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Multimedia Systems
Hardware & Software
Table of Content
1. Categories of multimedia systems
2. Categories of multimedia devices
3. Evolution of multimedia PC
4. Authoring tools
5. Classification of authoring tools
6. Multimedia development process
Multimedia Systems
Can be categorized based on functionality as
below:
• Multimedia Presentation Systems (for user)
• Multimedia Development Systems (for developer)
Multimedia Presentation Systems
• PC with high resolution screen
• CD-ROM drive
• speakers and microphone
Multimedia Development System
Includes the following:
• software toolkit for development work
• software library for support functions
• libraries of clip art, music and video
• Related hardware
Multimedia Development System
• My program works at my PC but not at the users!
• Development systems has more resources and
utilities.
• Presentation systems must be checked to have
the required components and resources.
Six Categories of Multimedia Devices
• Analog Media Devices
• Digital Media Devices
• General Purpose Devices
• Synchronization Devices
• Interaction Devices
• Multimedia Platforms
1. Analog Media Devices
• These devices deal with analog media, but may
be under computer control
• Divided into 3 sub categories :
 Sources
 Filters
 Sinks
Sources (Analog Input)
• Microphone
• Video Camera
• Photographic Camera
Filters (Analog Processing)
• Analog Video Effects Device
• Analog Audio Effects Device
• Audio Mixer
Sinks (Analog Output/Storing)
• Speaker
• Video Display
• Video Tape Recorder
• Audio Tape Recorder
2. Digital Media Devices
• These devices deal with digital signal.
• Can be divided into 3 sub categories :
 Capturing devices
 Processing devices
 Presentation devices
Capturing Devices (Input)
• Keyboard
• Image Scanner
• OCR device
Processing Devices
• Video Encoder/Decoder
• Audio Encoder/Decoder
• Digital Video Effects Device
• Digital Audio Effect Device
Presentation Devices (Output)
• Printer
• Monitor
• Projector
3. General Purpose Devices
• Examples: storage devices like CD-ROM, floppy
drive, hard drive, network interface, and general
purpose processors
• Most devices are digital
4. Interaction Devices
• Multimedia application means ability to interact
within the application itself
• Interaction devices enable user direct control over
the multimedia application behavior
• Examples: keyboard, mouse, joystick, electronic
pen
5. Synchronization Devices
• Simultaneous presentation using multiple media
(text,audio,video etc).
• Requires hardware assistance to maintain proper
timing.
• Example: sync generator in audio and video
studios, Macromedia Flash, computer games etc.
• A true multimedia platform integrates and
combines various multimedia devices and
components
Apple Macintosh
• Popularized the graphical user interface
• Popularized computer graphics
• Native sound file formats (aiff & mid)
• Native digital video file format (QuickTime)
IBM Compatible PC
• Original emphasis was on business computing *
6. Multimedia Platform
Evolution of Multimedia PC
• The personal computer has gone through
several stages in its short lifetime.
• Early systems supported only alphanumeric
data and employed a simple command line
interface.
• Next generation supported text and simple
graphics, which could be accessed via a
menu-driven interface.
Evolution of Multimedia PC
Limitations of PC of the 1980’s
• The basic IBM-PC-compatible machine was
weak on processing power and had no
integral support for audio and video; use
adapter boards for AV.
• Extensions to the operating system were also
required to control various external equipments
like microphones, audiotapes, VCRs and video
cameras. (Now we have System software like
Microsoft Multimedia Extension for windows)
Evolution of Multimedia PC
Limitations of PC of the 1980’s
• Probably the weakest feature of PC in context of
Multimedia is the bus architecture.
- Data bus: internal communication line carries data
between components within / different PCs.
- Existing bus architecture (ISA bus) handles small packets
of data, in bursts with error checking.
- Now, PC have Peripheral Component Interconnect
(PCI);
use 3 basic types of bus – increase speed.
(control, address, transfer).
Evolution of Multimedia PC
Limitations of PC of the 1980’s
• Networking to transmit multimedia information
requires multiplexing / demultiplexing software;
requires extra processing in computers and
possible extensions to the OS.
Evolution of Multimedia PC
• Big industry of adapter boards and related
equipment for multimedia applications grew up
around IBM PC and its clones.
• In order to standardize the developments relating
to multimedia PC (MPC), the software publishers
association (SPA) set up its subsidiary called MPC
marketing council in the early 1990s.
• A certification procedure has also been developed
allowing members to attach a special logo to their
products provided compatibility conditions are
met. Recently a software and information industry
association (SIIA) has also been formed
(http://www.siia.Net).
Evolution of Multimedia PC
• For hardware products , compatibility means
compliance with the MPC hardware
requirements and for the software products this
means the ability to run on an MPC platform.
• MPC level 1 specs were meant to energize the
adoption of a standard multimedia computing
platform.
• Revised specs called MPC level 2 or simply
MPC2 were introduced in May 1993 to
establish a performance standard to enhance
multimedia computing.
Evolution of Multimedia PC
• In 1995 the MPC level 3 specifications were
announced once again raising the standard
for multimedia PCs.
• Both MPC2 and MPC3 maintain backward
compatibility.
MPC Level 1
• Adopting standard computing platform as an
extension of personal computer.
• Includes CD-ROM, audio subsystem and I/O
requirements.
• Most MPC level-1 were sold as upgrade for existing
Computers. (Intel 386 / 486)
MPC Level-2
• MPC-1 cost too much $ , too little capabilities.
• MPC Level-2 introduced in May 1993.
• Design includes software based Video and new
applications (Photo CD ).
• Backward compatibility with MPC-1
The Emergence of MPC
MPC I MPC II MPC III
CPU 386sx (16Mhz) 486sx (25Mhz) Pentium (75 Mhz)
Memory 2 MB 4 MB 8 MB
HD drive 30 MB 160 MB 500 MB
Sound 8 bit + MIDI 16 bit + MIDI 16 bit + MIDI
Video
-resolution
- number of
colors
VGA
640 x 480
256 (8 bit)
SVGA
640 x 480
65K (16 bit)
SVGA + MPEG I
640 x 480
65K (16 bit)
CD-ROM
-speed
-seek time
150 Kb/s
600 ms
300 Kb/s
400 ms
600 Kb/s
280 ms
Evolution of Multimedia PC
Desktop
Intel® Core™ Duo
Intel® Pentium® Extreme Edition
Intel® Pentium® D
Intel® Pentium® 4 Extreme Edition
HT
Intel® Pentium® 4 HT
Intel® Pentium® 4
Intel® Celeron® D
Intel® Celeron®
Laptop
Intel® Core™ Duo
Intel® Core™ Solo
Intel® Pentium® M
Mobile Intel® Pentium® 4
Intel® Celeron® M
Server
Intel® Itanium® 2
Intel® Xeon®
Intel® Xeon® MP
Intel® Pentium® D
Intel® Pentium® 4 HT
Intel® Pentium® 4
Workstation
Intel® Xeon®
Intel® Pentium® D
Intel® Pentium® 4 HT
Intel® Pentium® 4
Wireless
Intel® Application Processors
Intel® Cellular Processors
Network
Intel® IXP465 Network Processor
Intel® IXP460 Network Processor
Intel® IXP425 Network Processor
Intel® IXP422 Network Processor
Intel® IXP421 Network Processor
Intel® IXP420 Network Processor
Intel® IXP2855 Network Processor
Intel® IXP2805 Network Processor
Intel® IXP2400 Network Processor
Intel® IXP2325 Network Processor
Intel® IXP2350 Network Processor
Intel® IXP1200 Network Processor
Embedded
Intel® Architecture Processors 
Intel® Xeon® Processors
Intel® Pentium® M Processors
Intel® Pentium® 4 Processors
Intel® Pentium® III Processors
Intel® Pentium® II Processors
Intel® Celeron® M Processors
Intel® Celeron® Processors
Intel® Pentium® Processors
MMX™
Intel® Pentium® Processors
Intel486™ Processors
Intel386™ Processors
Intel® 186 Processors
Intel® Application Processors
Intel® PXA270 Processor
Intel® PXA255 Processor
Authoring tools
• An authoring tool is a software package which allow
developers to write hypertext and multimedia applications
by linking together objects such as a paragraph of text, an
illustration, graphics or a song.
• It is an authoring system intended for use by a user who are
not traditional programmer or even do not know any
programming language but wish to create interactive
multimedia presentations or product or computer based
learning material.
• Example: Macromedia Flash, Dreamweaver, Power Point,
etc.
Role of authoring software
• Produce content with:
• Paint, text, animation tools
• Incorporate and combine contents
• Design screen layouts using templates
• Create interactivity
• Create hypertext
Products developed with authoring software
 Multimedia presentations
 E- Learning
 Computer Based Training (CBT)
 Web pages
 Artistic visualizations
Classifying multimedia authoring tools
• There are two primary ways of classifying
multimedia authoring tools:
by metaphor
by capabilities and complexity
Classifying by Metaphor
• All multimedia tools are based on a metaphor. The
metaphor is based on three main characteristics:
• the way the program organizes the different elements
• the way the program sequences events that happen
• the way the application is delivered
• Most authoring programs are based on one of the following
metaphors:
1. Time-based
2. Card-based or Page-based
3. Icon-based, event-driven (logic flow)
4. Theatrical-based
1. Time-Based Metaphors
• In time-based authoring programs, the elements
of the program are organized along a time line.
Events may be precisely synchronized by
coordinating the time, speed and display length
of each one.
• Examples of time-based authoring programs include:
• Astound by Gold Disk
http://www.golddisk.com/astound.html
• MacroMedia Flash by Macromedia
http://www.macromedia.com
• Cinemation from Vividus http://www.vividus.com/
2. Card/Page -Based Metaphors
• In card-based and page-based authoring
programs, the metaphor is one of a stack of cards
or the pages of a book. Unlike the real paper item,
however, the user is not limited to going through
the program sequentially. It is easy to move from
page to page because most programs use
buttons and hot spots which allow the user to
choose their own path.
• A card-based program usually allows common
elements, such as backgrounds and navigation
bars which are common to all cards, to be placed
in a background layer and elements which are
different on each card to be placed on a
foreground layer.
Examples of card-based programs include:
•HyperCard by Apple Computer
•HyperStudio by HyperStudio
•Asymetrix Toolbook by Asymetrix
•SuperCard by Allegiant
3. Icon-Based Metaphors
• Icon-based authoring programs are designed
around a visual programming approach to
sequencing the events in the multimedia
application. The developer drags the icons for
each event, such as text, graphics, sound and
video, to a flow line thus also creating a type of
visual flow chart. Icons may be rearranged by
dragging them to the desired position.
• Examples of icon-based authoring programs include:
• Macromedia Authorware by Macromedia
• IconAuthor by Aimtech
4. Theatrical-Based Metaphors
• In this type of authoring program, events are
thought of as cast members and arranged in a
theatre-like production or stage which combines
these elements in regard to time and place.
• Examples of theatrical-based authoring programs include:
• Macromedia Director by Macromedia
Classifying By Capabilities and Complexity
• Multimedia authoring programs may also be categorized
according to their capability and degree of complexity.
Most authoring programs may be placed in one of these
categories:
1. Multimedia-Capable Presentation Tools
2. Dedicated Media Integration Tools
3. Professional Multimedia Development Tools
1. Multimedia-Capable Presentation Tools
• Slide presentation software: PowerPoint
• Semi to non-professional applications
• Mostly for educational or training purposes
• Usually very efficient at integrate charts, graphs,
and simple illustrations.
• Examples include:
Microsoft PowerPoint
Adobe Persuasion
Lotus Freelance Graphics
WordPerfect Presentation
Software Publishing's Harvard Graphics
2. Dedicated Media Integration Tools
 Sequence multimedia events and elements.
 Semi to full professional use
 Examples:
IBM's Storyboard Live!
Asymmetric's Media Blitz!
Passport Producer
3. Professional MM Development Tools
• Highly interactive applications such as :
games
• Full professional use
• Programming/scripting capabilities
• Examples:
Macromedia Director, Authorware, Flash
Asymmetric's Toolbook
Apple's HyperCard
Aimtech's IconAuthor
Multimedia Development Process
• Take a long time to be produced.
• Include four stages:
1. Planning and costing
2. Designing and Producing
3. Testing
4. Delivering
Planning and Costing
• Plan to fulfill the expectation of the audience.
Steps to start a project:
1. Define the objectives and scope
2. Target audience
3. Set the content
4. Estimating cost
5. Hardware
6. Software
7. Build a multimedia team
1. Define the objectives and scope
What is the purpose of creating the project?
• Try to achieve the objective.
Define the scope or the boundary of the project.
• Consider how much time to develop the project.
• Consider the knowledge and skills needed
• Consider the how to organize the project
2. Target audience
• Target audience – applications users or information recipient.
• To whom the project is created for
• Do some background research about
• the target audience because this will affect
• the complexity of your design.
• Consider the following factors:
• Age
• Knowledge or educational background
• Technological background
• Language
• Gender
• Economical background
• Profession
3. Set the content
• Content or information will determine the size of the
project
• Content production depend on the availability of the
existing resources or the need to create new materials.
• Consideration before determining the content are:
• Obtaining rights to use exiting resources.
• Digitizing pictures, audio, and video.
• Produce materials including text, graphics, audio
effects and animation
• The amount of information available must be based on
the audience expectation.
4. Estimating cost
• Three general elements that can vary in project
estimates: time, money and people. If we decrease
any of these elements, we may generally increase one
or both of the others.
People
Time Money It will take longer time to
develop multimedia
application if developer
team (people) and
money is less.
People
Time
Money
If there is a large
number of developer
team, time and
money (cost) to
develop multimedia
application could be
reduced.
Time
Money
People
Money (cost) can be saved if
we decrease the number of
developer team and time
duration in multimedia
application development.
5. Hardware Requirement
• Developer side.
• It is also for the end user expectation – the type of
hardware platform.
• Several types of hardware components that need to
be considered:
Memory and storage device
Input devices
Output devices
Communication Device (optional)
Output device
• The size of the monitor also should be considered
because larger monitor gives the user larger view
and this makes creating graphics easier.
• Projectors suitable in briefing or educational
multimedia products where the information is
displayed to a large number of viewers.
• Note that displaying information with projectors
may not be the same as displaying on monitors
because information such as text must be large
enough and have contrast color so that it is easier
to read.
6. Software requirement
• Expensive software offer advance and powerful
features which requires higher skill. However, there
are software that can help to save time and to
organize a project which are less expensive.
• Several types of software:
• Text Editing and Word Processing Tool
• Painting and Drawing Tools
• 3D Modeling and 2D Animation Tools
• Image Editing Tools
• Sound Editing Tools
7. Build a multimedia team
• Require a specific set of skills.
• Most of the time, multimedia project involves a lot
of people to be produced. Each person has their
own specialized skills required to do specific task.
• The examples of multimedia team members and
their roles:
Project Manager
Multimedia Designer
Audio/Video specialist
Multimedia programmer
Multimedia team
Project Manager
• The leader of a project.
• Responsible for overall development, implementation of the
project and day to day operations.
• Strong in both technical and management aspect of the
project.
Multimedia Designer
• Deals with visual aspects of the project, graphic design,
illustration, animation, interface design and image
processing.
• Maintain the flow of the information, clear and consistent
navigation.
Multimedia team
Audio/Video specialist
• Focus on the audio and video production - shooting,
capturing and editing video, digitizing and audio recording.
Multimedia programmer
• Responsible for integrating all the multimedia elements using
authoring system or programming language to create a
functioning and useful multimedia product.
Testing
• Unavoidable rule in any multimedia projects.
• Test or review the project or Web site to ensure it is
bug free, accurate, operationally and visually on
target, and achieving the objective or target.
• Every feature and function must be exercised,
every button or link must be clicked - will be
repeated again and again with different
hardware and under various conditions
• Two phases of testing
Alpha testing
Beta testing
Alpha testing
• Often performed only by users within the
organization developing the software as a form of
internal acceptance testing.
• The product is evaluated relatively in the early
stage of the development phase.
• The application may be missing part of the
content or functionality.
• The main interest is to review the concept, format,
user interface and the layout.
• The tester may be selected users or friends, most -
often the team member themselves - should be
able to provide positive criticism or feedback.
Beta testing
• The product is evaluated just before the final
release.
• It is a fully functioning product and should be
relative bug free.
• Main interest is to find bugs or content errors.
• The testing group should be represented by the
real users and should not include the people who
have been involved in the project.
• The feedbacks from these testers are very
important where the errors or problems reported
by the beta testers have to include the detail
description of the problem.
Delivering
• Final stage
• Know the medium you want to use.
• Web site: can just upload to the servers and adjust
some settings then it is ready.
• For more complex application where installation
into the user’s computer is needed. Installation
should be smooth, easy and fast.
• Documentation - need to provide a clear step-by-
step procedure for the users to follow.
• Troubleshooting guide - potential problem that
can occur and how to solve it.
• A file name README.TXT is good thing to include in
the CD distribution of your project.
Delivering medium
CD-ROM
• It is also an optical storage and considered the
most common form of packaging for multimedia
products.
• It started out as a read-only technology in which
user could store data once only and access it
many times.
• Recent technology led to a multi-session version
where user can add to the content of a CD and
even fully able to write to the systems.
Continued…
DVD
• It is the latest format for optical storage up to
17GB.
• At the moment, DVD is increasingly popular for
DVD-Video for its high quality audio and video.
Summary
1. 2 categories of multimedia systems
- Multimedia presentation systems
- Multimedia development systems
2. 6 categories of multimedia devices
- Analog devices
- Digital devices
- General purpose devices
- Synchronization devices
- Interaction devices
- Multimedia Platforms
3. Evolution of multimedia PC
4. Authoring tool is a software package which allow developers
to write hypertext and multimedia applications by linking
together objects such as a paragraph of text, an illustration,
graphics or a song.
Summary
5. Classification of authoring tools
- by metaphors:
Time-based
Card/page-based
Icon-based
Theatrical-based
- by capabilities and complexity:
Multimedia-Capable Presentation Tools
Dedicated Media Integration Tools
Professional Multimedia Development Tools
6. Multimedia development process
- Planning and Costing
- Designing and Producing
- Testing
- Delivering

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Chapter 02 multimedia systems hardware and software

  • 2. Table of Content 1. Categories of multimedia systems 2. Categories of multimedia devices 3. Evolution of multimedia PC 4. Authoring tools 5. Classification of authoring tools 6. Multimedia development process
  • 3. Multimedia Systems Can be categorized based on functionality as below: • Multimedia Presentation Systems (for user) • Multimedia Development Systems (for developer)
  • 4. Multimedia Presentation Systems • PC with high resolution screen • CD-ROM drive • speakers and microphone
  • 5. Multimedia Development System Includes the following: • software toolkit for development work • software library for support functions • libraries of clip art, music and video • Related hardware
  • 6. Multimedia Development System • My program works at my PC but not at the users! • Development systems has more resources and utilities. • Presentation systems must be checked to have the required components and resources.
  • 7. Six Categories of Multimedia Devices • Analog Media Devices • Digital Media Devices • General Purpose Devices • Synchronization Devices • Interaction Devices • Multimedia Platforms
  • 8. 1. Analog Media Devices • These devices deal with analog media, but may be under computer control • Divided into 3 sub categories :  Sources  Filters  Sinks
  • 9. Sources (Analog Input) • Microphone • Video Camera • Photographic Camera
  • 10. Filters (Analog Processing) • Analog Video Effects Device • Analog Audio Effects Device • Audio Mixer
  • 11. Sinks (Analog Output/Storing) • Speaker • Video Display • Video Tape Recorder • Audio Tape Recorder
  • 12. 2. Digital Media Devices • These devices deal with digital signal. • Can be divided into 3 sub categories :  Capturing devices  Processing devices  Presentation devices
  • 13. Capturing Devices (Input) • Keyboard • Image Scanner • OCR device
  • 14. Processing Devices • Video Encoder/Decoder • Audio Encoder/Decoder • Digital Video Effects Device • Digital Audio Effect Device
  • 15. Presentation Devices (Output) • Printer • Monitor • Projector
  • 16. 3. General Purpose Devices • Examples: storage devices like CD-ROM, floppy drive, hard drive, network interface, and general purpose processors • Most devices are digital
  • 17. 4. Interaction Devices • Multimedia application means ability to interact within the application itself • Interaction devices enable user direct control over the multimedia application behavior • Examples: keyboard, mouse, joystick, electronic pen
  • 18. 5. Synchronization Devices • Simultaneous presentation using multiple media (text,audio,video etc). • Requires hardware assistance to maintain proper timing. • Example: sync generator in audio and video studios, Macromedia Flash, computer games etc.
  • 19. • A true multimedia platform integrates and combines various multimedia devices and components Apple Macintosh • Popularized the graphical user interface • Popularized computer graphics • Native sound file formats (aiff & mid) • Native digital video file format (QuickTime) IBM Compatible PC • Original emphasis was on business computing * 6. Multimedia Platform
  • 20. Evolution of Multimedia PC • The personal computer has gone through several stages in its short lifetime. • Early systems supported only alphanumeric data and employed a simple command line interface. • Next generation supported text and simple graphics, which could be accessed via a menu-driven interface.
  • 21. Evolution of Multimedia PC Limitations of PC of the 1980’s • The basic IBM-PC-compatible machine was weak on processing power and had no integral support for audio and video; use adapter boards for AV. • Extensions to the operating system were also required to control various external equipments like microphones, audiotapes, VCRs and video cameras. (Now we have System software like Microsoft Multimedia Extension for windows)
  • 22. Evolution of Multimedia PC Limitations of PC of the 1980’s • Probably the weakest feature of PC in context of Multimedia is the bus architecture. - Data bus: internal communication line carries data between components within / different PCs. - Existing bus architecture (ISA bus) handles small packets of data, in bursts with error checking. - Now, PC have Peripheral Component Interconnect (PCI); use 3 basic types of bus – increase speed. (control, address, transfer).
  • 23. Evolution of Multimedia PC Limitations of PC of the 1980’s • Networking to transmit multimedia information requires multiplexing / demultiplexing software; requires extra processing in computers and possible extensions to the OS.
  • 24. Evolution of Multimedia PC • Big industry of adapter boards and related equipment for multimedia applications grew up around IBM PC and its clones. • In order to standardize the developments relating to multimedia PC (MPC), the software publishers association (SPA) set up its subsidiary called MPC marketing council in the early 1990s. • A certification procedure has also been developed allowing members to attach a special logo to their products provided compatibility conditions are met. Recently a software and information industry association (SIIA) has also been formed (http://www.siia.Net).
  • 25. Evolution of Multimedia PC • For hardware products , compatibility means compliance with the MPC hardware requirements and for the software products this means the ability to run on an MPC platform. • MPC level 1 specs were meant to energize the adoption of a standard multimedia computing platform. • Revised specs called MPC level 2 or simply MPC2 were introduced in May 1993 to establish a performance standard to enhance multimedia computing.
  • 26. Evolution of Multimedia PC • In 1995 the MPC level 3 specifications were announced once again raising the standard for multimedia PCs. • Both MPC2 and MPC3 maintain backward compatibility.
  • 27. MPC Level 1 • Adopting standard computing platform as an extension of personal computer. • Includes CD-ROM, audio subsystem and I/O requirements. • Most MPC level-1 were sold as upgrade for existing Computers. (Intel 386 / 486)
  • 28. MPC Level-2 • MPC-1 cost too much $ , too little capabilities. • MPC Level-2 introduced in May 1993. • Design includes software based Video and new applications (Photo CD ). • Backward compatibility with MPC-1
  • 29. The Emergence of MPC MPC I MPC II MPC III CPU 386sx (16Mhz) 486sx (25Mhz) Pentium (75 Mhz) Memory 2 MB 4 MB 8 MB HD drive 30 MB 160 MB 500 MB Sound 8 bit + MIDI 16 bit + MIDI 16 bit + MIDI Video -resolution - number of colors VGA 640 x 480 256 (8 bit) SVGA 640 x 480 65K (16 bit) SVGA + MPEG I 640 x 480 65K (16 bit) CD-ROM -speed -seek time 150 Kb/s 600 ms 300 Kb/s 400 ms 600 Kb/s 280 ms
  • 30. Evolution of Multimedia PC Desktop Intel® Core™ Duo Intel® Pentium® Extreme Edition Intel® Pentium® D Intel® Pentium® 4 Extreme Edition HT Intel® Pentium® 4 HT Intel® Pentium® 4 Intel® Celeron® D Intel® Celeron® Laptop Intel® Core™ Duo Intel® Core™ Solo Intel® Pentium® M Mobile Intel® Pentium® 4 Intel® Celeron® M Server Intel® Itanium® 2 Intel® Xeon® Intel® Xeon® MP Intel® Pentium® D Intel® Pentium® 4 HT Intel® Pentium® 4 Workstation Intel® Xeon® Intel® Pentium® D Intel® Pentium® 4 HT Intel® Pentium® 4 Wireless Intel® Application Processors Intel® Cellular Processors Network Intel® IXP465 Network Processor Intel® IXP460 Network Processor Intel® IXP425 Network Processor Intel® IXP422 Network Processor Intel® IXP421 Network Processor Intel® IXP420 Network Processor Intel® IXP2855 Network Processor Intel® IXP2805 Network Processor Intel® IXP2400 Network Processor Intel® IXP2325 Network Processor Intel® IXP2350 Network Processor Intel® IXP1200 Network Processor Embedded Intel® Architecture Processors  Intel® Xeon® Processors Intel® Pentium® M Processors Intel® Pentium® 4 Processors Intel® Pentium® III Processors Intel® Pentium® II Processors Intel® Celeron® M Processors Intel® Celeron® Processors Intel® Pentium® Processors MMX™ Intel® Pentium® Processors Intel486™ Processors Intel386™ Processors Intel® 186 Processors Intel® Application Processors Intel® PXA270 Processor Intel® PXA255 Processor
  • 31. Authoring tools • An authoring tool is a software package which allow developers to write hypertext and multimedia applications by linking together objects such as a paragraph of text, an illustration, graphics or a song. • It is an authoring system intended for use by a user who are not traditional programmer or even do not know any programming language but wish to create interactive multimedia presentations or product or computer based learning material. • Example: Macromedia Flash, Dreamweaver, Power Point, etc.
  • 32. Role of authoring software • Produce content with: • Paint, text, animation tools • Incorporate and combine contents • Design screen layouts using templates • Create interactivity • Create hypertext
  • 33. Products developed with authoring software  Multimedia presentations  E- Learning  Computer Based Training (CBT)  Web pages  Artistic visualizations
  • 34. Classifying multimedia authoring tools • There are two primary ways of classifying multimedia authoring tools: by metaphor by capabilities and complexity
  • 35. Classifying by Metaphor • All multimedia tools are based on a metaphor. The metaphor is based on three main characteristics: • the way the program organizes the different elements • the way the program sequences events that happen • the way the application is delivered • Most authoring programs are based on one of the following metaphors: 1. Time-based 2. Card-based or Page-based 3. Icon-based, event-driven (logic flow) 4. Theatrical-based
  • 36. 1. Time-Based Metaphors • In time-based authoring programs, the elements of the program are organized along a time line. Events may be precisely synchronized by coordinating the time, speed and display length of each one. • Examples of time-based authoring programs include: • Astound by Gold Disk http://www.golddisk.com/astound.html • MacroMedia Flash by Macromedia http://www.macromedia.com • Cinemation from Vividus http://www.vividus.com/
  • 37. 2. Card/Page -Based Metaphors • In card-based and page-based authoring programs, the metaphor is one of a stack of cards or the pages of a book. Unlike the real paper item, however, the user is not limited to going through the program sequentially. It is easy to move from page to page because most programs use buttons and hot spots which allow the user to choose their own path. • A card-based program usually allows common elements, such as backgrounds and navigation bars which are common to all cards, to be placed in a background layer and elements which are different on each card to be placed on a foreground layer.
  • 38. Examples of card-based programs include: •HyperCard by Apple Computer •HyperStudio by HyperStudio •Asymetrix Toolbook by Asymetrix •SuperCard by Allegiant
  • 39. 3. Icon-Based Metaphors • Icon-based authoring programs are designed around a visual programming approach to sequencing the events in the multimedia application. The developer drags the icons for each event, such as text, graphics, sound and video, to a flow line thus also creating a type of visual flow chart. Icons may be rearranged by dragging them to the desired position. • Examples of icon-based authoring programs include: • Macromedia Authorware by Macromedia • IconAuthor by Aimtech
  • 40. 4. Theatrical-Based Metaphors • In this type of authoring program, events are thought of as cast members and arranged in a theatre-like production or stage which combines these elements in regard to time and place. • Examples of theatrical-based authoring programs include: • Macromedia Director by Macromedia
  • 41. Classifying By Capabilities and Complexity • Multimedia authoring programs may also be categorized according to their capability and degree of complexity. Most authoring programs may be placed in one of these categories: 1. Multimedia-Capable Presentation Tools 2. Dedicated Media Integration Tools 3. Professional Multimedia Development Tools
  • 42. 1. Multimedia-Capable Presentation Tools • Slide presentation software: PowerPoint • Semi to non-professional applications • Mostly for educational or training purposes • Usually very efficient at integrate charts, graphs, and simple illustrations. • Examples include: Microsoft PowerPoint Adobe Persuasion Lotus Freelance Graphics WordPerfect Presentation Software Publishing's Harvard Graphics
  • 43. 2. Dedicated Media Integration Tools  Sequence multimedia events and elements.  Semi to full professional use  Examples: IBM's Storyboard Live! Asymmetric's Media Blitz! Passport Producer
  • 44. 3. Professional MM Development Tools • Highly interactive applications such as : games • Full professional use • Programming/scripting capabilities • Examples: Macromedia Director, Authorware, Flash Asymmetric's Toolbook Apple's HyperCard Aimtech's IconAuthor
  • 45. Multimedia Development Process • Take a long time to be produced. • Include four stages: 1. Planning and costing 2. Designing and Producing 3. Testing 4. Delivering
  • 46. Planning and Costing • Plan to fulfill the expectation of the audience. Steps to start a project: 1. Define the objectives and scope 2. Target audience 3. Set the content 4. Estimating cost 5. Hardware 6. Software 7. Build a multimedia team
  • 47. 1. Define the objectives and scope What is the purpose of creating the project? • Try to achieve the objective. Define the scope or the boundary of the project. • Consider how much time to develop the project. • Consider the knowledge and skills needed • Consider the how to organize the project
  • 48. 2. Target audience • Target audience – applications users or information recipient. • To whom the project is created for • Do some background research about • the target audience because this will affect • the complexity of your design. • Consider the following factors: • Age • Knowledge or educational background • Technological background • Language • Gender • Economical background • Profession
  • 49. 3. Set the content • Content or information will determine the size of the project • Content production depend on the availability of the existing resources or the need to create new materials. • Consideration before determining the content are: • Obtaining rights to use exiting resources. • Digitizing pictures, audio, and video. • Produce materials including text, graphics, audio effects and animation • The amount of information available must be based on the audience expectation.
  • 50. 4. Estimating cost • Three general elements that can vary in project estimates: time, money and people. If we decrease any of these elements, we may generally increase one or both of the others. People Time Money It will take longer time to develop multimedia application if developer team (people) and money is less. People Time Money If there is a large number of developer team, time and money (cost) to develop multimedia application could be reduced. Time Money People Money (cost) can be saved if we decrease the number of developer team and time duration in multimedia application development.
  • 51. 5. Hardware Requirement • Developer side. • It is also for the end user expectation – the type of hardware platform. • Several types of hardware components that need to be considered: Memory and storage device Input devices Output devices Communication Device (optional)
  • 52. Output device • The size of the monitor also should be considered because larger monitor gives the user larger view and this makes creating graphics easier. • Projectors suitable in briefing or educational multimedia products where the information is displayed to a large number of viewers. • Note that displaying information with projectors may not be the same as displaying on monitors because information such as text must be large enough and have contrast color so that it is easier to read.
  • 53. 6. Software requirement • Expensive software offer advance and powerful features which requires higher skill. However, there are software that can help to save time and to organize a project which are less expensive. • Several types of software: • Text Editing and Word Processing Tool • Painting and Drawing Tools • 3D Modeling and 2D Animation Tools • Image Editing Tools • Sound Editing Tools
  • 54. 7. Build a multimedia team • Require a specific set of skills. • Most of the time, multimedia project involves a lot of people to be produced. Each person has their own specialized skills required to do specific task. • The examples of multimedia team members and their roles: Project Manager Multimedia Designer Audio/Video specialist Multimedia programmer
  • 55. Multimedia team Project Manager • The leader of a project. • Responsible for overall development, implementation of the project and day to day operations. • Strong in both technical and management aspect of the project. Multimedia Designer • Deals with visual aspects of the project, graphic design, illustration, animation, interface design and image processing. • Maintain the flow of the information, clear and consistent navigation.
  • 56. Multimedia team Audio/Video specialist • Focus on the audio and video production - shooting, capturing and editing video, digitizing and audio recording. Multimedia programmer • Responsible for integrating all the multimedia elements using authoring system or programming language to create a functioning and useful multimedia product.
  • 57. Testing • Unavoidable rule in any multimedia projects. • Test or review the project or Web site to ensure it is bug free, accurate, operationally and visually on target, and achieving the objective or target. • Every feature and function must be exercised, every button or link must be clicked - will be repeated again and again with different hardware and under various conditions • Two phases of testing Alpha testing Beta testing
  • 58. Alpha testing • Often performed only by users within the organization developing the software as a form of internal acceptance testing. • The product is evaluated relatively in the early stage of the development phase. • The application may be missing part of the content or functionality. • The main interest is to review the concept, format, user interface and the layout. • The tester may be selected users or friends, most - often the team member themselves - should be able to provide positive criticism or feedback.
  • 59. Beta testing • The product is evaluated just before the final release. • It is a fully functioning product and should be relative bug free. • Main interest is to find bugs or content errors. • The testing group should be represented by the real users and should not include the people who have been involved in the project. • The feedbacks from these testers are very important where the errors or problems reported by the beta testers have to include the detail description of the problem.
  • 60. Delivering • Final stage • Know the medium you want to use. • Web site: can just upload to the servers and adjust some settings then it is ready. • For more complex application where installation into the user’s computer is needed. Installation should be smooth, easy and fast. • Documentation - need to provide a clear step-by- step procedure for the users to follow. • Troubleshooting guide - potential problem that can occur and how to solve it. • A file name README.TXT is good thing to include in the CD distribution of your project.
  • 61. Delivering medium CD-ROM • It is also an optical storage and considered the most common form of packaging for multimedia products. • It started out as a read-only technology in which user could store data once only and access it many times. • Recent technology led to a multi-session version where user can add to the content of a CD and even fully able to write to the systems.
  • 62. Continued… DVD • It is the latest format for optical storage up to 17GB. • At the moment, DVD is increasingly popular for DVD-Video for its high quality audio and video.
  • 63. Summary 1. 2 categories of multimedia systems - Multimedia presentation systems - Multimedia development systems 2. 6 categories of multimedia devices - Analog devices - Digital devices - General purpose devices - Synchronization devices - Interaction devices - Multimedia Platforms 3. Evolution of multimedia PC 4. Authoring tool is a software package which allow developers to write hypertext and multimedia applications by linking together objects such as a paragraph of text, an illustration, graphics or a song.
  • 64. Summary 5. Classification of authoring tools - by metaphors: Time-based Card/page-based Icon-based Theatrical-based - by capabilities and complexity: Multimedia-Capable Presentation Tools Dedicated Media Integration Tools Professional Multimedia Development Tools 6. Multimedia development process - Planning and Costing - Designing and Producing - Testing - Delivering