ABSTRACT
Multimedia project provides a more creative path through development and production. The process includes phases like planning, design, development, prototyping, testing, and delivery. An insight of social development and future of multimedia is given. It provides information on multimedia such as disabilities, techniques, uses and structure.
It shows how virtual reality integrates the sense of touch with video and audio media to immerse an individual into a virtual world. These days video games include bio feedback. A shock or vibration is given to the game player when he or she crashes or gets killed in the game. Other media technologies include transmission via the internet from one individual to another. VOIP technology has
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These messages can be described in terms of the delivery media (computer screen & amplified speaker) , sensory modalities ( visual & auditory) and presentation mode (words and pictures).The process of multimedia learning can be viewed as information acquisition in which multimedia messages are information delivery vehicles or as knowledge construction in which these messages are aids to sense making.
Multimedia devices are electronic media devices used to experience and store multimedia content, record, play and display or access by information content processing devices such as electronic and computerized devices. However, it can also be a part of live
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Moreover, it can be used as multimedia document (multimedia learning and multimedia message) when used as an adjective,
HISTORY OF MULTIMEDIA
The term multimedia was coined by singer and artist Bob Goldstein to promote the July 1966 opening of his "LightWorks at L'Oursin" show at Southampton. However, Goldstein was perhaps aware of Dick Higgins, an American artist, who had two years previously discussed a new approach to art-making which he called ‘inter-media’. Two years later, in 1968, the term ‘multimedia’ was re-appropriated to describe the work of David Sawyer, a political consultant (the husband of Iris Sawyer—one of Goldstein’s producers at L’Oursin).
The word has taken on different meanings in the intervening forty years. In the late 1970s, the term referred to presentations consisting of multi-projector slide shows. Though, by the 1990s, 'multimedia' took on its current meaning. It is an interactive multimedia when you allow the user to control what and when these elements are delivered. However, the interactive multimedia gets developed into hypermedia when you provide a structure of linked elements with which the user can
In 4th chapter I learned about CPU and other aspects related to it such as RISC and CISC.CPU stands for central processing unit and it is very suitable name for it as it processes the instructions that it gathers from files. Following diagrams explain the basic architecture of CPU: CPU performance is given by the fundamental law: Thus, CPU performance is dependent upon Instruction Count, CPI (Cycles per instruction) and Clock cycle time. And all three are affected by the instruction set architecture. Instruction Count CPI Clock Program x Compiler x x Instruction Set Architecture x x x Microarchitecture
Wireless technology is used for data transmission. Wireless technology carries a particular information from one place to another. Examples of wireless technologies are a remote control because while you’re using it, it sends control commands information to your TV making you want to change the channel or record a particular programme. Another example of wireless technology is a wireless sound system because it sends audio information to speakers and headphones. Bluetooth is a wireless technology used for the exchanging of data over short distances.
3. Research Question and Objectives Our main objective is to design a web-based visual interactive software that can provide us a graphical interface for computer programming. Where basic general purpose programming facilities will be available like creation of modules, arrays and object orientation. Where we can achieve multitasking using threads and exception handling to catch exceptions.
HCI Principles January 16 2015 This document contains the criteria for P2 and M1 for Assignment 1 – Unit 23. Unit 23 – Assignment 1 Aaron Martin Contents Task 1 (P2) – Discuss the Fundamental Principles of HCI 3 Perception 3 Colour 3 Trichromatic System 3 Luminance 4 Pop Out Effect 4 Pattern 5 Proximity 5 Continuity 5 Symmetry 5 Similarity 5 Common grouping 5 Connectedness 5 Objects 5 Geon’s 5 Use of Gross 3D Shapes 5 Information Processing 5 Humans as a Component 5 Overview of Human Information Processing (HIP) 5 Overview of Goals, Operators, Methods and Selection (GOMS) 5 Specialist 5 Design for Specialist Uses 6 Input or Output for the Visually 6 Orally 6 Aurally or Physically 6 Challenged 6 Remote Control Devices 6 Head Up Displays 6 Behaviour Models 6 Predictive models 6 Reaction time, 6 Keystroke Level Model (KLM) 6 Throughput (TP) 6 Fitts’ Law 6 Task 2 (M1) – Explain How an HCI can be adjusted for a User with Special Needs 7 Voice Recognition 7 Text-To-Speech 7 Task 1 (P2) – Discuss the Fundamental Principles of HCI Perception Perception, this is what allows the specified user to see and feel when interacting with a HCI; it is very important that the user can do these things so they get a complete understanding of what they are using. This is when various different patterns and colours are used as well as objects; all of these allow the user to interact personally with the interface. Colour It is very important that when designing an interface that you
The use of media then continued to
Question 1 Multimedia is the use of computer to present the combination of five elements with links and tools that enable the user to navigate, interact and communicate. Multimedia comprises five elements, Text, Graphics, Audio, Video and Animation. Text is the simplest element used in Multimedia to convey idea or concept. Any alphanumeric symbols and numbers can be considered as text. A meaningful word can be formed through the combination of alphanumeric symbols or a statistic can be performed through numbers.
This media covers movies, tv shows, popular music, and many more common media content that people like to use on a frequent basis. Movies such as The Golden Compass, games such as Far Cry 4, and
In spite of the indifference, Virtual Reality has awoken the world in giant ways. Society should not stay doubtful of the countless possibilities it has to bring in an optimistic and technological way. Recently, in order to describe something that holds spirit and effect without having form, but having an effect on the actual, the word ‘virtual’ was used. Virtual reality is developing all the time and has found hitches not formerly considered. Applications of Virtual reality are starting to find their way into normal society.
Anthropology is about imagining yourself standing virtually in the shoes of another culture. In order to keep up with the realities of technological change Boellstorff wrote, “Coming Of Age In Second Life”. By using the methods of participant observation and interviews, the anthropological study provides an ethnographic portrait of the culture of Second Life. Second life includes many subcultures that contains many mistake notions of identity and style. The author works to analyze the cultural practices and beliefs within them to display that these virtual worlds are a reflection of human lives because human lives have been “virtual” all along.
Pantelidis [4] undertook in-depth review of multiple research papers and she highlighted the reasons to use VR in education and training. It gave an invaluable perspective of the teacher and student as enlisted hereunder. • Promotes constructivist learning. • Can be effective for special needs students. • Teachers became facilitators.
The world today is overflowing with technological gizmos which have greatly affected the lives of people. People have become overly dependent on technology. The technology seems to have control over our lives. Over the last decade, it has done nothing but become more advance from day to day. Gadgets such as computers, smart phones, and television have been invented over time to make our lives easier and more convenience.
Conceptual Framework Media and information literacy has a big purpose in every learner. It is very important to have knowledge into it and advance education about it. But the come out of this point, majority of the learners are lack of knowledge on MIL and it manifest of-the-line the level of knowledge in media and information literacy. According to Wikipedia, media and information literacy recognizes the major role of information and media in our everyday lives.
A broadcast or storage medium is utilizing electronic technology. They may include televisions, radios, the Internet, faxes, CD-ROMs, DVDs, and any other medium that requires power or digital information encoding. The term electronic medium is usually in contrast to a print medium. Impact of Media on society:
Communications Technology Introduction In this essay I am going to discuss the current and relevant issues of many communication technologies and their uses also the different types of communications technologies that are used in everyday life. Their advantages and disadvantages along the lines of how they affect our personal and professional lives. I will also touch on the health and safety communications legislation and its roll in modern life. Current and relevant issues in Communication and Information Technology
It is created using images and sounds and can be same as the real world or it can differ from reality for example VR video games. The idea is to stimulate the human senses to such an extent that the user feels he is a part of the virtual world. In VR