Multimedia

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1. MULTIMEDIA B.Abinaya Bharathi, M.Sc[Cs&IT], Nadar Saraswathi College of Arts and Science,Theni. 1 2. MULTIMEDIA ã Multimedia is mainly used to deliver…
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  • 1. MULTIMEDIA B.Abinaya Bharathi, M.Sc[Cs&IT], Nadar Saraswathi College of Arts and Science,Theni. 1
  • 2. MULTIMEDIA • Multimedia is mainly used to deliver information using pictures, sound and video. • Computer act as a intermediating terminal between the user and the product. • Multimedia products are used for different kinds of people Like , children's like to watch rhymes and animated pictures and Students use for research etc,. 2
  • 3. HISTORY OF MULTIMEDIA • In later 1980's desktop computers play a major role in the development of multimedia technologies by delivering information and provide entertainment. • common uses of this computer is playing video games, word processing, doing homework, and programming. 3
  • 4. • In the 1990s, the internet was a hard-to-explain concept to people. the idea of electronic mail and an encyclopedia was used among the people. • In 1990’s hypertext technology , video game are commonly used among the people • Programming languages are also used on that decade. 4
  • 5. • At present we all are using smart phones . • Multimedia plays a major role now a days. • by the use of this Smartphone's we can play games we can use social media . 5
  • 6. TYPES OF PRODUCTS • Two perspectives on products Developers perspective: to develop a useful, beneficial and profitable product. User’s perspective: ability to evaluate its usefulness, benefit and cost. 6
  • 7. TYPES OF PRODUCTS • Large number of products for home, office, classroom uses can be grouped as Briefing Reference Database Education and training Kiosk Entertainment and Games 7
  • 8. BRIEFING • Briefing products are used to present information quickly and concisely. • Ex: presentation ,lectures etc,. 8
  • 9. Reference • These are most common form of commercial multimedia products • Reference products are used by wide range of users from children to adults. • Example of preference products includes • Encyclopedia • Dictionaries • Historical and scientific surveys. • Two basic classes od reference products are • Generalized content • Detailed content 9
  • 10. • Generalized reference • Ex: encyclopedia and dictionaries. • Detailed content • Providing detailed information about specific topic. 10
  • 11. Database product • Providing large amount of information to the end user. • Focus on storing and accessing the actual data (multimedia data such as text, graphic, audio, animation and video) • Characteristics of Database Products are:  Manages multimedia data (large data)  Relational consistency in data management.  Descriptive finding methods • Content based search  Simultaneous access • Online database 11
  • 12. Education and Training Products • Online study materials like textbook or training manuals with audio, animation and video. • create a important share of the multimedia market ranging from pre- kindergarten to postgraduate offerings from technical to corporate training products. • two categories of reference product: Instructor Support Products Standalone or Self-Paced Products  Combination Products • Shares the same characteristics as Reference Product 12
  • 13. Kiosk Products • This product is mainly developed for conveying information interactively to the user at public places and also other types of transaction. • Characteristics of Kiosk Products Limited target users and usage. User friendly and easily used by user. Fast response. 13
  • 14. Kiosk Products • Categories of Kiosk  Point Of Information Provide certain information like timetable  Point Of Sales System  Allow users to purchase or make orders • Example of Kiosk Products  Instant Photo Booth Banking Kiosk (money deposit)  University Information Kiosk 14
  • 15. Entertainment & Games • Shipped in the form of Interactive CD / DVD ROM • Characteristics of E & G Products Immersive.  Requires constant feedback and interaction with the user.  Challenging and sometimes exciting the user Enabled online play for more than one user experience. 15
  • 16. THANK YOU 16
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