MULTIMEDIA
What is Multimedia?
In the age of the desktop computer multimedia
has come to mean the integration of two or more different media
- audio, video, animation, graphics, text - within the computer.
Multimedia represents a qualitative technological and conceptual
advance in information technology. Sound and moving images can
convey vastly greater quantities of information than simple text
and graphics will greatly change not only the way in which that
information is transmitted and used but also how it is structured
and stored. This new model of information is called hypermedia.
Hypermedia
One of the problems of early computer systems was that they were
very sequential and linear, and they forced their users into the
same mold. Text, in particular, was presented in a page-by-page
mode - if the user wanted to get to a certain topic in a large
text file such as an on-line manual they often had to page down
through screen upon screen to reach the desired location.
It was soon realised - not least by the poor users themselves!
- that this was not a very efficient way for humans to assimilate
information, so in the mid-sixties Theodore Nelson created the
concept of hypertext. A hypertext system consists of nodes - which
contain 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 .
Hypermedia represents an evolution of the hypertext concept. In
hypermedia systems the nodes within the web may each contain one
or more types of data, from simple text to audio and video clips.
Hypermedia nodes are coming to be known by the confusing term
document, which represents a collection of data comprising different
media - text with a video clip, for example.
Hypertext and hypermedia have the advantage over sequentially-presented
information by more closely modelling the human memory process.
We learn by association, by attaching meaning to information and
creating our own nodes and links within our brains . We don't
store information in series of bits, as do computers.
These hypersystems also present data in a more human-friendly
way. For example, our visual system has evolved to be sensitive
to movement in our environment, so video and animation represent
much more natural ways of communication than do text and still
images.
Hypermedia enables a change in our relationship with the computer.
Instead of being shoehorned into the closed and sequential world
of the computer we can use the computer as an extension of ourselves
to augment our existing capabilities. Instead of the user being
a passive component of the computer system the system becomes
a tool for the active user, a more open concept the potential
of which is limited only by technological constraints and the
imagination of users.
Elements of Multimedia
There is no exhaustive list of the data types that can be included
in a multimedia document - any medium that can be represented
digitally in the computer can be used in multimedia. When virtual
reality tools such as data gloves which translate the hand movements
of the wearer into computer instructions, become commonplace they
will become a part of multimedia. It's not hard to envisage a
document about an object which would allow the user to 'feel'
the object. However, at the time of writing it's generally accepted
that a multimedia document contains audio and/or moving video
data in addition to any text or still images.
Sound
Digital audio is far from new - a glance inside a record shop
to see the preponderance of CDs over vinyl LPs confirms that digital
sound is a mature and well-established technology. Sound is converted
from its natural wave form to digital data via the process of
sampling. The sound wave - in electronic form - is fed into a
specialised ADC (Analogue to Digital Converter) chip which measures
the wave level a number of times per second as determined by the
sampling frequency (measured in kHz). The higher the sampling
frequency the less information is discarded from the original
signal and the greater is the sound fidelity. The digital sound
is played back using a DAC (Digital to Analogue Converter).
The other determinant of sound quality is the accuracy of the
sample value, measured in bits; at the time of writing the highest
quality digital audio is16-bit. The main cost to be paid for quality
is, of course, memory. High quality CD-Audio sound - 16-bit/44.1
kHz stereo - uses 170 kB/sec. However, sound of such quality is
seldom used in multimedia documents, where 8-bit/11 kHz voice-quality
mono sound at 10 kB/sec is usually sufficient.
Digital sound can also be generated using the MIDI (Musical Instrument
Digital Interface) protocol. Unlike files of digitised sound waves
a MIDI file does not contain the sound itself - rather it comprises
a set of instructions to a MIDI device such as a synthesizer or
a computer. Each instruction tells the device what note to play,
in what 'voice' (type of sound, such as a piano), and for how
long. These commands are stored in a small number of bytes so
MIDI files are a lot smaller than files containing the sound data,
but of course the generated sounds are much less complex than
digitised sounds. This is analogous to the difference between
vector and bitmap graphics. The small size of MIDI data means
that electronic music may be incorporated into documents at little
cost in terms of file size.
Digital audio is an integral part of Apple Macs, all of which
have an internal speaker capable of playing good quality sound,
and some of which are capable of recording sound direct from an
analogue source such as a microphone. PCs were never designed
with audio in mind and as such only have a poor quality internal
speaker which can only be used for emitting the occasional beep.
It is, however, possible to purchase a sound card quite cheaply
to go into an expansion slot inside the PC which will produce
high quality audio when used with ordinary speakers.
Animation
Animation consists of still images - frames - displayed so quickly
that they give the impression of continuous movement. Although
this appears to be a simple task, in fact it requires a lot of
number-crunching and places great demands on the computer.
The reason for this is that nearly all of the animation is mathematically-defined.
Each screen object - actor - is a vector image. The movement of
actors along paths is calculated using numerical transformations
applied to their defining coordinates, and if these transformations
have to be carried out on floating-point rather than integer values,
as will often be the case, then calculation time will be considerably
slower. Moreover, to give the impression of smoothness the frame
rate has to be at least 16 frames per second (fps), and for natural-looking
motion 25 fps is required. The combination of these factors produces
a vast arithmetical workload, which until recently was beyond
the power of desktop microcomputers. However, the rapid and almost
exponential increase in the processing power of micros has enabled
run-of-the-mill PCs and Macs to create and run animations, although
a maths coprocessor - a chip dedicated to maths calculations which
resides on the motherboard - is a highly desirable accessory.
Three-dimensional animation - where, for example, the viewer might
appear to 'fly' around an object in order to see it from different
perspectives - is an order of magnitude more complicated than
2-D animation. In addition to the extra complexity added to actors
and their paths through the scene various other factors have to
be taken into account, such as the lighting of the scene, the
casting of shadows, the use of perspective and the partial obscuring
of one object by another in front of it. These factors generate
such an immense number of calculations that 3-D animations are
still restricted to heavy-duty graphics workstations.
In relation to digital video animation uses very little memory
as it consists mainly of drawing and moving instructions, and
as such it's very useful for multimedia applications where moving
visuals are required to make a point but where digital video may
be unsuitable, unnecessary, or too expensive in terms of disk
space or memory. |
Video
Video consists of photographic images that are played back at
speeds of 15-30 frames per second and provide the appearance of
full motion. To use video in a multimedia application, the developer
has to capture, digitize and edit the video segments using special
video production hardware and software. Video can also be captured
directly in digital format using a digital video camera. Due to
the size of video files, incorporating video into a multimedia
application is often a challenge. Files require large amounts
of storage space, therefore they are often compressed. Video compression
works by recognizing that only a small portion of the video image
changes from frame to frame, and after storing the first reference
frame only changes from one frame to the next are stored. The
Motion Pictures Experts Group has defined a standard for video
and audio compression and de-compression, called MPEG. MPEG compression
can reduce the size of video files up to 95 percent, while retaining
near TV quality. Video compression has allowed video to play a
more important role in multimedia applications. Technologies such
as streaming video made video a viable part of multimedia on the
Web. As with streaming audio, streaming video allows the user
to view longer or live video images as they are downloaded to
the computer. The standard used for transmitting video data on
the Internet is RealVideo, which is a component of RealPlayer
supported by most current Web browsers. Streaming video also allows
conducting Internet videoconferences that work like Internet telephony.
A video camera, videoconferencing software and video capture card
digitize and compress the images and sounds. After they are sent
over the Internet, equipment and software at the receiving end
assemble and decompress the data presenting the images and sound
as video. The Synchronized Multimedia Integration Language (SMIL,
pronounced "smile") enables simple authoring of interactive
audiovisual presentations. SMIL is typically used for "rich
media/multimedia" presentations, which integrate streaming
audio and video with other media type. SMIL is an HTML-like language
and many SMIL presentations are written using a simple text-editor.
Hardware & Software
for Digital Video
The capture and playback of digital video involves the moving
of massive volumes of data around the computer system at high
speed, and as such places enormous demands on the hardware. In
the most extreme case, one second of full-screen, 25 fps, 24-bit
colour video - the equivalent of a normal TV picture - uses 26
MB of data. Apart from the obvious disk storage and RAM problems
a data transfer rate of 26 MB/s is well beyond the current capabilities
of even the best microcomputers and networks. Unsurprisingly,
full-screen full-motion video (FSFMV) remains an unattainable
ideal in the short- to medium-term future. Today's digital video
runs in a window on screen, and the frame rate and colour depth
vary from application to application.
The development of applications containing digital video requires
fast machines and specialised hardware in the form of plug-in
cards for video capture and compression. Playback is best accomplished
on computers that contain the same cards. However, it is now the
case that the applications can be run on ordinary micros without
any additional hardware, the video being decoded and played back
in software alone. At the time of writing this is accomplished
by Apple Quicktime on the Mac and Microsoft Video for Windows
on the PC, both of which enable the playback of digital video
in small screen windows at fairly low frame rates, although the
window size and frame rate available will undoubtedly increase
with time as micros become more powerful.
Nevertheless, even a short video clip in a small window takes
up a lot of RAM and disk space. For example, a Video for Windows
clip playing in a 160 x 120 pixel window at 15 fps and 256 colours
comprises 160 x 120 x 15 = 288,000 bytes (281 kB) per second of
raw video data, not including audio. Of course, this data can
be compressed by means of sophisticated techniques such as frame
differencing - where only the differences between one frame and
the next are saved, rather than all the frame data - but the sad
fact remains that video files will always be measured in megabytes,
making CDROM the only feasible distribution medium for applications
incorporating digital video.
Applications of Multimedia
and Hypermedia
Multimedia is much closer to the way humans naturally communicate
and gather information about the world than the traditional text-based
computing paradigm that preceded it, and hypermedia in particular
is much more akin to the associative, semantic way we learn than
linear sequential material. Not unsurprisingly, then, the main
application areas for hypermedia have been those involved in learning:
education, training and reference works.
Hypertext and hypermedia systems are passive, insofar as they
wait for the user to act upon them rather than forcing the user
to take actions. This is a necessary feature of their non-linearity
which allows users to find information by navigating from node
to node in unpredictable sequences, and these qualities of passivity
and non-linearity make hypersystems ideal for browsing-type applications.
CDROM Encyclopedias, such as Microsoft's Encarta or McGraw-Hill's
Multimedia Encyclopedia of Mammalian Biology, are educational
hypermedia reference works in which the user can navigate from
topic to topic, or cross-reference information, in ways which
would not be possible with traditional volumes. Moreover the works
use graphics, sound, animation and digital video to great effect.
Language learning is already an analogue multimedia activity,
with both audio and video tapes used extensively, and plainly
this is an area which could benefit from the application of digital
multimedia. A number of CDROM-based CALL (Computer-Aided Language
Learning) applications utilising digital audio are already on
the market and laserdisks are quite popular in the field, so digital
video cannot be far away.
Online information systems, such as technical references and manuals,
are excellent applications of hypermedia: not only can users find
the information they want when they want it, but by doing so their
retention is better than if they had simply read through a manual.
Moreover, a manual won't contain a video clip illustrating a procedure,
or an audio sequence listing the diagnostic sounds that a component
makes, or an animation showing a piece of equipment rotating in
three dimensions.
Multimedia can be of considerable benefit to disabled users. Traditionally
anyone unable to use a keyboard or see a screen was necessarily
unable to use computers. However, when computer and user can communicate
via such a variety of media there is no reason, other than cost,
why disabled people cannot fully participate in computing. People
with visual impairment, for example, can speak to voice-activated
computers to give commands and enter data, and have the computer
talk to them ; similarly those physically unable to use keyboards
can communicate via touch screens and pointing devices, and in
the not so distant future use virtual reality datagloves which
would allow the computer to communicate to them using touch.
Because of the open-ended, human-oriented nature of hypermedia
it has a vast number of potential applications in nearly every
area of human activity.
MULTIMEDIA ELEMENTS
| Visual input |
Auditory input |
Text
Pictures
Diagrams
Video
Animation |
Sound
Signals/Cues
Music
Narration
Instructions |
STORY ELEMENTS
Theme
Character
Plot
Structure
Setting
Point of view |
Foregrounding
Imagery
Symbolism
Allegory
Syntax and
diction
Voice/Sound
Rhythm and
meter |
Perceptual-cognitive-emotional processes
Sensory arousal
Realism , Dynamics
Coherence, Novelty
Relevance, Valence
Difficulty, Legitimacy |
Presence, Emotional tracking
Emotional -
motivation
Sympathy, Empathy |
Aesthetic -
Feelings,
Narrative -
Feelings,
Evaluative -
Feelings,
Self modifying -
feelings |
Emotional outcomes
Activation
Deactivation
Pleasantness
Unpleasantness
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