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CHAPTER - 3

MULTIMEDIA TECHNOLOGY: AN INTRODUCTION


The objective of this chapter is to present a detailed account of multimedia
technology. The chapter commences with multimedia technology, its definitions,
genesis, components etc. It provides an overview of multimedia production, and its
application in various fields including libraries and information centers.

Computer technology has revolutionized the production of information


in the second half of the twentieth century. The traditional personal computers
have been text or data oriented until 1980s but after eighties a graphical
environment started. During1990s the power of information processing and
handling different media increased enormously and personal computers got
evolved as multimedia machines and the era of multimedia technology
emerged (Ramaiah, 1998). It has been said by computer technology research
reports 1993, that people retain only 20 percent of what they see and 30 percent
of what they hear. But they remember 50 percent of what they see and hear
(Keyas, 1994).
Multimedia technologies enable the users to integrate and manipulate
data from diverse sources such as video, images, graphics, animation, audio
and text on a single hardware platform. Now multimedia has become the latest
cultural phenomena in the information sector. The rapid ascent of multimedia
technology over the last decade has brought about fundamental changes to
computing, entertainment and education.
The exponential growth of multimedia technologies and applications has
presented the computerized society with opportunities and challenges that in
many cases are unprecedented. It is becoming more and more popular because
of the effectiveness of its applications in all aspects of human life. Multimedia
applications have progressed to the point of sparking a fundamental paradigm
shift in the very concept of information transfer and presentation.

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3.1 Multimedia: Definition


The term multimedia constituents of two words, multi and medium.
Multi refers to many i.e. at least two. Media is the plural of medium. Medium
refers to storage, transmission, communication, representation, presentation,
input interaction and perception, meaning that it can refer to different level of
abstraction. It also refers to a basic information type like text, graphics, images,
audio, animation, video etc. Therefore multimedia is as an integration of many
types of media (i.e. text, graphics, images, audio, animation, video etc) on a
single medium in the same information unit.
The Columbia Encyclopaedia has defined multimedia as in personal
computing, software and applications that combines text, high quality sound,
two and three dimensional graphics, animation, images, and full motion video.
(Lagasse, 2000).
According to Vaughan multimedia is any combination of text, sound,
animation and video delivered by computer or other electronic or digitally
manipulated means. It is a woven combination of digitally manipulated text,
photographs, graphic art, sound, animation, and video elements. (Vaughan,
2008).
Newton defines multimedia as the combination of different types of
media in the communication of information between two users and their
computers. The format in which the information for communication exists
differs, but it usually includes voice communication, sound processing and
image processing. Multimedia means that convergence of the technologies
from the different industries into a communication medium that presents the
synthesis of interactive computers, highly fidelity video and sound. Multimedia
is thus the combination of standard data processing with text, graphics,
animation, sound and video (Newton, 1998).
Dahmer defines the term as something that combines the capabilities
of technologies that used to be separate - it can combine things like text,

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graphics, sounds and still or motion pictures in a smooth way to present


information. Print, telecommunications, video, broadcasting and computers
have merged and the result is what we now call multimedia (Dahmer, 1993).
The simultaneous use of two or more different forms of media (text,
graphics, animation, sound and video) for effective information communication
is referred as multimedia. Graphics and sound, digital or analog video,
animations, hypermedia, interactivity, computer games, virtual reality,
electronic books, CD-ROM, HDTV, telecommunications and many others have
all been terms associated with the definition of multimedia at one time or
another (Stubley, 1994). Multimedia is a technology engaging a variety of
media including text, audio, video, graphics and animation either separately or
in combination, using computers to communicate ideas or to disseminate
information.

3.2 Genesis of Multimedia


The genesis of multimedia can be traced back from some notable
inventions. The invention of printing press in 1450 by Gutenberg brought a
revolution in the growth of recorded knowledge. Radio transmission was
invented by G. Marconi in 1885, and he detected radio waves beamed across
the Atlantic in 1901, which is now a major medium for audio broadcasting.
In the area of still pictures, the evolution of microfilm was in 1839 and
negative film in 1841. Photography came into existence in 1851. Moving
pictures i.e. cinematographic film was invented in 1870. Sound recording discs
came into existence in 1877 and magnetic tape-recorder in 1898. Sound tape
was used first time in the year 1899. In 1908, video tape and Television were
invented. Electronic camera was invented in 1934 (Taylor, 1982).
Evolution of microcomputers in 1945 had made revolution in the field
of computer technology. Optical storage system was evolved in 1985, and it is
notable in this regard (Vaughan, 2008). Television was the new media for

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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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whereas in hypermedia, these are organized non-linearly with links to each


other (Ramaiah, 1992).
Theodor Nelson started another project named as XANDU in 1960s, a
global literary system aimed as instantaneous repository and delivery system
for the published works like text, graphics, audio, video etc., so that any user
may rapidly get any frame or whole work (Nelson, 1980; Gregory, 1983). In
late 1970s, Van Dam designed a File Retrieving and Editing SyStem (FRESS)
by incorporating the best ideas of Engelbarts NLS (oN Line System) and
Hypertext Editing System (Van Dam, 1971). This was followed by another
system INTERMEDIA, designed by Meyrowitz at Brown University for
conducting research on use of hypertext in teaching (Yankelovich et al., 1988).
At the start of 1990s multimedia was meant as combination of text with
document images (Andleigh & Thakrar, 2003).
Multimedia technology got revolutionized with the introduction of
Internet. In 1991, Tim Berner Lee developed a global hypertext project known
as World Wide Web designed to allow people to work together by combining
their knowledge in a web of hypertext documents. He is the primary inventor of
the World Wide Web and HTML, the system of text links and multimedia
capabilities that made the Internet accessible to mass audiences (Berner-Lee,
n.d.).
In twenty-first century multimedia is used on internet for various
multimedia applications. Now most of the websites on internet have
multimedia capabilities. Multimedia blogs, audio and video archives, podcasts,
multimedia galleries, webcasts, multimedia in social networking websites etc
are todays common applications of multimedia on internet.

3.3 Components of Multimedia


There are five components of multimedia i.e. text, sound, images,
animation and video. These are explained in detail as under (Vaughan, 2008).

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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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moving instructions. Animation is very useful for such multimedia applications


where moving visuals are required, but where digital video may be unsuitable,
unnecessary, or too expensive in terms of disc space or memory.
3.3.4 Sound
Sound is probably the most sensuous element of multimedia. It is
meaningful speech in any language, from a whisper to a scream. It can provide
the listening pleasure of music, the startling accent of special effects, or the
ambience of a mood setting background. It can promote an artist, add interest
to a text site by humanizing the author, or to teach pronouncing words in
another language. Sound pressure level (volume) is measured in decibels,
which is actually the ratio between a chosen reference point on a logarithmic
scale and the level that is actually experienced.
(i) Musical Instrument Digital Identifier (MIDI)
Musical Instrument Digital Identifier (MIDI) is a communication
standard developed in the early 1980s for electronic musical instruments and
computers. It is the short hand representation of music stored in numeric form.
MIDI is the quickest, easiest and most flexible tool for composing original
score in a multimedia project. To make MIDI scores sequencer, software and
sound synthesizer is needed. A MIDI keyboard is also useful for simplifying
the creation of musical scores. Its quality depends upon the quality of musical
instruments and the capabilities of sound system. It is device dependent
(Vaughan, 2008).
(ii) Digital Audio
Digitised sound is sampled sound. The every nth fraction of a second, a
sample of sound is taken and stored as digital information in bits and bytes.
The quality of this digital recording depends upon how often the samples are
taken (sampling rate) and how many numbers are used to represent the value of
each sample (bit depth, sample size, resolution). The more often the sample is
taken and the more data is stored about that sample, the finer the resolution 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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Video requires high bandwidth to deliver data in networked


environment. This overwhelming technological bottleneck is overcome using
digital video compression schemes. There are video compression standards as
MPEG, JPEG, Cinepak and Sorenson. In addition to compressing video data,
streaming technologies such as Adobe Flash, Microsoft Windows Media,
QuickTime and Real Player are being implemented to provide reasonable
quality low bandwidth video on the web. QuickTime and Real Video are the
most commonly used for wide spread distribution.
Digital video formats can be divided into two categories, composite
video and component video. Composite digital recording formats encode the
information in binary (0s and 1s) digital code. It retains some of weakness of
analogue composite video like colour and image resolution and the generation
loss when copies are made.
Component digital is the uncompressed format having very high image
quality. It is highly expensive. Some popular formats in this category are
Digital Bitacam and D-5 developed in 1994 and DVCAM developed in 1996.
There are certain standards for digital display of video i.e. Advanced
Television System Committee (ATSC), Digital Video Broadcasting (DVB),
and Integrated Services Digital Broadcasting (ISBD). ATSC is the digital
television standard for the United States, Canada and South Korea, DVB is
used commonly in Europe and ISBD is used in Japan to allow the radio and
television stations to convert into digital format (Molina & Villamil, 1998).
Video can be used in many applications. Motion pictures enhance
comprehension only if they match the explanation. For example, if we want to
show the dance steps used in different cultures, video is easier and more
effective than to use any graphics or animation (Thibodeau, 1997).

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3.4 Production of Multimedia Resources


3.4.1 Infrastructure
Multimedia resources are based on the ability of the computer to
capture, process, and present text, pictures, audio and video. Selection of
proper hardware, software and file format for developing multimedia product is
based on the budget and type of content in the product and delivery
requirements. Following is a description of infrastructure requirement for
producing multimedia resources.
3.4.1.1 Hardware Requirement
The special hardware requirement can be described in four categories i.
e. Input devices, Output devices, Storage devices and Communication devices.
(i) Input Devices
Input devices usually used for the production of multimedia resources
are as follows.
(a) Keyboard
A keyboard is the most common method of interaction with a computer.
The most common keyboard for PCs is the 101 style, although many styles are
available with more or fewer special keys, LEDs, and other features.
(b) Mouse
A mouse is the standard tool for interacting with a graphic user
interface. The buttons on the mouse provide additional user input, such as
pointing and double-clicking to open a document, or the click and drag
operation, or to move to and select an item on a pull down menu, to access
context sensitive help.
(c) Touch screen
Touch screens are monitors that usually have a textured coating across
the glass face. This coating is sensitive to pressure and registers the location of
the users finger when it touches the screen initiative to pressure and registers
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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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megapixel rating. Video camera is a camera capable of recording live motion


video with audio for later display. Data may be uploaded from the cameras
memory using a USB cable connected to the computer.
(ii) Output Devices
Following is a brief description of output devices used in a multimedia
project.
(a) Monitors
The monitors for a multimedia application must be high-end, large
screen graphics monitor and liquid crystal display. Serious multimedia
developers often attach more than one monitor to their computer, using add-on
graphics boards. This is because many authoring systems allow working with
several open windows at a time. So one monitor may be dedicated to view the
work the developer is designing, and editing tasks can be performed in
windows on other monitors that do not block the view of the work.
(b) Audio devices
All the computers are equipped with an internal speaker and a dedicated
sound chip, and they do are capable of audio without additional hardware. To
abate advantages of inbuilt stereo sound external speakers are required. Altec
Lansings three piece amplified speaker system is designed for multimedia
applications.
(c) Video devices
Video display devices, often called graphics adapters, enable the
computer to present information on monitors capable of displaying up to 16
million colours. Television pictures can be displayed on the computer by
installing a video digitizing board.
(d) Projectors
Projector is required to show the presentation to large number of
viewers. Cathode ray tube projectors, liquid crystal display, digital high

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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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applications. It uses a tape ribbon of 4mm and 60 or 90 meters long enclosed in


a cartridge.
(d) Magnetic Disc
Magnetic disc is a thin plate made of plastic usually coated on both sides
with a magnetisable recording material. The information written on it can be
erased or reused indefinitely. The information stored can be read many times,
without affecting its quality. Floppy disc and hard disc are examples of
magnetic disc. Most popular magnetic discs used in multimedia application are
Zip disc, Jaz disc, super disc etc.
(e) Optical Disc
Optical discs can store extremely large amount of data in a limited
space. An optical-disc storage system consists of a rotating disc, which is
coated with a thin metal or some other material that is highly reflective. Laser
beam technology is used for recording and reading data on the disc. These are
also called laserdiscs. It is found in the form of CD-R, CD-RW, and DVD. CDR is Compact Disc Recordable., CD- RW is Compact Disc Rewritable, and
DVD is Digital Video Disc. There are three types of DVD, DVD-RW, DVDVideo and DVD-ROM. CDs and DVDs are the best for multimedia storage
because of its huge storage capacity.
(f) Pen Drive and External Hard Disc
The latest development in storage is the evolution of pen-drive and
external hard-disc.
(iv) Communication Devices
Multimedia data file size, especially for graphics, audio and video are
quite large. Therefore the key issue for multimedia communication is
bandwidth. Band width is the amount of information that can be transmitted
across a network of computers within a stipulated period of time. It is measured
in kilobits per second (kbps) or megabits per second (mbps). Communication
systems have created two classes of multimedia products, synchronous or real
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time and asynchronous. Synchronous applications are able to transmit and


receive data in real time allowing the end user to view or hear data as it is being
captured or created. Asynchronous applications use a store and forward method
in which data is transmitted and stored for future. Primary communication
devices for multimedia are as under (Hillman, 1998).
(a) Modem
Modem modulates and de-modulates analog signals. The modem speed
is the most important consideration in communicating multimedia files. These
files contain the graphics, audio and video and usually it is needed to move as
much data as possible in a short time. Todays standards dictate at least a 56
kbps modem. Compression saves significant transmission time and cost over
long distance. Fifty six kbps V.90 depends on hardware based compression
algorithm to crunch the data before sending it and decompressing it upon
arrival at the receiving end (Vaughan, 2008).
(b) Network Devices
For higher transmission speed by telephone Integrated Services Digital
Network (ISDN) is recommended for multimedia. ISDN lines offer a 128 kbps
data transfer rate. These are used for internet access, networking and audio and
video conferencing. Now a faster technology known as DSL technology using
a dedicated line has overtaken ISDN in popularity.
As there are so many variables in selecting hardware for a multimedia
platform, a group of companies formed an organization called the Multimedia
PC Marketing Council (MPC) in 1990 to set minimum standards for
multimedia hardware. MPC Level-1 published in 1990 dictated that a system is
considered as Level 1 system with configuration as 16 MHZ 386SX or
compatible microprocessor, 2 MB of RAM, 30 MB Hard disc, 3.5-inch highdensity Discette drive, single speed CD-ROM drive with a 150 KB per second
data transfer rate, 8-bit soundboard, VGA compatible display adapter, Colour
VGA compatible monitor, 101 key keyboard, two-button mouse, standard

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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,

CourseBuilder, Flash, Supercard, Hypercard, and Film Maker etc. A brief


description of some of the authoring softwares are as follows.
(i) Adobe Director
It is a software tool for multimedia authoring. The software is used to
create interactive games, interactive learning materials, applications, kiosks,
DVDs, CDs and the web.
(ii) CREATE Together
This is a multimedia environment that integrates creation, collaboration,
communication, problem solving, and publishing in one seamless tool. It can be
used to create animated games, randomly generated puzzles, interactive

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simulations, searchable multimedia databases, hyperlinked presentations,


training materials.
(iii) MediaBlender
It is a multimedia authoring package which allows users to create their
multimedia projects, helping them organize and communicate information and
ideas using a wide variety of media. MediaBlender can be accessed from any
computer with internet access. Also the software can be hosted on any server
for better performance, and load a stand-alone application on computer for use
without an Internet connection in client-server mode.
(iv) MediaWorks 6.2
MediaWorks combines simple-to-use video, sound, animation and paint
editors with a powerful multimedia authoring program. It can easily create
amazing movie-type productions that are difficult or not possible in other
consumer-level movie and slide show editors, and precisely-timed linear and
interactive presentations without the learning curve and expense of high-end
media editing and authoring tools.
(v) PlayMo
PlayMo is an authoring tool that allows the creation of highly interactive
rich media content from a wide range of source files such as still images, video
clips, audio clips, 3D models, CAD models and more. PlayMo's intuitive
WYSIWYG editing functions make it easy to embed complex interactivity into
models to accurately recreate the functionality of real-world objects, requiring
no coding.
(vi) Multimedia Builder
It is a multimedia authoring system that allows to create autorun CD
menus, multimedia applications on CD-ROM, demos, kiosks, Computer based
training, presentations, MP3 players etc.

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3.4.1.3 File Formats for Multimedia


The following is an outline of current file formats used for the
production and delivery of multimedia.
(i) Text Formats
(a) RTF (Rich Text Format)

RTF is a proprietary document file format with published specification


developed by Microsoft Corporation in 1987 for Microsoft products and for
cross-platform document interchange.
(b) Plain text

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 is common in desktop publishing world, and almost all


software packages support it. Recent versions of TIFF allow for image
compression, and the format is handy for moving large files between
computers.
(b) BMP (Bitmap)

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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(c) DIB (Device Independent Bitmap)

This format is similar to BMP, allows files to be displayed on a variety


of devices.
(d) GIF (Graphics Interchange format)

GIF is a compressed image format developed by CompuServe, an online


information service. Most computer colour images and backgrounds are GIF
files. This compact file format is ideal for graphics that use only few colours,
and it was once the most popular format for online colour photos. The GIF
format uses an 8-bit Colour Look Up Table to identify its colour values. This
format is widely supported by several shareware viewers and converters.
(e) JPEG (Joint Photographic Experts Group)

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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(iii) Digital Audio File Formats


(a) WAV (Waveform Audio File Format)

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)

MPEG Layer-3 format is the most popular format downloading and


storing music. The MP3 files are compressed to roughly one-tenth the size of
an equivalent WAV file.
(c) OGG

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)

It is a popular windows media audio format owned by Microsoft and


designed with Digital Right Management (DRM) abilities for copy protection.
(g) RA (Real Audio Format)

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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(iv) Digital Video File Formats


(a) AVI (Audio/Video Interleave)

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)

MPEG is a group of people that meet under the International Standards


Organization (ISO) to generate standards for digital video and audio
compression. Established in 1988, the group has produced MPEG-1, the
standard on which Video CD and MP3 are based, MPEG-2, the standard on
which such products as Digital Television set top boxes and DVD are based,
MPEG-4, the standard for multimedia for the fixed and mobile web and
MPEG-7, the standard for description and search of audio and visual content.
Work on the new standard MPEG-21 "Multimedia Framework" has started in
June2000. Technically speaking MPEG is not a storage format but standards
for digital video and audio compression.
A video file format is a standard for encoding digital video, audio and
some auxiliary information into a file. In contrast to audio and image formats,
most video file formats allow a variety of codecs, both audio and video to be
used (Pathak, 2006).
3.4.2 Steps in Multimedia Production
Multimedia production requires a significant amount of time and careful
planning. Adequate planning assures that the project will proceed smoothly and
follow a reasonably designed schedule for completion and will certainly
communicate the information to the target audience. For the development of
complex multimedia projects, there are following phases (Vaughan, 2008)
(i) Conceptual Analysis and Planning
The process of making multimedia starts with a vision, high site or an
idea, which is the conceptual ignition point. Conceptual analysis involves
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identifying a relevant theme, budget and checking the availability of content on


that particular theme. Other criterion like how amenable is the content to the
multimedia treatment and issues like copyright are also considered in
conceptual analysis. Based on the available budget the theme should be
finalized and a thorough planning should be made.
(ii) Project design
After finalizing the theme, specific goals, objectives and activities are to
be laid down for the multimedia project. Goals are general statements, while
objectives are specific statements of the anticipated project outcomes.
Activities are the actions done in order to implement an objective. Specific
people are responsible for their execution and there is a time frame and cost
binding their development. A very important element that should be defined at
this stage is the potential target audience of that proposed title, which will
determine how the content should be presented. Strengths and weakness of the
project should be stated and the ways should be identified to maximize and
minimize them respectively.
(iii) Pre-production
Depending on the planning and design, it is required to develop the
project. There are following steps in pre-production.
(iv) Budgeting
Money is not an infinite resource, therefore a detailed budget should be
estimated for each step of the production of multimedia title. Typical budgeting
heads are cost of personnel, advisors and consultants, equipments (hardware
etc.),

software,

audio/video

production,

royalties,

legal

expenses,

communication expenses, travel expenses, typing and publishing.


(v) Multimedia Production Team
The production of the fine quality high-end application requires a
specialized team and its best efforts. As developing a multimedia project is a
teamwork, this team consists of a number of members i.e. Production Manager,
Content Specialist, Script writer, Text Editor, Multimedia Architect, Computer
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Graphics Architect, Audio/Video specialist, Computer Programmer and Web


Master. All the persons involved in above roles have specific duties and
responsibilities.
(vi) Hardware/Software Selection
For any multimedia production it is imperative to consider and finalize
the tools and equipment necessary to develop and playback the application.
Hardware selection include deciding the fastest CPU and RAM and largest
monitors that are affordable, sufficient disc storage for all working files and
records, file sharing for collaborative work via networks or e-mail and
establishing a file backup system. Selection of the appropriate authoring
software and file formats depends on what is the in-house team expertise, what
are the demands of the title being developed and what are the available funds
for this purpose.
(vii)

Defining the Content


Content is the stuff around which the application is developed. It can

be defined as the specific message, data facts or information to be presented.


The content specialist provides the content to the multimedia architect, who in
turn prepares the narration, text bullets, charts and tables etc. that will be
presented in the multimedia title.
(viii) Preparing the structure
A detailed structure should be prepared depicting all the steps of the
future action along with timeline. This structure defines the activities, person
responsible for each activity and the start/end time for each activity.
(ix) Production
After the completion of the pre-production activities, the multimedia
application enters into the production phase. Activities in this phase includecontent research, interface design, graphics development, selection of musical
background and sound recording, development of computer animation,
production of digital video, authoring, etc.

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Text to be incorporated can be typed or scanned using OCR software,


audio (narration music, sound effects etc. can be incorporated directly if it is
available in the digitized format or can digitize it for use. Pictures can be shot
or scanned by digital camera 35mm film/photo CD. Video clips can also be
shot, digitized, edited and compressed. Navigational elements like graphics
button can be created or already available buttons can be used. A pilot project
will be prepared at that time.
(x) Testing
The final and thorough testing of finished pilot product should be
carried out before the mass production and distribution to ensure that
everything is in place and to avoid any failure after launch. While testing, each
and every aspect for smooth running of the program is to be taken care of. If
the product is a website, it should be uploaded on the web to test its functioning
on different browsers (e.g. Internet Explorer and Netscape Navigator). If it is a
CD or DVD, let other people use it as layman. If it is a multimedia application
on a LAN or Internet, it must be put on the server for testing purpose. After the
tests are over the product should be revised, to incorporate the valid changes
suggested.
(xi) Documentation
User documentation is a very important feature of high-end multimedia
titles. The documentation should contain information regarding system
requirement (hardware/software) instructions for installing the application
copyright acknowledgement, content development acknowledgement, direction
for navigation into the application. Contact details and e-mail address along
with phone number should be provided for technical support and also for
sending comments and suggestions.
(xii) Delivering the Multimedia Product
High-end multimedia applications that are text and graphic heavy, are
best delivered on a CD/DVD. The other effective way is on Internet website.

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CD/DVD should be chosen of a standard format and appropriate capacity for


the particular multimedia title. Now multimedia content is being widely
disseminated through Internet. Although bandwidth problems, requirement of a
number of plug-ins to play video and audio, long download time and other
problems exist that hamper the delivery of multimedia application through
Internet. The application can be continuously updated and the content does not
get outdated on the internet, while on CD-ROM continuous updation is not
possible.
A more effective way of delivering a multimedia application is an
integration of the two mediums CD-ROM/DVD and Internet. A particular
application may be developed on the CD-ROM or DVD and may have an
embedded link to the website where regular updates are available. Vice-versa,
if the application is developed and uploaded on the website where information
keeps accumulating, then as the archive becomes substantial it can be
reproduced on a CD-ROM for convenience viewing. Because of some
copyright problem, if the multimedia product cannot be delivered through
Internet it can run over a LAN or Intranet.
3.4.3 Multimedia Production Team
Management of team members in such a way to achieve maximum
output with highest degree of efficiency is very important in multimedia
production. The production of fine quality high-end multimedia application
require a specialize team consisting of the following members (Vaughan,
2008).
(i) Production Manager
The role of the production manager in a multimedia production is to
define, coordinate, and facilitate the production of the multimedia project. He is
the person responsible for the quality and timely production of the application.
The production manager should be an expert in technology. He should be
skilled

in

proposal

writing,

having

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good

negotiation

skills,

good

communication skills, budget management skills and conversant with relevant


legal issues. He should be experienced in human resource management and
must act as an efficient team leader.
(ii) Content Specialist
Content specialist is the person responsible for performing all necessary
research concerning content of the proposed application. Program content
means specific information, data, graphics or facts presented through the
multimedia production.
(iii) Script Writer
Video and film scripts present a linear sequence of events. In
multimedia production the medium has the capability of presenting events in a
non-linear fashion by branching in different sections or components of the
program. The scriptwriter needs to be able to visualize the three dimensional
environments and if needed visualize the use and integration of virtual reality
into the program.
(iv) Text Editor
The content of a multimedia production needs to flow in a logical
fashion and the text must be structurally and grammatically correct. Text and
narration will be integrated as part of the application and the development of
documentation for application must be considered. All the text related to
elements need to be revised by the text editor.
(v) Multimedia Architect
The multimedia architect integrates all the multimedia building blocks.
i.e. graphics, text, audio, music, video, photos and animation by using an
authoring software. He oversees the work of other team members, such as
graphic artist, audio specialist, video specialist and computer programmers.

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(vi) Computer Graphic Artist


The Computer Graphic Artist is the person responsible for the graphic
elements of the program- such as backgrounds, buttons, bullets, manipulations
and editing of pictures, 3-D objects, logos, animation, rendering etc. When
developing an interacting multimedia product where graphic elements are
clickable for other slides, it is the responsibility of the graphic artist that the
new screens and background should be in harmony and in balance with the rest
of the screen components.
(vii)

Audio and Video Specialist


These specialists are needed when narration and digitized videos are to

be included in a multimedia presentation. The audio/video specialist is


responsible for recording and editing narration, selecting, recording, or editing
sound effects, Recording and editing music and composition, video capturing,
editing and digitizing.
(viii) Computer Programmer
The job of computer programmer is in the programming of code lines or
scripts in the authoring language. These scripts are used to code and develop
special functions or capabilities of the authoring program. His job may include
developing the software to give the size and shape of video windows,
controlling peripherals, calling computer software by the multimedia authoring
program to execute a specific function, to search a database, to display a result
and other tasks.
(ix) Web Master
The Web Master has the responsibility of creating and maintaining an
Internet web page. He converts a multimedia presentation into web page or
creates a web page with multimedia elements.
The human resources involved in the roles from production manager to
web-master have their own duties and responsibilities.

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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.

3.5 Multimedia on Internet


Many applications have been developed with the integration of internet
and multimedia i.e. media rich newspapers, web archives of multimedia
resources, maps, media rich blogs etc. An extensive study on use of internet
and multimedia in USA explores that an estimated 55 million consumers use
Internet radio and video services each month (Kozamernik & Mullane, 2005).
However image is also one of the most used type of multimedia resource on
internet. It is reported that 19 percent of the queries submitted on Dogpile
search engine (www.dogpile.com) were executed on the image collection
(Jansen, Spink & Koshman, 2007).
Youtube is a website hosting videos on internet and it is estimated that
two billion of videos are viewed daily and hundreds of thousands of videos are
uploaded every day. Youtube conditioned the audiences to watch the online
video and opened the door to broadcast and non-broadcast newsrooms to
publish and share video content online. Flickr (www.flicker.com) is a free
online photo management and sharing service on internet owned by Yahoo
(www.yahoo.com), where users can upload, share and comment on photos.
Social

networking

sites

like

Orkut

(www.orkut.com),

Facebook

(www.facebook.com) etc. are also enabling multimedia rich contents to


exchange online. Orkut is owned by Google and multimedia can be added in
Orkut profile either from GoogleVideo or Youtube (www.youtube.com). There
are many multimedia search engines available to make the resources easily
searchable on internet. i.e. Google (Googleimages, Googlevideo), Yahoo, Exite
etc.

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3.6 Applications of Multimedia


Multimedia is one of the most fascinating and fastest growing area in the
field of information technology. The capability of computers to handle
different types of media makes them suitable for a wide range of applications.
A Multimedia application is an application which uses a collection of multiple
media sources e.g. text, images, sound/audio, animation and/or video on a
single platform for a defined purpose. Multimedia can be seen at each and
every aspect of our daily life in different forms. However, entertainment and
education are the fields where multimedia has its dominance. A brief account
of multimedia applications in different fields can be traced as follows.
(i) Education
The revolution in the information and communication technology arena
has produced a techno-savvy and media-hungry generation, which uses digital
media as a way to learn and share with each other. It is affecting
communication strategies in education environment and influencing the ways
teachers teach and students learn. Multimedia or the use of multiple digital
media elements in an interactive learning application is becoming an emerging
trend in the communication of educational information. Multimedia offers an
excellent alternative to traditional teaching by allowing the students to explore
and learn at different paces where every student has the opportunity to learn at
his or her own potential (Tway, 1995). People enjoy multimedia and they
prefer multimedia learning materials because the multiple media help them to
learn (Bass, 2000). Many educators now consider multimedia as a burning
topic in education, because it represents the topic through various media
elements and introduces new ways of thinking in the classroom. Studies have
shown that multimedia based instruction increases effectiveness at least 30%
more than the traditional or any other form of instruction (Zhang, 1995).
Multimedia with its capability to present information using multiple
media is being increasingly used worldwide in e-learning. E-learning is the use

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of new multimedia technologies and the internet to improve the quality of


learning by facilitating access to resources and services as well as remote
exchanges and collaboration (Garg & Jindal, 2009). Multimedia is used in
distance learning through stored presentations, live teaching, and participation
by the students. University of Melbourne has initiated a project GISWEB
(Geographical Information System) in 1999 to develop new delivery
mechanisms aimed at improving the quality of teaching and learning using
multimedia (Escobar, Frances, Bishop & Zerger, 2002).
Multimedia University in Malaysia has developed a Multimedia
Learning System (MMLS), an intelligent, interactive, self-paced, instructor led
system to serve the needs of the educational enterprise in the country. It is a
web-based teaching and learning tool, supported by multimedia, which create a
virtual interactive teaching and learning environment. The system is currently
being used at the National Electronic Media Institute (NEMISA, South Africa),
Institute for Satellite and Software Application (ISSA, South Africa), La
Rochelle University in France and twenty schools in Malaysia (Adni &
Hussain, 2009).
Multimedia based teaching and learning system named as MODULO at
GMU in Germany is developed. It is a web-based environment that aims to
provide students with a flexible, decentralised and differentiated learning
environment based on their educational background. A synchronous groupware
called PASSENGER is developed to support virtual student teams during
laboratory exercises. It supports software development teams in performing
their cooperative work in software engineering laboratories (Huai, Hunger,
Werner & Schwarz, 2003).
In India, multimedia is used in different ways for teaching and learning
i.e. e-learning, distance learning, virtual learning etc. The Virtual Lab Project is
a multimedia based e-learning program for technical education for technical
training centres and engineering colleges in West Bengal in India (Chaudhury,
Bhattacharyya & Akuli, 2003). EDUSAT (Education Satellite) is launched by
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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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to television in the expression forms. A more relevant example is the new


formats deriving from the various interactions between the web and television,
such as interactive television or broadband web channels offering video
contents. An example of multimedia technology in television industry is the
integration of personal computer and TV-sets into a single multifunctional
screen to receive digital TV programs (Rangone & Turconi, 2003).
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. The viewer uses a remote
control device to select a movie and manipulate play through start, stop,
rewind, and visual fast forward buttons. The service can provide indices to the
movies by title, genre, actors, and director. Services to the home that provide
video on demand will also provide other, more interactive, home services
(Flynn & Tetzlaff, 1998). Many kinds of goods and services are also sold in
this way. The services help users to navigate through the available material to
plan vacations, download a song or movie, purchase goods, etc. The same
infrastructure could be used to temporarily download video games with graphic
intensive functionality, and the games could then be played for a given period
of time (Sanuki & Asakawa, 1998).
Multimedia made possible innovative and interactive games that greatly
enhanced the learning experience. Games could come alive with sounds and
animated graphics. Groups of people could play a game together, competing as
individuals or working together in teams. Live internet pay for play gaming
with multiple players has also become popular, bringing multimedia to homes
on internet. Sound and animation have been particularly important in this type
of applications to make the games thrilling and exciting to the user. Movies,
songs, jokes can be downloaded from internet. Home shopping, food

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preparation methods, gardening, interior designing, all is available on the


internet integrated with photographs, audio and video clips.
(iii) Business Systems
Business applications for multimedia include presentations, training,
marketing, advertising, product demos, simulations, databases, catalogues,
instant messaging and networked communications, voice mails and video
conferencing are provided on many local and wide area networks using
distributed networks and internet protocols.
Multimedia presentations are used in product sale conferences to present
live description of the product. By using audio and video clips along with text
and graphics the presentation becomes interesting for the audience. Multimedia
has widespread use in training programs. Flight attendants learn to manage
international terrorism and security through simulation. Mechanics learn to
repair machines and engines. The marketing and advertising agencies are using
animation techniques for sales promotion. Product demos are presented by
adding video clips. These programs are also shown on television using
multimedia techniques in very attractive way.
Multimedia is used in office very commonly. Image capture hardware is
used for building employee ID and building databases, for video annotation,
and

for

real-time

teleconferencing.

High

resolution

projectors

are

commonplace for multimedia presentations on the road. Cell phones and


personal digital assistants utilizing Bluetooth and Wi-Fi communication
technology made multimedia communication for the pursuit of business more
efficient.
(iv) Medical Services
Medical services are very much affected with the development of
multimedia. Medical students are trained by using life demonstration of human
body, various operations and other pathological and radiological investigation.
They can practice surgery methods via simulation prior to actual surgery. The

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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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(vii) Libraries, Information Centres and Archives


The primary function of library is to collect, organise, preserve, and
disseminate information to users. With the passage of time, several techniques
and technologies have emerged for handling information more speedily and
effectively. Multimedia technology is adopted by the libraries, information
centres and archives in various functions like multimedia kiosks, user
orientation programs, multimedia based reference collection, heritage
collection in the form of multimedia resources etc. Many libraries have a
separate media centre for the production of audio-visual and multimedia
resources. Multimedia is used to prepare presentations to enrich its contents
and increase the effectiveness. Multimedia resources are an integral part of
libraries starting from non-print materials of eighteenth century to the
introduction of most recent digital multimedia. Following is a brief account of
application of multimedia technology in libraries.
(a) Multimedia Kiosk/Walk-through Program
Kiosk is a free-standing furnishing equipped with a multimedia
computer to allow users to retrieve information via a touch screen, used in
airports and other public locations to provide directions, scheduling
information, etc. (Rowley, 1996). In case of libraries improving accessibility to
both collections and services has always been a concern. Kiosk is designed for
libraries usually located near the entrance of the library, used for displaying
announcements, reading lists, comments and suggestions from library users,
and other information concerning library operations and programs. Library
collection, catalogue, archives, services and location of those collections,
responsible persons of various library services showing the floor layouts are
graphically represented in a library kiosk.
(b) Webcasting and Video Conferencing
Webcasting is the live telecast of real time programs through internet.
Videoconferencing is conducting a conference between two or more

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participants at different sites by using computer networks to transmit audio and


video data.
(c) User Orientation Program
The role of multimedia in training is very popular because of its
interactivity. Hence, it is being used by several libraries for designing
individualized library instructional packages and also to provide in depth
subject training to their staff. Many librarians in schools, colleges, universities
and technical libraries are using multimedia for providing orientation and
training to the users and training to the staff.
(d) In-house Production of Multimedia Resources and E-publishing
Many libraries produce in-house, audio-visual and multimedia resources
to serve the parent organization. Emergence of CD/DVD and their writers has
solved some of the problems of libraries in storing/achieving their materials.
Multimedia tools along with CD-writers have made it possible to publish
information from different sources in a most easy to use as well as in
acceptable form to library users. Several libraries started publishing their
special collections, image databases, OPACS etc. in multimedia CD-ROMs.
Multimedia removes many of the limitations faced by the reader by
conventional books like difficulty to reproduce, update, share single copies,
easy to damage, cognitive load etc. A number of publishers have accepted that
multimedia publishing is the future for the publishing industry and the
government of the countries such as Japan and USA are fully committed to
electronic and multimedia publishing (De Bruine, 1994).
(e) Multimedia Resources in Libraries
The kind of multimedia resources available in libraries and information
centres may include video discs, laser discs, audio and video cassettes,
databases on servers, compact discs and digital video discs. Multimedia got
introduced in libraries in the form of non-print material as photographs,
filmstrips, slides, motion pictures, audio spools, audio and video tapes etc.

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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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The first Digital Library Project was started in 1995 in USA in


Carnegie-Mellon University. Previously digital library projects were based on
only textual data but later on all other media elements were also integrated into
digital library collection like images, audio and video recordings. IBM digital
library provides a hardware/software solution for the libraries to develop their
own multimedia digital libraries. It is an integrated system for capturing,
indexing, storage and retrieval of tabular, textual, audio, still images, and video
data at compressed and full resolutions. The Informedia poject at Carnegi
Mellon University, Alexendia digital library, Berkeley digital library sunsite,
the American Memory, has pioneered new approaches for automated image,
video and audio indexing, navigation, visualization, search and retrieval
(Gunjal & Urs, 2010).
In India, many Digital multimedia library projects has been initiated e.g.
Digital Library of India, Kalasampada The digital library of IGNCA, Indian
Institute of Astrophysics, Sarai Multimedia Archive, Digital Library of
DESIDOC, Muktabodha Digital Library, Archives of Indian labour, etc. The
IGNCA has created a Multimedia Digital Library in which contains text, image
audio, video. DESIDOC has also created a well-structured image and video
gallery which is available on DRDO intranet.

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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