1 / 22

Introduction

Introduction. Rawesak Tanawongsuwan ccrtw@mahidol.ac.th.

trang
Download Presentation

Introduction

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction Rawesak Tanawongsuwan ccrtw@mahidol.ac.th

  2. A common-sense description of multimedia might be: the ability to combine the creative possibilities of radio and television programs, newspapers, books, magazines, comic books, animated films and music disks into one set of computer files accessed by the same piece of software to provide and integrated seamless experience, where user input to some extent determines the manner in which the material is accessed. It is therefore interactive. The computer’s ability to have rapid access to the files which constitutes this material makes the linear model of the radio or television program seem old-fashioned and limited. Interactivity, where the user to some extent determines the text or, more accurately, the order in which the text unfolds, offers great creative potential. It also offers a great creative challenge, with the possibility of an interactive movie very likely to give the traditional script writer something approaching a migraine headache to the power of 5. Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Prologue “The Creative Challenge” by Brent MacGregor – Edinburgh College of Art

  3. Information in a variety of forms Information can be conveyed in the form of text, still images, Web pages, slideshow presentations, video, sound or interactive tooltips.

  4. Static & Time-based Media • There is a fundamental distinction between time-based and static media: time-based media exhibit change over time; static media do not. • Video, animation and sound are time-based media. • Still images and text are usually considered to be static media. • Each medium has its own characteristics, leading to distinctive strengths and weaknesses. • Always choose the most appropriate medium for your purpose.

  5. Digital Multimedia • The same story, information, etc can be represented in different media • Text, images, sound, moving pictures • All media can be represented digitally as a structured collection of bits • Manipulated by programs, stored, transmitted over networks • Digital media can be combined into multimedia

  6. Definition • Digital multimedia: any combination of two or more media (text, audio, images, drawings, animation, video,…), represented in a digital form, sufficiently well integrated to be presented via a single interface, or manipulated by a single computer program

  7. Linear vs Non-linear • Users can interact with digital multimedia in novel ways, leading to non-linear structures.

  8. Linear structures in conventional media

  9. Non-linear structures

  10. Non-linear structures

  11. Delivery • Online • Network, Internet • Offline • CD-ROM, DVD

  12. Traditional Media Production • Access to production of traditional media highly restricted • Books: distributed through publishers, subject to editorial scrutiny; barriers to newcomers • Film: very high cost; studios prefer safe bets • Music: mostly distributed by few labels controlled by small number of multinationals; hard to break in to the business • TV: video production relatively low cost, but access to broadcast rigidly controlled

  13. Web Site Production • Potentially anyone with Internet access can have their own Web site • ISPs provide free Web space • Free and inexpensive tools are adequate • WWW has potential for revolution in access to the means of production and distribution of digital material

  14. Control of Content • All sufficiently complex societies seek to control what people may see or hear, either by explicit policing, economic or other means • Rapid growth of the Internet and its potential for disseminating unacceptable content has given new impetus to debates about censorship • Complicated ethical issues with no enduring conclusion or consensus despite thousands of years of debate

  15. Diversity • WWW is global network, hence material reaches many different societies and cultural and religious groups within those societies • Many different models of censorship – none, rigid centralized control, self-regulation, … • Unrealistic to expect a single model of censorship to be acceptable everywhere • Difficult to assign responsibility for disseminaton of content on Internet

  16. Cultural Develpment • Takes time for conventions about content and consumption to become established • 1895 footage of train arriving at station • Early animations and trick films shown as part of vaudeville acts at the same time as narrative films were being shown in cinema • Established forms translated into new medium (e.g. newsreels based on newspapers)

  17. Multimedia Software Tools • Music Sequencing and Notation • Digital Audio • Graphics and Image Editing • Video Editing • Animation • Multimedia Authoring

  18. De facto standard

  19. Popular ones • Image • Photoshop, Gimp, Illustrator • Video • Adobe Premiere, Adobe After Effects, Final Cut Pro • Graphic APIs • DirectX, OpenGL, Java3D • Animation • 3D Studio Max, Softimage XSI, Maya, Renderman, Blender • Authoring • Flash, Director, Authorware

  20. What do technical people do in this field? • ACM, IEEE • ACM Multimedia • ACM Siggraph • Game conferences • Technical conferences in computing & engineering

More Related