Introduction to Multimediakareeem.com/images/portfolio/lessons/Multimedia.pdf · Introduction to...
Transcript of Introduction to Multimediakareeem.com/images/portfolio/lessons/Multimedia.pdf · Introduction to...
Page 2
Course Overview
What is Multimedia ?
Choosing your Meduim.
Multimedia Elements.
Multimedia uses & Applications.
Multimedia Development Life Cycle.
Multimedia Projects.
Page 3
What is Multimedia ?
Any combination of two or more of the following elements: text, image,
sound, speech, video, and computer programs within a single digital
information environment.
In Multimedia there are five ways to format and deliver your message.
You can write it, illustrate it, waggle it, hear it, and interact with it”
Page 4
In order to choose your medium you have to answer this questions:
What is the purpose of the finished product?
How much we want to involve the audience?
Will they have the options of navigations through the project (many, few or none)?
What is the nature of the product? Educational, informational, theatrical or marketing?
What will be the main source of the materials (text, videos or graphics)?
Choosing your Medium
Page 5
Choosing your Medium
Radio: combination of sounds and speech
Newspapers: combination of text and images
Television: combines all these elements (except computer programs)
and uses it to relay a message to the viewer.
Interactive Multimedia: combines full - motion video, animation, sound,
photographs, graphics with branching techniques to provide a fully
interactive computer-based presentation.
Page 6
Linear
• No Navigation or control from the Viewer
• video tape or digital video
• Presentation slides
Non-linear
Offers user interactivity to control progress
Website, CD’s
Computer Games
Choosing your Medium
Page 7
Hypertext and Hypermedia
World Wide WebIs considered as the most successful method for Hypermedia’s Implementation
Hyperlink
Page 10
Text in Multimedia Applications
of all multimedia elements, text is the easiest to manipulate
General guidelines:
– Be concise
– Use appropriate fonts
– Consider different type styles
– Be consistent
– Make the text readable
Page 11
Text in Multimedia Applications
Be concise – text fills < ½ screen
Large amounts of text
Alternatives? - animation, video, narration.
Show a preview and allow user to request more
Hyper linking
Pop-up messages, scroll bars,
drop-down menus
Working with Text
Page 12
Text in Multimedia Applications
Use Appropriate Type Fonts
Decorative
– Hard to read
– Used for emphasis
– Good for headings
Serif
– Creates illusion of a line and guides the eye across the screen facilitating readability
– Used on large blocks of text
Sans serif
– Clean, simple
– Good for headings
Page 13
Text in Multimedia Applications
Type styles: bold, italic, underline
– Used for emphasis
– Use for links – hypertext
Be consistent
– Similar headings – typeface, size, style
– Use same font for similar sections
– Graphic image for headings
Consistency vs. file size
Font Type Styles
Page 14
Text in Multimedia Applications
Make Text Readable
Choose fonts found in most systems
Choose only up to four variations of type styles, fonts and sizes
Page 16
Graphics in Multimedia
Graphics are an element that virtually all multimedia
applications include.
A graphic can be a:
– Chart
– Drawing
– Painting
– Photograph
– Logo
– Navigation button
– Background
– Banners
Page 17
What do graphics look like?
• Graphics can be:
– Black and White
– Grayscale
– Color
• It can be:
– Still
– Animated
Page 18
Graphics in Multimedia Applications
Graphical images - used to add emphasis, direct attention, illustrate concepts, and provide background content
Two types of graphics:
1) Bitmap graphics – represents the image as an array of dots, called pixels
2) Draw-type graphics or vector graphics – represent an image as a geometric shape
Page 19
Graphics in Multimedia Applications
Bitmapped graphics, also known as raster graphics, consist of grids of tiny dots called pixels. Each pixel is assigned a color.
– Can be a continuous-tone image, such as a photograph
– Enlarging a bitmap graphic may cause the image to lose crispness and clarity
Bitmap Graphics
To the left you see an image and to the right a 250 percent enlargement of the top of one
of the mountains
Page 20 20
Graphics Quality
Two factors that determine graphics quality are:
1. Resolution
2. Color depth.
Resolution: is the number of pixels per inch.
Color Depth: or “bit depth” is the number of bits used to represent the color of a single pixel.
Page 21 21
Color depth: refers to the number of absolute colors an image can contain.
It can range from 1-bit (21 colors “ only black and white”) to 32-bit (232 colors).
Graphics Quality
(1 bit color depth) Black & White
images (bitmaps) (on= black, off=white)
(8 bit color depth) Grayscale images
contain 256 shades of gray
as well as pure black and white.
(16 bit color depth) Duotones images
consist of black and a second color spot
color
(24 bit color depth) Full color
images RGB, CMYK
Page 22
High dynamic range imaging “HDRI”
HDRI : is a set of techniques that allow a greater dynamic range of
luminance between the lightest and darkest areas of an image than
current standard digital imaging techniques or photographic methods.
This wide dynamic range allows HDR images to more accurately
represent the range of intensity levels found in real scenes, ranging from
direct sunlight to faint starlight.
D:\color theory\HDRI
Page 23
Graphics in Multimedia Applications
Vector graphics use mathematical formulas to define lines, curves, and
other attributes.
– Generally much smaller than raster graphic files
– Do not lose clarity as you enlarge them.
– Appear as bitmaps on computer monitors because computer monitors
consist of pixels
Vector Graphics
Page 24
Graphics in Multimedia Applications
Image file sizes can become large, you must balance the
need for quality images with the need for small file sizes
Graphic Image File Sizes
Page 26
Analog wave patterns – these wave patterns have two
attributes
– Volume – the height of each peak in the sound wave
– Frequency – (sometimes referred to as pitch) the distance
between the peaks. The greater the distance, the wider the
sound.
– Amplitude – the relative strength of sound wave or how
much of change in the air pressures occurs
Page 27
To include sound in a multimedia application, the sound
waves must be converted from analog to digital form
This conversion is called sampling – every fraction of a
second a sample of the sound is recorded in digital bits
Page 28
Sampling
Two factors affect the quality of digitized sound
1) Sample rate – the number of times the sample is taken
Most common sampling rates are: 11.025, 22.05,
and 44.1 kHz
2) Sample size – the amount of information stored about
the sample
Most common sampling sizes are: 8 and 16 bit
Page 29
Your first consideration when using sound on the Internet is
file size
Uncompressed files can be very large
– A 10 second recording of an audio CD can be as large as
2MB
Sound on the Internet
Page 30
Appropriate
Use
Consider the appropriateness of using sound. Some
sounds are content-related, such as hearing a foreign
phrase pronounced. Other sounds are for effect, such
as creating a mood or setting a scene. Avoid using
sound when there is no compelling benefit.
Quality Start with the highest-quality sound available and
reduce the file size by converting the audio file to a
compressed format. When possible, avoid using free
sound clips available from the Internet. These are often
of poor quality and overused.
Cost
considerations
When recording audio files, it may be cost-prohibitive to
contract with a recording studio and hire professional
talent. Investing in reasonably high-end equipment
(such as a sound card, microphone, and recording and
editing software), however, will prove worthwhile.
Sound Tips for the Internet
Page 31
Alternative
Methods
Consider using sound and still images as an alternative to
video to reduce file sizes. It may be just as effective to
show a photograph of a speaker and play the sound file of
the speech as it is to show a video of a “talking head.”
Streaming Consider streaming the audio, especially for large files.
User
Control
If appropriate, provide a way to give the user some
control over the audio. Consider allowing the user to skip
a sound clip or adjust the volume. This issue is especially
important if a musical introduction is played when the user
first enters a Web site. The second time visiting the site,
the user may not want to hear the musical introduction.
Sound Tips for the Internet
Page 33
Video
Video, like sound, is recorded and played an as analog signal
Analog video must be digitized in order for it, to put into a
multimedia file
Digital video has many advantages, but file size is important
Page 34
Video
Several elements determine file size:
– Frame rate
– Image size
– Color depth
To determine file size use the following formula:
– Frames per second X image size X color depth / 8 = file size
Page 35
Video Compression and Editing
There are two types of video compression
– Lossless – preserves the exact image throughout the
compression
– Lossy – eliminates some of the data in the image
(provides greater compression ratios than lossless)
Remember : there is always a trade off, file size versus
image quality
Page 36
Video Tips
Color
depth
Reducing the color depth to less than 256 colors gives a
markedly poorer-quality image.
Frame
rate
Reducing the frame rate to less than 15 frames per
second causes a noticeable and distracting jerkiness that
is usually unacceptable.
File size A technique for reducing file size is to minimize the use of
video in the image that appears on the screen – that is, to
create video only for the parts of an object that are
changing, such as a flickering candle. The video could be
played over and over to create the motion of a flickering
candle.
Page 37
Video Tips
Display size In most multimedia titles, you do not need to show
full-screen video. The video can be played in a
window that can be as small as one-fourth or even
one-sixteenth the size of the screen.
Conclusion: Changing the image size and compressing the file
become the primary ways of reducing file size. In most cases, a one-
quarter screen image (320 X 240), an 8-bit (256 colors) color depth,
and a 15 frames per second frame rate are acceptable in a multimedia
title.
Page 39
Animation on the Internet
Animation is an excellent way to provide appeal on a web
site, choose from the following
– Animated text
– Animated GIF’s
– Flash animations
– 3-D environments
Page 40
2-D Animation
Two types of animation exist
– Cel animation – based on changes that occur from one
frame to the next
– Path animation – moves an object along a predetermined
path on the screen
Page 41
3-D Animation
3-D Animation involves three steps
1) Modeling – creating the broad contours and
structure of 3-D objects and scenes
2) Animation – defining the object’s motion
3) Rendering – giving objects attributes such as
color, surface textures, and amounts of
transparency
Page 42
Design Considerations
Give the user control over whether or not to display or enlarge graphic images
Allow the user to be active while graphic images are being displayed
Provide feedback to the user by displaying the amount of time a file will take to download
Page 44
Multimedia Development Life Cycle
Needs Assessment
Analysis & Design
DevelopmentFulfillment
Maintenance
Page 45
Phase I: Preliminary Needs Assessment
Overall project objectives and expectations are defined.
Depending on project scope, either results in a quote for
project completion or a quote for complete Phase II
Analysis & Design.
Page 46
Phase II Analysis & Design
Analysis
Gathering a full understanding of : Your goals
Market position
Product line
Timeframe
Distribution requirements
Budget
System and resource constraints.
We discuss concepts, challenges, and potential integration with other
systems and/or marketing programs
Output : Phase III Development Proposal
Page 47
Development Proposal includes:
Overview - description of project goals, conceptual approach, and Phase II
deliverables.
Storyboard - graphic outline of project interface, navigation, and key visual
components.
Application Flow - textual outline of all project components, timing, and
navigation options.
Content Description - detailed description of all content, including:
photography, computer graphics, text, video, voice-over audio, music, sound
effects, animations, etc.
Phase II Analysis & Design
Page 48
Content Acquisition Plan - assignment of DIMACC, customer and
third party responsibilities in gathering, altering, and creating specific
content components.
Implementation Strategy - plan detailing all tasks, technologies, and
performance benchmarks required for remaining project phases.
Budget and Schedule - detail of costs, delivery dates, and milestones
associated with project deliverables.
Phase II Analysis & Design
Page 53
Phase III Development
Final Copy and Content Development
– Create, acquire and prepare all photographs, user interface graphics, and
other illustrations
– Model, animate and render all 3D animation components
– Record, digitize and composite all audio and video components
– Edit and process all textual components
– Acquire and prepare all external components such as install software,
databases, linked websites, etc.
Page 54
Programming, Testing & Mastering
– Build authoring platform framework
– Import content
– Develop all programming components
– Test for proper function and performance targets
– Optimize performance for each platform
– Burn beta version for customer content review and functional testing
– Burn gold master for replication
Packaging and Support Literature Design
– Design and layout packaging and collateral materials
– Proof and revise as needed
– Produce make-ready films and/or digital files
Phase III Development
Page 55
Go to market with approved gold master CD and all supporting
materials.
Customization as required
– Prepare additional versions for specialized usage
CD Replication, Printing when required
– Manufacture CD-ROMs
– Print and/or label CD-ROMs
Packaging/Distribution
– Print CD-ROM packaging and collateral materials
– Assemble/stuff and prepare for distribution
– Distribute
Phase IV Fulfillment