Computer

Transcription

Computer
It is the use of computer to present
and combine more than two media
types to enable the user to interact,
create, and communicate.
 Non
Linear / Interactive multimedia the end-user controls what and when
the elements are delivered,
› Hypermedia
- the end-user can
navigate between linked elements.
 Linear / passive multimedia - the enduser sits back and watches the
presentation.
Computer
– coordinate what is seen
and heard; to interact with the user;
Links – connect the information
Navigational tools – traverse the web
of information
Ways for user to gather, process, and
communicate own information and
ideas.
Text: characters
representing words and
symbols. The use of
different styles, fonts and
colors can be used to
emphasize specific
points.
Graphics: visual
representation of an
object. Examples
include conventional
artwork, computergenerated artwork,
photographs or
captured video frames.
Sound: vibration as
perceived by hearing.
This may include speech,
audio effects (e.g.
applause), ambient
sound (e.g. the
background sound of the
sea etc.) and music.
Video: presentation of
moving pictures
representing actual
events.
Animation: moving
sequence of still images.
It consists of a series of still
images shown in rapid
succession. It is an illusion
of motion. It tricks our
mind into thinking that
stationary artwork is truly
moving.
1.
In business.
a) Training.
b) Online conferencing.
c) Sales and product
demonstrations.
d) etc
2.
In schools.
a) Visual aids.
b) Self-guided tutorials.
c) Laser discs were once the
primary medium for
multimedia in schools, but
today they have been
supplanted by CDs.
d) etc.
3.
At home.
a) Home design and
remodeling software.
b) Games.
c) Genealogy software.
d) etc.
4.
In public places.
a) Information kiosks in
grocery stores, mall,
museums, hotels, airports,
and more.
b) etc.
Interactive multimedia
merchandising
(Ex: Florsheim’s merchandising kiosk,
FastTake video kiosk, Galleria21 virtual
shopping)
FastTake video kiosk

Video Conferencing
Multimedia Travel System
 Real State (realtor.com)
 Corporate / Product Training


Mass Market
application
(Ex: Style-On_Video System)
Just Grandma and Me
Softkey’s Leonardo
TriplePlay Plus
Where in the World is Carmen San Diego?
Games
Sega
Nintendo X-box
Sony game machine.
{Nintendo alone has sold over 100 million game players
worldwide and more than 750 million games.}
 Users with TiVo technology (www.tivo.com) can store 80 hours
of television viewing and gaming on a stand-alone hard disk.
 Live Internet pay-for-play gaming with multiple players has
become popular, bringing multimedia to homes on the data
highway, often in combination with CD-ROMs inserted into
the user’s machine.
 Microsoft’s Internet Gaming Zone and Sony’s Station web site
boast more than a million registered users each—Microsoft
claims to be the most successful, with tens of thousands of
people logged on and playing every evening



Crystal Eyes
HT Medical System
1829: Typewriter Introduced
1887: Motion Picture Patented by
Edison
1891: Use of Kinetograph to
record motion pictures
1899: Magnetic Recording
Introduced
1926: First Television
1931: First Stereo Recordings
1941: First TV Commercial (for
Bulova watches)
1948: Cable TV
1959: First copy machine (by
Xerox)
1961: Spacewars (1st video
game)
kinetograph
SpaceWars
1963: Mouse invented
1964: Compact cassette tape
1969: GUI developed by Xerox
1972: Atari
1972: Pong (developed for Atari)
1975: Bill Gates starts MICROSOFT
1977: Visual Effects category
added to Oscar awards
1978: Video Laser Disk
1979: National Computer
Graphics Association
organized
1980: Disney uses computer
graphics for the movie TRON
Pong
1980: Sony Walkman
1982: Adobe
1982: The Last Starfighter
1983: 1st CD Player
1984: 1st computer generated 30
second commercial used for
Super Bowl
1986: The Great Mouse Detective (1st
animated film to be aided by
computer graphics)
1987: 10,000+ Internet hosts
1988: Apple sues Microsoft for
copyright infringement for GUI
1988: Disney & Pixar develop CAPS
(Computer Animation Paint
System)
1988: Who Framed Roger Rabbit
1989: 100,000+ Internet hosts
1989: 8MM Videotape introduced by
Sony
1990: CD standard household
item
1991: World Wide Web
launched
1993: Mosaic, first web browser
1999: Peer to Peer File sharing
2000: Mobile phone
2003: Digital cameras (cheap)
2005 : Internet: social
networking sites (myspace)
2006 : video sharing (youtube)
Ref:
http://www.xtimeline.co
m/timeline/A-history-ofmultimedia
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