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Module Outline

Semester : 04
From (Feb : 2011) to (June : 2011)

INTERACTIVE MULTIMEDIA BMULT2405


MODULE DETAILS

Course Location : Cyberjaya


Department : Faculty of Information & Communication Technology
Program Name : B Sc (Hons) in Software Engineering with Multimedia
: B Sc (Hons) in Mobile Computing
B Sc (Hons) in Information Technology
Semester : 4
Credits : 3
Status : Major Subject
Contact hours : 3 hours (1 hour lecture + 2 hours tutorial)
No. of weeks : 14 teaching weeks + 1 Final examination week + 1 week Midterm Break
Teaching Pattern : Lectures & Tutorials/ Laboratories
Pre-requisite : BMULT2302 Computer Graphics
No. of assignments : 2
Lecturer’s Name : Zahra Gebril / Mike Ng / Abdulkarim
Contact Number : +603 8317 8833 (ext. 8404)
E-Mail : zahra.gebril@limkokwing.edu.my / mike.ng@limkokwing.edu.my /
abdulkarim@limkokwing.edu.my
Portfolio : N/A
Venue : Lab 30
Day :
Time : per scheduled

Prepared by : Zahra Gebril Checked by : Azliza Hassan

Signature : Date Signature : Date

This document comprises the following:

 Essential Information
 Specific Module Information
 Module Rules & Regulations
 Grades
 Plagiarism
 Module Introduction
 Module Aims & Objectives
 Learning Outcome
 Specific Generic Learning Skills
 Syllabus + Lecture Outline
 References
 Assessment Schedule
 Assessment Criteria
 Specific Criteria

Other documents as follows will be issued to you on an ongoing basis throughout the semester:

 Handouts for Assignments


 Submission Requirements + Guidelines

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1.0 ESSENTIAL INFORMATION

 All modules other than electives are 'significant modules'

 As an indicator of workload one credit carries and additional 2 hours of self study per week. For
example, a module worth 3 credits require that the student spends an additional 6 hours per
week, either reading, completing the assignment or doing self directed research for that
module.

 Submission of ALL assignment work is compulsory in this module. A student cannot pass this
module without having to submit ALL assignment work by the due date or an approved
extension of that date.

 All assignments are to be handed on time on the due date. Students will be penalised 10
percent for the first day and 5 percent per day thereafter for late submission (a weekend or a
public holiday counts as one day). Late submission, after the date Board of Studies meeting
will not be accepted.

 Due dates, compulsory assignment requirements and submission requirements may only be
altered with the consent of the majority of students enrolled in this module at the
beginning/early in the program.

 Extensions of time for submission of assignment work may be granted if the application for
extension is accompanied by a medical certificate.

 Overseas travel is not an acceptable reason for seeking a change in the examination schedule.

 Only the Head of School can grant approval for extension of submission beyond the
assignment deadline.

 Re-submission of work can only receive a 50% maximum pass rate.

 Supplementary exams can only be granted if the level of work is satisfactory AND the semester
work has been completed.

 Harvard referencing and plagiarism policy will apply on all written assignments.

2.0 SPECIFIC MODULE INFORMATION

 Attendance rate of 80% is mandatory for passing module.

 All grades are subject to attendance and participation.

 Absenteeism at any scheduled presentations will result in zero mark for that presentation.

 Visual presentation work in drawn and model form must be the original work of the student.

 The attached semester program is subject to change at short notice.

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3.0 MODULE RULES AND REGULATIONS:

Assessment procedure:

 These rules and regulations are to be read in conjunction with the UNIT AIMS AND
OBJECTIVES

 All assignments/projects must be completed and presented for marking by the due date.

 Marks will be deducted for late work and invalid reasons.

 All assignments must be delivered by the student in person to the lecturer concerned. No other
lecturer is allowed to accept students’ assignments.

 All tests/examinations are compulsory.

 Students must sit the test/examination on the notified date.

 Students are expected to familiarise themselves with the test/examination timetable.

 Students who miss a test/examination will not be allowed to pass.

 Any scheduling of tutorials, both during or after lecture hours, is TOTALLY the responsibility of
each student. Appointments are to be proposed, arranged, confirmed, and kept, by each
student. Failure to do so in a professional manner may result in penalty of grades. Tutorials
WITHOUT appointments will also NOT be entertained.

 Note that every assignment is given an ample time frame for completion. This, together with
advanced information pertaining deadlines gives you NO EXCUSE not to submit assignments
on time.

4.0 GRADES

All modules and assessable projects will be graded according to the following system. With respect
to those units that are designated 'Approved for Pass/Fail' the grade will be either PX or F:

Grade Numeric Grade Description

80 – 100 A
75 - 79 A- Pass with Distinction
70 – 74 B+
65 – 69 B Pass with Credit
60 – 64 B-
55 – 59 C+
50 – 54 C Pass
45 – 59 C-
40 – 44 D, PX, PC
0 – 39 F Fail

EXP Exempted

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PC Pass Conceded
PP Pass Provisional with extra work needed
PX Pass after extra work is given and passed
X Ineligible for assessment due to unsatisfactory attendance
D Deferred
W Withdraw
DNA Did Not Attend Module
DNC Did Not Complete Module

5.0 PLAGIARISM, COPYRIGHT, PATENTS, OWNERSHIP OF WORK: STUDENT MAJOR


PROJECT, THESES & WORKS

See LIMKOKWING, HIGH FLYERS HANDOUT, pg 10.

6.0 MODULE INTRODUCTION


This module introduces interactive multimedia concept through the Microsoft Expression Blend 2
application. The focus of the module is on designing and delivering cross-platform, low-bandwidth
animations, presentations, and Web applications using Microsoft Expression Blend 2. It is a task-
based module, with students learning by doing.

7.0 MODULE AIMS AND OBJECTIVES

In this course, students will be


 Intro to Interactive Multimedia Basics
 Interface and Multimedia design
 Introduced to Multimedia development Processes.

8.0 LEARNING OUTCOME


Upon completion of the module, student will be able to:
 Design and animate multimedia content such as images, sounds, movie clips by using Adobe
Flash CS4.

 Create interactive multimedia applications through the IMM development process.

 Apply basic authoring script to create navigation and interaction with multimedia application

 Create and manipulate vector and bitmap elements as well as symbols and libraries using
Adobe flash CS4.

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9.0 SPECIFIC GENERIC LEARNING SKILLS

At the end of the module, students are expected to acquire the following skills:
 Create stunning animations using Silverlight Storyboards.
 Incorporate video and sound into RIAs with the Silverlight MediaElement.
 Develop quickly using Silverlight’s reusable resources such as UserControls, ControlTemplates
and DataTemplates.
 Learn about the new Visual State Manager and the State panel in Blend to quickly and easily add
MouseEnter and MouseLeave states to UserControls.
 Create a sample Silverlight website.

10.0 UNIT SYLLABUS + LECTURE OUTLINE:


Week: 1

LAB 1: INTERFACE FUNDAMENTALS


Lab Synopsis:
1.1 Introduction
1.2 Start page
1.3 Preference
1.4 Document Properties
1.5 File, Edit, View Menus, and Using Rulers
1.6 Using Snapping and Window Overview
1.7 Document Window Stage, Pasteboard, and View Settings
1.8 Panels and Workspace Layouts
1.9 Customizing Workspace Layouts
1.10 The Timeline Working with Layers
1.11 The Timeline Working with Frames
1.12 Properties Panel
1.13 Tools Panel

Handout: -Nill

Week: 2

LECTURE 1 INTERACTIVE MULTIMEDIA DEVELOPMENT PROCESS

LAB 2: INTRODUCTION TO PUBLISHING AND MANAGING FLASH MOVIES


Lab Synopsis:
2.1 Quick Publish HTML and Flash Movie
2.2 Accessing the Publish Settings
2.3 Flash Settings Player and Script Version
2.4 Flash Settings Global Image and Sound Quality
2.5 Flash Settings Global SWF Settings
2.6 HTML Settings Template Options for Full Screen Mode
2.7 HTML Settings Dimensions
2.8 Working with Test Movie
2.9 Using the Play Command
2.10 Setting Folders in Publish Settings
2.11 Using the Project Panel to Organize and Publish Flash Content

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Handout: Tutorial 1

Week: 3
LECTURE 2: PHASE 1 - PLANNING.

LAB 3: DRAWING IN FLASH


Lab Synopsis:
3.1 The Shape Tools
3.2 The Oval, Rectangle Primitive and Oval Primitive Tools
3.3 The PolyStar Tool
3.4 Shape Tool Settings Box
3.5 The Pencil Tool
3.6 The Brush Tool
3.7 Using a Tablet with the Brush Tool
3.8 The Line Tool
3.9 How Lines Interact
3.10 The Pen Tool
3.11 Line Properties
3.12 Smoothing Options
3.13 Selection Tools Selection, Subselection & Lasso
3.14 The Spray Brush and Grouping
3.15 The Spray Brush Settings
3.16 The Deco Tool

Handout: Group Assignment brief


Tutorial 2

Week: 4
LECTURE 2: PHASE 2 – DESIGN

LAB 4 MODIFYING GRAPHICS


Lab Synopsis:
4.1. Color and Alpha
4.2. The Color Panel
4.3. The Ink Bottle and Paint Bucket Tools
4.4. The Swatches Panel
4.5. The Transform Panel
4.6. The Free Transform Tool
4.7. Gradients and The Gradients Transform Tool
4.8. Changing Gradient Styles
4.9. Using the Adjust Color Filter
4.10. Using the Drop Shadow Filter

Handout: Tutorial 3

Week: 5
LECTURE 3: PHASE 2 – DESIGN

LAB 5: WORKING WITH TEXT


Lab Synopsis:
5.1. Overview of Text Section
5.2. Selecting the Text Tool and Creating a Text Box
5.3. Resetting the Autosize Control of a Text Box
5.4. Customizing Font Face and Color
5.5. Changing Font Size
5.6. Setting Text Alignment
5.7. Controlling Anti-Aliasing Options for Text

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5.8. Linking Text to a Website URL
5.9. Linking Text to an Email Address
5.10. The Difference Between Embedded and Device Fonts
5.11. A Note About Text Field Types Static, Dynamic, and Input Text

Handout: - Tutorial 4
Due date Proposal

Week: 6

LECTURE 4: PHASE 3 - DEVELOPMENT

LAB 6: IMPORTING ARTWORK


Lab Synopsis:
6.1. Importing Illustrator Files to the Stage
6.2. Import to Stage Options
6.3. Working with Imported Layers and Objects From an Illustrator File
6.4. How Imported Objects Appear in the Library
6.5. Importing Photoshop Files to the Stage
6.6. Working with Imported Layers and Objects from Photoshop
6.7. Importer Preferences
6.8. Bitmap Properties
6.9. Using Bitmap Fills
6.10. Tracing Bitmaps

Handout: Tutorial 5

Week: 7
LAB 7 TIMELINE ANIMATION
Lab Synopsis:
7.1 Animating Content Frame-By-Frame
7.2 Using the Onion Skinning View Modes
7.3 Animating a Single Object with Frame-By-Frame Animation
7.4 Creating a Shape Tween
7.5 Using Shape Hints with a Shape Tween
7.6 Editing Multiple Frames

Handout: Tutorial 6
Due date Flowchart

Week: 8

SEMESTER BREAK

Week: 9

LAB TEST

Week: 10

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LAB 8: OBJECT-BASED MOTION TWEENS
Lab Synopsis:
8.1 Creating Object-Based Tweens
8.2 Working with Motion Paths
8.3 Editing Tween Spans and Property Keyframes
8.4 Viewing Keyframes by Type
8.5 Changing the Target Object
8.6 Using Motion Presets
8.7 Easing
8.8 The Motion Editor
8.9 Editing Eases with the Motion Editor
8.10 Tweening Raw Shapes

Handout: - Tutorial 7
Due Date: Storyboard

Week: 11
LAB 9: 3D AND IK TOOLS
Lecture Synopsis:
9.1 3D Rotation
9.2 3D Translation
9.3 3D Motion Presets
9.4 Vanishing Point and Perspective Angle
9.5 Inverse Kinematics Bone Tool on a Shape
9.6 Inverse Kinematics Bone Tool with Symbol Instances

Handout: - Tutorial 8

Week: 12
LAB 10: Adding Sound
Lab Synopsis:
10.1 Overview of Sound File Formats WAV, AIF, and MP3
10.2 Importing a Sound File
10.3 Auditioning an Imported Sound File
10.4 Using an Event Sound with a Keyframe
10.5 Using a Stream Sound on a Keyframe
10.6 Using a Stream Sound as Sync Sound with Animation
10.7 Using an Event Sound in a Button Symbol
10.8 Stopping Sound Playback with a Button Symbol
10.9 Stopping All Sounds with ActionScript 2.0
10.10 Stopping All Sounds with ActionScript 3.0
10.11 Opening the Adobe Soundbooth CS4 Samples Library and Adding Sounds
10.12 Adding Fade In-Fade Out Effects to Sound
10.13 Controlling Global Sound Quality and Compression in Publish Settings
10.14 Controlling Individual Sound Quality and Compression in the Library

Handout: - Tutorial 9

Due date: Final project progress checking

Week: 13
LAB 11 INTRODUCTION TO ACTIONSCRIPT AND COMPONENTS

Lab Synopsis: 11.1 Overview of ActionScript Comparing ActionScript 2.0 and 3.0
11.2 Changing the ActionScript Version of a Flash Document
11.3 Using a Stop Action on a Timeline (AS2-AS3)

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11.4 Placing and Naming a Button Instance
11.5 Playing a Timeline with a Button Instance in AS2
11.6 Playing a Timeline with a Button Instance in AS3
11.7 Loading an External Image file with the UILoader Component in ActionScript 3.0
11.8 Adding a Scrollbar to a Text Field in ActionScript 3.0

Handout: Tutorial 10

Week: 14
PRESENTATION WEEK

Week: 15
PRESENTATION WEEK

Week: 16
FINAL EXAMINATION WEEK

Week: 17
FINAL EXAMINATION WEEK

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11.0 REFERENCES

1. Adobe creative team, Adobe Flash CS4 Professional Classroom in a Book, 2010
rd
2. Chapman& Chapman, Digital Media Tools, 3 Edition, Wiley 2010

12.0 LISTS OF READING

1. Dave Gehrke , Efraim Turban, 1999. Determinants of Successful Website Design: Relative
Importance and Recommendations for Effectiveness, [Online] pp.5042. Available at:
http://www.computer.org/portal/web/csdl/abs/proceedings/hicss/1999/0001/05/00015042.PDF

13.0 ASSESSMENT SCHEDULE

Assignment description issue date due date %

TUTORIALS week 3 week 12 10%


FINAL PROJECT Week 3 week 12 50%
FINAL REPORT week 3 week 12 10%
PRESENTATION week 13 week 15 10%
LAB TEST Week 8 20%
TOTAL 100%

14.0 ASSESSMENT CRITERIA

Process of grading and criteria used to determine the grades, passes and high distinctions.

15.0 SPECIFIC CRITERIA

 Each assignment will be handed out with the project brief and will vary, depending on the
teaching and learning objectives of the specific assignment.
 Each student will receive a completed assessment sheet back with their marks, thereby giving
student feedback on each set criterion and the project as a whole.
 Marks for each project will be posted on the Bulletin Board with student number within 2 weeks
of hand-in date

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