It is simply the extension
of hypertext that incorporates other media elements in addition to text. With
hypermedia systems, author can create linked corps of materials that include
text, static and animated graphics, video, sound, music etc. (Yankelovich,
Haan, Meyrowit & Drucker, 1988). The basic difference between hypermedia
and multimedia is in the organization and the linkages of the information
fragments. The information fragments in the multimedia are organized linearly
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3.3.1 Text
Text or written language is the most common way of communicating
information. It is one of the basic components of multimedia. It was originally
defined by printed media such as books and newspapers that used various
typefaces to display the alphabet, numbers, and special characters. Although
multimedia products include pictures, audio and video, text may be the most
common data type found in multimedia applications. Besides this, text also
provides opportunities to extend the traditional power of text by linking it to
other media, thus making it an interactive medium.
(i) Static Text
In static text, the words are laid out to fit in well with the graphical
surroundings. The words are built into the graphics just like the graphics and
explanation given in the pages of the book, the information is well laid out and
easy to read. The learners are able to look at the pictures and read the textual
information, as they are available on the similar screen (Kindersley, 1996).
(ii) Hypertext
A hypertext system consists of nodes. It contains the text and links
between the nodes, which define the paths the user can follow to access the text
in non-sequential ways. The links represent associations of meaning and can be
thought of as cross-references. This structure is created by the author of the
system, although in more sophisticated hypertext systems the user is able to
define their own paths. The hypertext provides the user with the flexibility and
choice to navigate through the material. Text should be used to convey
imperative information and should be positioned at appropriate place in a
multimedia product. Well-formatted sentences and paragraphs are vital factors,
spacing and punctuation also affects the readability of the text. Fonts and styles
should be used to improve the communication of the message more
appropriately.
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3.3.2 Image
Images are an important component of multimedia. These are generated
by the computer in two ways, as bitmap or raster images and as vector images.
(i) Raster or Bitmap Images
The most common and comprehensive form of storage for images on a
computer is a raster or bitmap image. Bitmap is a simple matrix of the tiny dots
called pixel that forms a raster or bitmap image (Vaughan, 2008). Each pixel
consists of two or more colours. The colour depth is determined by how much
data, in bits is used to determine the number of colours e.g. one bit is two
colours, four bits means sixteen colours, eight bits indicates 256 colours, 16
bits yields 65,536 colours and so on. Depending on the hardware capabilities,
each point can display from two to millions of colours. Comprehensive image
means that an image looks as much as possible like the real word or original
product. This means that the proportion, size, colour, and texture must be as
accurate as possible. Bitmap formats are Windows Bitmap (BMP), Device
Independent Bitmap (DIB), and Windows Run Length Encoded (RLE)
(Hillman, 1998).
(ii) Vector Images
Vector images base on drawing elements or objects such as lines,
rectangles, circles and so forth to create an image. The advantage of vector
image is the relatively small amount of data required to represent the image and
therefore, it does not requires a lot of memory to store. The image consists of a
set of commands that are drawn when needed. A bitmap image requires the
number of pixels to produce appropriate height, width and colour depth, the
vector image is based on a relatively limited number of drawing commands.
The falls drop of vector images is the limited level of detail that can be
presented in an image (Hillman, 1998). Mostly used vector format is Windows
metfile in windows operating system.
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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. Compression formats used for this purpose are GIF,
TIFF and JPEG.
3.3.3 Animation
Animation consists of still images displayed so quickly that they give
the impression of continuous movement. The screen object is a vector image in
animation. The movement of that image along paths is calculated using
numerical transformations applied to their defining coordinates. To give the
impression of smoothness the frame rate has to be at least 16 frames per
second, and for natural looking motion it should be at least 25 frames per
second. Animations may be two or three dimensional. In two dimensional
animation the visual changes that bring an image alive occur on the flat X and
Y axis of the screen, while in three dimensional animation it occurs along the
entire three axis X, Y and Z showing the image from all the angles. Such
animations are typically rendered frame by high-end three dimensional
animation softwares. Animation tools are very powerful and effective. There
are two basic types of animations, path animation and frame animation.
(i) Path Animation
Path animations involve moving an object on a screen that has a
constant background e.g. a cartoon character may move across the screen
regardless any change in the background or the character.
(ii) Frame Animation
In frame animations, several objects are allowed to move simultaneously
and the objects or the background can also change.
The moving objects are one of the most appropriate tools to enhance
understanding, as they allow the learner to see the demonstration of changes,
processes and procedures (Earnshaw & Vince, 1995). Animation uses very
little memory in comparison to digital video as it consists of drawing and
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quality of the captured sound when it is played back (Vaughan, 2008). The
quality of digital audio also relies on the quality of the original audio source,
capture devices, supporting software and the capability of playback
environment.
The main benefit of audio is that it provides a channel that is separate
from that of the display (Nielson, 1995). Sound plays a major role in
multimedia applications, but there is a very fine balance between getting it
right and overdoing it (Philips, 1997). Multimedia products benefit from digital
audio as informational content such as a speech or voice-over and as special
effects to indicate that a program is executing various actions such as jumping
to new screens. The three sampling frequencies used in multimedia are CDquality 44.1 kHz, 22.05 kHz and 11.025 kHz. Digital audio plays a key role in
digital video.
3.3.5 Video
Video is defined as the display of recorded real events on a television
type screen. The embedding of video in multimedia applications is a powerful
way to convey information. It can incorporate a personal element, which other
media lack. The personality of the presenter can be displayed in a video
(Philips, 1997). The video may be categorised in two types, analog video and
digital video.
(i) Analog Video
Analog video is the video data that is stored in any non-computer media
like videotape, laserdisc, film etc. It is further divided in two types, composite
and component analogue video.
Composite Analog Video has all the video components including
brightness, colour, and synchronization, combined into one signal. Due to the
composition or combining of the video components, the quality of the
composite video is resulted as colour bleeding, low clarity and high
generational loss (Hillman, 1998). Generational loss means the loss of quality
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when the master is copied to edit or for other purpose. This recording format
was used for customer analog video recording tape formats (such as Betamax
and VHS) and was never adequate for most multimedia presentations
(Vaughan, 2008). Composite video is also susceptible to quality loss from one
generation to other.
Component analog video is considered more advanced than composite
video. It takes different components of video such as colour, brightness and
synchronization and breaks them into separate signals (Hillman, 1998). S-VHS
and Hi-8 are examples of this type of analog video in which colour and
brightness, information are stored on two separate tracks. In early 1980s, Sony
has launched a new portable, professional video format Betacam in which
signals are stored on three separate tracks (Vaughan, 2008).
There are certain analogue broadcast video standards commonly used
round the globe. These are National Television Standard Committee (NTSC),
Phase Alternate Line (PAL), Sequential Colour with Memory (SECAM) and
HDTV. In the United States, Canada, Japan NTSC standard is used, while in
United Kingdom, China, South Africa PAL is used. SECAM is used in France.
A new standard has been developed known as High Definition Television
(HDTV) which bears better image and colour quality in comparison to other
standards.
(ii) Digital Video
It is the most engaging of multimedia venues, and it is a powerful tool
for bringing computer users closer to the real world (Vaughan, 2008). Digital
video is storage intensive. A high quality colour still image on a computer
screen requires one megabyte or more of storage memory. To provide the
appearance of motion, picture should be replaced by at least thirty times per
second and the storage memory required is at least thirty megabyte for one
second of video. The more times the picture is replaced, the better is the quality
of video.
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the location of the users finger when it touches the screen. Touch screens are
excellent for applications in a kiosk, at a trade show or in a museum delivery
system.
(d) Scanner
Scanner is the most useful equipment used in a multimedia project. It
may be flat bed, hand held and drum scanners. The most commonly used
scanner for multimedia application is colour flatbed scanners that provide
resolute of 600 dots per inch (dpi) or better.
(e) Optical Character Recognition Device
After scanning, a document can be converted into a word processing
document on the computer without retyping or rekeying, with the help of OCR
system. OCR system uses a combination of hardware and software to recognise
characters. Some examples of OCRs are omni page from Scansoft, Recore
from Maxsoft-Ocron. The OCR terminal can be of use to a multimedia
developer because it recognizes not only printed characters but also
handwriting. This facility may be beneficial at a kiosk or in general education
environment where user friendliness is a goal, because there are growing
demand for a more personal and less technical interface to data and
information.
(f) Voice Recognition System
Voice Recognition systems can be used for the hands-free interaction
with the computer. These behavioural biometric systems usually provide a
unidirectional cardioid, noise cancelling microphone that automatically filters
out background noise and learn to recognize voice prints. These systems can
trigger common menu events such as save, open, quite, print and other
commands that are more specific to the application.
(g) Digital Camera and Video Camera
Digital cameras capture the still image or video of a given number of
pixels (resolution) and the images are stored in the cameras memory to be
uploaded later to a computer. The resolution of digital camera is determined by
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processing projectors, and liquid crystal on silicon projectors may be used for
the multimedia applications.\
(e) Printers
With the advent of reasonably priced colour printers, a hard copy output
has entered the multimedia scene. Many printers are available in the market i.e.
laser printer, solid-ink printer, dye-sublimation printer, liquid inkjet printer and
printers based on toner technology. Laser printers are the best in terms of
quality output.
(iii) Storage Devices
Multimedia data requires very high storage capacity. The storage
devices used are given as follows.
(a) RAM
The Random Access Memory should be very good for graphics, audio
and video production and writing multimedia products. Graphics memory also
called VRAM (Video random access memory) for high resolution colour
display may be used.
(b) Hard Disc
There should be relatively fast hard drive systems for processing
graphics, audio and video. Now fast, less expensive and large capacity HDD
are available in the market. 120GB Hard disc is recommended for multimedia
production.
(c) Magnetic Tapes
It is a plastic ribbon which is usually inch or inch wide, and 50 to
2400 feet long. Data are recorded on the tape in the form of tiny invisible
magnetised and non-magnetised spots on the coated surface of the tape. The
tape ribbon is itself stored in reels or in small cartridge or cassette. Four mm
digital audio tape is most widely used type of magnetic tape in multimedia
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serial and parallel ports, MIDI port, joystick port and support for either
Microsoft Windows version 3.0, with multimedia extensions, or for Windows
version 3.1.
These standards were updated in 1993 with Level-2 specifications, and
again updated in 1995 as MPC-3. The MPC-3 standard delineates the
specifications for multimedia as 75 MHz Pentium Processor, 8 MB RAM, 540
MB Hard disc, 3.5-inch high-density Discette drive, Quad speed CD-ROM
drive with a 600 KB per-second data transfer rate, 16-bit, wave-table, MIDI
sound card, MPEG-1 hardware and software capable of 30 frames per second,
352 by 240 pixels, 15 bits per pixel (Vaughan, 2008). Current machines have
surpassed even this level, with storage space now measured in terabytes
standard on most PCs, RAM in gigabytes, and up to a 200 MHz processor
speed on the Pentium chip.
3.4.1.2 Software Requirement
Multimedia softwares are authoring tools, which provide an important
framework for organizing and editing the elements of multimedia including
graphics, sound, animation and video. Tools for authoring and programming in
multimedia
applications
include
Director,
Aurhorware
Professional,
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Plain text files can be opened, read, and edited with most text editors.
Examples include Notepad (Windows), edit (DOS), ed, emacs, vi, vim, Gedit
or nano (Unix, Linux), SimpleText (Mac OS), or TextEdit (Mac OS X). Other
computer programs are also capable of reading and importing plain text. Plain
text is the original and ever popular method of conveying e-mail. HTML
formatted e-mail messages often include an automatically-generated plain text
copy as well, for compatibility reasons.
(ii) Image Formats
(a) TIFF (Tagged Image File Format)
This format came into use with Windows 3.1. It is uncompressed and
can be quite large. For this reason, BMP is seldom used for the large or highresolution images.
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This format was designed for maximum image compression. JPEG uses
loosy compression, which refers to a compression scheme that actually looses
some of the data needed to reconstruct the image. It works well on
photographs, naturalistic artwork, and similar material but does not work well
on lettering, simple cartoons, or live drawings. The rationale behind loosy
compression is that the human eye does not miss the lost information.
(f) TGA (Tagra)
This was the first popular format for high-resolution images. The name
comes from the original Targa board, the first true-colour video board. Most
video-capture boards support TGA, as do most high-end paint programs.
(g) PNG (Portable Network Graphics)
An extensible file format for the loss less, portable, well compressed
storage of raster images. PNG provides a patent free replacement for GIF and
can also replace many common uses of TIFF. PNG is designed to work well in
online viewing applications, such as the worldwide web, so it is fully
streamable with a progressive display option.
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The most popular audio file format used mainly in windows for storing
uncompressed sound files. It can be converted to other file formats like MP3to
reduce the file size.
(b) MP3 (MPEG Layer-3 Format)
A free, open source container format that can be compared to MP3 files
in terms of quality.
(d) AU
It is a standard audio file format used by Sun, Unix and Java. The audio
in AU file format can be compressed.
(e) AIFF (Audio Interchange File Format)
A standard audio file format used by Apple which is like a WAV file for
the Mac.
(f) WMA (Windows Media Audio)
Real Audio format is designed for streaming audio over the Internet.
The digital audio resources are usually stored as a computer file in
computers hard drive or CD-Rom or DVD. There are multitudes of audio file
formats, but the most common formats are wave files (.WAV) and MPEG
Layer-3 files (.MP3), WMA and RA. Following are the commonly used digital
audio file formats (Rajashekharan & Nafala, 2009).
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AVI is the file format used by Video for Windows, one of three video
technologies used on personal computers. In AVI, picture and sound elements
are stored in alternate interleaved chunks in the file.
(b) MPEG (Moving Picture Experts Group)
software,
audio/video
production,
royalties,
legal
expenses,
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in
proposal
writing,
having
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good
negotiation
skills,
good
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Final multimedia
product ready for consultation is a joint effort of the team. The production
manager identifies the content for a project, while the web master provides its
access to a wide range of community through web-services.
networking
sites
like
Orkut
(www.orkut.com),
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India for serving the educational sector of the country for emulating virtual
classroom in an effective manner. It is specially configured for the audiovisual
medium, employing digital interactive classroom and multimedia multi-centric
systems. Consortium for Educational Communication (CEC), an autonomous
body of University Grants Commission (UGC) has started regular transmission
through EDUSAT from 2005 (Behera, n.d.). UGC has established Educational
Multimedia Resource Centres (EMMRCs) in different parts of the country for
the production of multimedia resources for educational purpose.
The University Grants Commission (UGC), Indira Gandhi National
Open University (IGNOU) and several state institutions of education continued
to broadcast educational programs through national and regional channels of
Doordarshan. The Ministry of Human Resources Development (MHRD)
together with UGC had initiated setting up of four satellite television channels
for educational purpose named as Gyan Darshan 1, 2, 3 and 4. An FM Radio
channel named as Gyan Vahini operating through FM stations from various
parts of the country was initiated in 2001, now having more than 40 stations.
Each Gyan Vahini station operate as media cooperatives, with multimedia
products produced by various ministries, educational institutions, autonomous
bodies, national level institutions such as UGC, NCERT, IGNOU, IITs and
open universities. IGNOU has developed many multimedia programs for
teaching various subjects like chemistry, language, biology etc. to its students.
(ii) Entertainment
The remarkable advancement in the entertainment industry is only
because of multimedia technology. Multimedia technology is a must need in
each and every mode of entertainment. It is used in entertainment via radio,
TV, online newspapers, online gaming, video on demand etc.
The digitization of radio was made possible by introduction of DAB
(digital audio broadcasting), is an example of how the broadcasting of radio
programs combined with still or moving images will likely lead to a similarity
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for
real-time
teleconferencing.
High
resolution
projectors
are
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tiny digital cameras are inserted in human body and it can display the inner
scene of the body. In this way doctors are able to see the inner part without
actually dissecting it. This technique is used in operations having very small
cut on the human body. Video showing open-heart surgery with an audio
narrative can serve as preparation for the real event (Hasebrook & Gremm,
1999).
(v) Public Places
Multimedia is available in libraries, museums, malls, airports, railway
stations, banks, hotels, trade shows and exhibitions and many other public
places in the form of kiosks, providing information and help for customers.
Multimedia kiosks are an interesting means of presenting information, and
have been used in advertising, retailing, banking, education & training for the
automatic provision of information and advice. Kiosks are means of providing
a wealth of product information, tailored to individual needs and presented in
an interesting and user-friendly fashion (Rowly, 1995). The information
presented in kiosk are enriched with animation, video, still pictures, graphics,
diagrams, maps, audio and text. Such systems reduce demand on traditional
information booths, add value and available around the clock. Banks are using
kiosks in the form of ATM machines.
(vi) Multimedia Conferencing
Multimedia conferencing or video-conferencing is a system that
simulates face-to-face interactions among participating users, located far from
each other, as if they were sitting and discussing in a single room. In this
system each participating user has a personal computer with video camera and
a mic attached to it. The personal computers of all the users are interconnected
through a high-speed network capable to transmit data containing audio and
video. The coordination support software coordinates the proceeds of the
conference, and resolves any conflicts when multiple users want to
communicate simultaneously. In this way videoconferencing takes place.
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(Ramaiah, 1998). With the introduction of digital media the libraries started
digitizing the old formats into new multimedia formats. These resources are
either organized on shelves or in a digital library accessible through networks.
The librarian has to organise these varying types of resources and provide
efficient access to the users. There are many libraries, having rich collection of
multimedia resources e. g. Library of Congress, British Library, Bibliotheca
Alexendrina, libraries of major news channels etc like BBC, Doordarshan,
Discovery channel etc.
Other multimedia information resources available in the libraries are
commercial multimedia tools available in market. Any library can purchase
and provide these tools to its users. These also come in libraries in the form of
accompanying materials. Many leading and prominent publishers have now
converted their reference books including encyclopaedias, dictionaries,
handbooks, etc. from the traditional print form to interactive multimedia
format. Some examples are (1) Encyclopaedia: Cromptons interactive
encyclopaedia, Britannica Video CD, World Book Multimedia Encyclopaedia
(2) Dictionaries: Oxford English Dictionary, The Dictionary of Living World
(3) Reference Books: Earth Quest, Interactive Periodic Table (4) Electronic
Books: Manual of Medical Therapeutics, The Electronic Whole Earth
Catalogue etc.
(f) Digital Multimedia Libraries
Digital libraries are basically decentralized and easily extensible, able to
support inter operability between different tools, applications and systems,
support heterogeneity both in terms/forms of data and systems/tools supported,
able to support a rich information seeking environment, and scalable in terms
of the size of the system (users, tools, information). Digital information may
include digital books, scanned images, graphics, data, digitized audio-visual
clips etc.
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3.7 Conclusion
Information Technology has become ubiquitous with current and future
social and organizational growth. The rapid developments in IT brought
revolutionized changes in the flow and content of information and related
formats and technologies and become a key ingredient in bringing up great
changes in over all aspects of society. Multimedia is a fertile ground for both
research and development of new products, because of the breadth of possible
usage, the dependency on a wide range of technologies, and the value of
reducing cost by improving technology. The technology is being used in
developing many applications for primary as well as higher education,
entertainment, health services, public places and many more. With the advent
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of low cost computers and easy to use word processing software, computer
based image processing techniques paved way for digitized information
comprising textual to multimedia - data consisting of text, images along with
digitized voice and video. Thus the information stored in libraries has taken a
major shift from volume-limiting printed to limitless multimedia digital form.
The libraries and information centres instigate production of multimedia
resources in various forms, however archival collection of library also have
audiovisual and multimedia resources. All these resources are either organized
on shelves in the multimedia library or in a digital multimedia library having
different content forms. i. e. text, music, videos, images, which can be accessed
simultaneously from geographically distributed areas through internet.
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