Multimedia is a form of communication that uses a combination of different content forms such as text, audio, images, animations, or video into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which features little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows and animated videos. Multimedia also contains the principles and application of effective interactive communication such as the building blocks of software, hardware, and other technologies. The five main building blocks of multimedia are text, image, audio, video, and animation.[1]
Multimedia can be recorded for playback on computers, laptops, smartphones, and other electronic devices. In the early years of multimedia, the term "rich media" was synonymous with interactive multimedia. Over time, hypermedia extensions brought multimedia to the World Wide Web and streaming services became more common.
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The term multimedia was coined by singer and artist Bob Goldstein (later 'Bobb Goldsteinn') to promote the July 1966 opening of his "Lightworks at L'Oursin" show in Southampton, New York, Long Island.[2] Goldstein was perhaps aware of an American artist named Dick Higgins, who had two years previously discussed a new approach to art-making he called "intermedia".[3]
Before the invention of the term, the idea of multimedia could be taken back to when the 19th century composer Richard Wagner believed in the concept of Gesamtkunstwerk, meaning 'total artwork'. Wagner strived to combine multiple art forms- opera, drama, music - to create a perfect synthesis on stage. He looked down on the Grand Opera at the time, which emphasized individual talent, rather than the complete work as a whole. By combining these art forms, Wagner believed the most profound art could be made.[4]
In the intervening forty years, the word has taken on different meanings. In the late 1970s, the term referred to presentations consisting of multi-projector slide shows timed to an audio track. However, by the 1990s 'multimedia' took on its current meaning.
In common usage, multimedia refers to an electronically delivered combination of media including video, still images, audio, and text in such a way that can be accessed interactively. Much of the content on the web today falls within this definition as understood by millions. Some computers which were marketed in the 1990s were called "multimedia" computers because they incorporated a CD-ROM drive, which allowed for the delivery of several hundred megabytes of video, picture, and audio data. That era saw also a boost in the production of educational multimedia CD-ROMs. A standard CD-ROM can hold on average 700 megabytes of data, while the maximum size a 3.5 inch floppy disk can hold is 2.8 megabytes, with an average of 1.44 megabytes. [9]
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 "footage" which is used to distinguish motion photography from "animation" of rendered motion imagery. Multiple forms of information content are often not considered 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. In the fine arts, for example, Leda Luss Luyken's ModulArt brings two key elements of musical composition and film into the world of painting: variation of a theme and movement of and within a picture, making ModulArt an interactive multimedia form of art. Performing arts may also be considered multimedia considering that performers and props are multiple forms of both content and media.
In modern times, a multimedia device can be referred to an electronic device, such as a smartphone, a video game system, or a computer. Each and everyone of these devices have a main function, but also have other uses beyond their intended purpose, such as reading, writing, recording video and audio, listening to music, and playing video games. This has lend them to be called "multimedia devices". While previous media was always local, many are now handled through web based solutions, particularly streaming.
Multimedia presentations are presentations featuring multiple types of media. The different types of media can include text, graphics, audio, video and animations. These different types of media convey information to their target audience and effectively communicate with them. Videos are a great visual example to use in multimedia presentations because they can create visual aids to the presenter's ideas. They are commonly used among education and many other industries to benefit students and workers, as they effectively retain chunks of information in a limited amount of time and can be stored easily. Another example is charts and graphs, as the presenters can show their audience the trends using data associated with their researches. This provides the audience a visual idea of a company's capabilities and performances.[10] Audio also helps people understand the message being presented, as most modern videos are combined with audio to increase its efficiency, while animations are made to simplify things from the presenter's perspective. These technological methods allow efficient communication and understanding across a wide range of audiences (with an even wider range of abilities) throughout different fields.
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, combine an array of artistic insights that includes elements from different art forms to engage, inspire, or captivate an audience.
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.
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.
Much of the electronic old and new media used by commercial artists in multimedia.. Advertising companies rely heavily on social interfaces and television to promote products. Using these platforms, they are able to express their message or persuade a targeted audience. 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. In addition, the prominence of data mining within multimedia platforms in order to adjust marketing techniques based on the data they mine is a crucial and notable practice of commercial advertisement to efficiently understand the demographic of a target audience.[11] In recent years a new trend of multimedia has arrived, a new sort of digital billboard placed on the side of buildings and usually wrapping around the side of it. These take clips made at differing angles to trick the brain into seeing them as 3-Dimensional, like they're leaving the billboard entirely. This makes them eye-catching and therefore more likely to draw in people's attention which is of course, very good for commercial purposes.
Multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Video games are considered multimedia, as such games meld animation, audio, and interactivity to allow the player an immersive experience. While video games can vary in terms of animation style or audio type, the element of interactivity makes them a striking example of interactive multimedia. Interactive multimedia refers to multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information.In the arts, there are multimedia artists who blend techniques using different media that in some way incorporate interaction with the viewer. Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an art gallery. Video has become an intrinsic part of many concerts and theatrical productions in the modern era, and has spawned content creation opportunities for many media professionals. Although multimedia display material may be volatile, the survivability of the content is as strong as any traditional media.
In education, multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopedia 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. 2ff7e9595c
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