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Multimedia

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Multimedia (Lat. Multum + Medium) is media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the (user) audience. Multimedia also refers to the use of (but not limited to) electronic media to store and experience multimedia content. Multimedia is similar to traditional mixed media in fine art, but with a broader scope. The term "rich media" is synonymous for interactive multimedia. Multimedia means that computer info can be represented through audio, graphics, image, video and animation in addition to traditional media(text and graphics). Hypermedia can be considered one particular multimedia application.

Multimedia is a combination of content forms:

Text
Audio
Still Images
File:Crystal Clear device mouse.png
Animation
Video
Interactivity

Categorization

File:Crystal 128 clock.png
Linear
Presentation
Non-linear
Interactive

Multimedia may be broadly divided into linear and non-linear categories. Linear active content progresses without any navigation control for the viewer such as a cinema presentation. Non-linear content offers user interactivity to control progress as used with a computer game or used in self-paced computer based training. Non-linear content is also known as hypermedia content.

Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via interaction with the presenter or performer.

Features

Local
Recorded
Online
Streaming

Multimedia presentations may be viewed in person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Broadcasts and recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand.

Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an online network, or locally with an offline computer, game system, or simulator.

The various formats of technological or digital multimedia may be intended to enhance the users experience, for example to make it easier and faster to convey information. Or in entertainment or art, to transcend everyday experience.

A lasershow is a live multimedia performance.

Enhanced levels of interactivity are made possible by combining multiple forms of media content. Online multimedia is increasingly becoming object-oriented and data-driven, enabling applications with collaborative end-user innovation and personalization on multiple forms of content over time. Examples of these range from multiple forms of content on web sites like photo galleries with both images (pictures) and title (text) user-updated, to simulations whose co-efficients, events, illustrations, animations or videos are modifiable, allowing the multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing, Haptic technology enables virtual objects to be felt. Emerging technology involving illusions of taste and smell may also enhance the multimedia experience.

Terminology

History of the term

In 1965 the term Multi-media was used to describe the Exploding Plastic Inevitable, a performance that combined live rock music, cinema, experimental lighting and performance art.

In the intervening forty years the word has taken on different meanings. In the late 1970s the term was used to describe presentations consisting of multi-projector slide shows timed to an audio track. In the 1990s it took on its current meaning. In common usage the term multimedia refers to an electronically delivered combination of media including video, still images, audio, text in such a way that can be accessed interactively.[1] Much of the content on the web today falls within this definition as understood by millions.

Word usage and context

Since media is the plural of medium, the term "multimedia" is a pleonasm if "multi" is used to describe multiple occurrences of only one form of media such as a collection of audio CDs. This is why it's important that the word "multimedia" is used exclusively to describe multiple forms of media.

The term "multimedia" is also ambiguous. Static content (such as a paper book) may be considered multimedia if it contains both pictures and text or may be considered interactive if the user interacts by turning pages at will. Books may also be considered non-linear if the pages are accessed non-sequentially. The term "video", if not used exclusively to describe motion photography, is ambiguous in multimedia terminology. Video is often used to describe the file format, delivery format, or presentation format instead of the form of information content such as moving illustrations or still pictures. Multiple forms of information content are often not considered multimedia if they don't contain modern forms of presentation such as audio or video. Likewise, single forms of information content with single methods of information processing (e.g. non-interactive audio) are often called multimedia, perhaps to distinguish static media from active media.

Usage

VVO Multimedia-Terminal in Dresden WTC (Germany)
A presentation using Powerpoint. Corporate presentations may combine all forms of media
Virtual reality uses multimedia content. Applications and delivery platforms of multimedia are virtually limitless.

Multimedia finds its application in various areas including, but not limited to, advertisements, art, education, entertainment, engineering, medicine, mathematics, business, scientific research and spatial temporal applications. Below are the several examples as follows:

Professional

Creative industries

Creative industries use multimedia for a variety of purposes ranging from fine arts, to entertainment, to commercial art, to journalism, to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Request for their skills range from technical, to analytical, to creative.

Commercial

Much of the electronic old and new media utilized by commercial artists is multimedia. Exciting presentations are used to grab and keep attention in advertising. I personally hate commercials though, so i have Tivo™. Industrial, business to business, and interoffice communications are often developed by creative services firms for advanced multimedia presentations beyond simple slide shows to sell ideas or liven-up training. Commercial multimedia developers may be hired to design for governmental services and nonprofit services applications as well.

Entertainment and fine arts

In addition, multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations. Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Some video games also use multimedia features.

Multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia.

In the Arts there are multimedia artists, whose minds are able to blend techniques using different media that in some way incorporates interaction with the viewer. One of the most relevant could be Peter Greenaway who is melding Cinema with Opera and all sorts of digital media. Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an art gallery. For the most part these artists are using materials that will not hold up over time.

Education

In Education, multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopaedia and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats. Edutainment is an informal term used to describe combining education with entertainment, especially multimedia entertainment.

Engineering

Software engineers may use multimedia in Computer Simulations for anything from entertainment to training such as military or industrial training. Multimedia for software interfaces are often done as a collaboration between creative professionals and software engineers.

Industry

In the Industrial sector, multimedia is used as a way to help present information to shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technologies, Also known as Ebay™.

Mathematical and Scientific Research

In Mathematical and Scientific Research, multimedia are mainly used for modelling and simulation. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the Journal of Multimedia.

Medicine

In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it. Examples of such diseases that are simulated include Mad cow disease, Rabies, and Yo Momma.

Miscellaneous

In Europe, the reference organization for Multimedia industry is the European Multimedia Associations Convention (EMMAC).

An observatory for jobs in the multimedia industry provides surveys and analysis about multimedia and ITC jobs.[1]

Conferences

There are a large number of multimedia conferences, the two main scholarly scientific conferences being:

References, Sources, and Notes

Multimedia Making it Work, by Tay Vaughan, Published by Osborne McGraw Hill 1993 ISBN 0-07-881869 m

See also