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Computer Lesson 1

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LEARNING MODULES

PROGRAM OUTCOMES:

In pursuance of the above-stated mission, the objectives of the College are as follows:

1. Apply knowledge of computing, theories, fundamentals, models, mathematics and


science appropriate to the discipline;
2. Analyze a problem, identify and define the need and user requirements appropriate to its
solution;
3. Design, implement and evaluate a computer-based system, process, component or
program to meet desired needs;
4. Develop ideas and solutions with creativity and innovation with appropriate
considerations to ethics, cultural, and environment factors;
5. Analyze the local and global impact of technology on individuals, organizations and
society;
6. Function effectively as a member or leader of a development team recognizing the
different roles within a team to accomplish a common goal;
7. Assist in the creation of an effective project plan;
8. Recognize the legal, social, ethical and professional issues involved in the utilization of
computer technology and be guided by the adoption of appropriate professional, ethical
and legal practices;
9. Recognize the fast-paced demands of industry allowing him or her to formulate personal
goals aligned to organizational goals in order to determine plans of action to improve
own performance, capability and self. Such goals allow the student to self-assess
him/himself to determine his development needs;
10. Ability to effectively communicate and present the designed solutions with a range of
audiences both in oral and in writing;
11. Apply current and appropriate techniques, skills and tools necessary for the IT profession

COURSE TITLE: ICT 300

COURSE DESCRIPTION:

This course is covers multimedia concepts and applications utilizing text, graphics,
animation, sound, video, Web, and various multimedia applications in the design, development,
and creation of multimedia presentation. This course covers multimedia concepts and
applications utilizing text, graphics, animation, sound, video, and various multimedia
applications in the design, development, and creation of multimedia presentations and
publications within an interactive environment. Students will create a digital portfolio and other
independent projects.

At the end of the course, the students are expected to be able to make judicious choices
of programming constructs to solve computing problems using appropriate coding standards.
COURSE OUTCOMES:

In this course, you should be able to:


1. Describe the types of media and define multimedia system.
2. Describe the process of digitizing (quantization) of different analog signals (text,
graphics, sound and video).
3. Use and apply tools for image processing, video, sound and animation.
4. Apply methodology to develop a multimedia system.
5. Apply acquired knowledge in the field of multimedia in practice and
independently continue to expand knowledge in this field.

Module 1 – Introduction to Multimedia

Introduction:

Multimedia has become an inevitable part of any presentation. It has found a variety of
applications right from entertainment to education. The evolution of internet has also
increased the demand for multimedia content.

Module Learning Outcomes:

In this module, you should be able to:


1. Synthesize the history and evolution of media and multimedia technologies.
2. Identify the characteristics of Multimedia System.
3. Apply the concepts and processes which underpin the design and development of
multimedia products.
4. Identify the challenges for multimedia system.

Lesson 1 – Introduction to Multimedia

Lesson Learning Outcomes:

In this lesson, you should be able to:


1. identify basic terms and concepts related to multimedia technologies;
2. list the elements and other key concepts of multimedia; and
3. create the credits for an imaginary multimedia production.

I. Pre – Assessment:

Instruction: Before going over this learning module, you are required to answer this 10 –
item multiple-choice pretest. Choose the letter of your choice. Choose the best answer
from the options given:

1. Multimedia is combination multi and media


a. True b. False
2. In business multimedia is not used for.
a. Games b. promotion c. donation d. advertisement
3. Which one is not multimedia element
a. Text b. animation c. picture d. video
4. Multimedia requires additional hardware which can handle sound, video etc.
a. True b. False
5. Digital Poster
a. Linear b. Non-linear
6. Event Map
a. Linear b. Non-linear
7. E-magazine
a. Linear b. Non-linear
8. Electronic Billboard
a. Linear b. Non-linear
9. Based on multimedia concept, media refers to.
a. Internet and tv b. text, graphics, audio, video and animation c. whatsapp,
facebook
10. The word multimedia rooted from two words.
a. True b. False

II. Lesson Map:

The map presents the different types of Multimedia

III. Core Content:

ACTIVATE:
- List five applications of multimedia.
(Check your answers with the one given at the end of this lesson.)
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ACQUIRE:
Multimedia means that computer information can be represented through audio, video,
and animation in addition to traditional media (i.e., text, graphics/drawings, images).
Multimedia is the field concerned with the computer controlled integration of text,
graphics, drawings, still and moving images (Video), animation, audio, and any other
media where every type of information can be represented, stored, transmitted and
processed digitally.

Multimedia is a media that uses multiple forms of information content and information
processing.

The NOTION OF MULTIMEDIA


Consists of two words:

Multi (Latin) = many; much;

Medium (Latin) = an intervening substance through which something is transmitted or


carried on.

Multimedia Building Blocks

Digital
enviro
USE

Elements of Multimedia

Multimedia has a number of distinct and unique features, including


Based on Edgar Dale (Cone of Learning), on average, people remember
Types of Multimedia

Linear Multimedia
• Users have very little control over the presentation
• The users sit back and watches the presentation
• The presentation normally plays from the start to end or even loops
continually to present the information.
• A movie is a common type of linear multimedia
Nonlinear/Interactive Multimedia
• Users dictate the flow of delivery. User controls the flow of the show.
• The users control the delivery of elements – to control the what and
when. Users have the ability to move around or follow different path
through the information presentation.
• Advantage: complex domain of information can be presented.
• Disadvantage: users might lost in the massive “information highway”.
• Useful for: information archive (encyclopedia), education, training and entertainment.

Multimedia Usage
Multimedia finds its application in various areas including, but not
limited to: Advertisements Art Education Entertainment
Engineering Medicine Mathematics Business Scientific research. In
education, multimedia can be used as a source of information.
Students can search encyclopedias such as Encarta, which provide facts on a variety of
different topics using multimedia presentations. Teachers can use multimedia
presentations to make lessons more interesting by using animations to highlight or
demonstrate key points. Multimedia is used for advertising and selling products on the
Internet. Some businesses use multimedia for training where CDROMs or on-line tutorials
allow staff to learn at their own speed, and at a suitable time to the staff and the
company. Another benefit is that the companies do not have to pay the additional
expenses of an employee attending a course away from the workplace. People use the
Internet for a wide range of reasons, including shopping and finding out about their
hobbies. The Internet has many multimedia elements embedded in web pages and web
browsers support a variety of multimedia formats. Many computer games use sound
tracks, 3D graphics and video clips.

Advantages of using Multimedia


 It is very user-friendly. It doesn’t take much energy out of the user, in the
sense that you can sit and watch the presentation; you can read the text and
hear the audio.
 It is multi sensorial. It uses a lot of the user’s senses while making use of
multimedia, for example hearing, seeing and talking.
 It is integrated and interactive. All the different mediums are integrated
through the digitization process. Interactivity is heightened by the possibility of
easy feedback.
 It is flexible. Being digital, this media can easily be changed to fit different
situations and audiences.
 It can be used for a wide variety of audiences, ranging from one person to a
whole group.

Disadvantages of using Multimedia


 Information overload. Because it is so easy to use, it can contain too much
information at once.
 It takes time to compile. Even though it is flexible, it takes time to put the
original draft together.
 It can be expensive. As mentioned in one of my previous posts, multimedia
makes use of a wide range of resources, which can cost you a large amount of
money.
 Too much makes it unpractical. Large files like video and audio has an effect of
the time it takes for your presentation to load. Adding too much can mean that
you have to use a larger computer to store the files.
Features of Multimedia

Multimedia presentations may be viewed in person on stage, projected,


transmitted, or played locally with a media player. A broadcast may be a live or recorded
multimedia presentation. Broadcasts and recordings can be either analog or digital
electronic media technology. Digital online multimedia may be downloaded or streamed.
Streaming multimedia may be live or on-demand.

Multimedia games and simulations may be used in a physical environment with


special effects, with multiple users in an online network, or locally with an offline
computer, game system, or simulator.

Enhanced levels of interactivity are made possible by combining multiple forms of


media content But depending on what multimedia content you have it may vary 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-efficient, events, illustrations, animations or videos are modifiable,
allowing the multimedia "experience" to be altered without reprogramming.

Applications of Multimedia

Multimedia finds its application in various areas including, but not limited to,
advertisements, art, education, entertainment, engineering, medicine, mathematics,
business, scientific research and spatial, temporal applications.

A few application areas of multimedia are listed below:

Creative industries

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 and to creative.

Commercial

Much of the electronic old and new media utilized by commercial artists is
multimedia. Exciting presentations are used to grab and keep attention in advertising.
Industrial, 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.
Entertainment and Fine Arts

In addition, multimedia is heavily used in the entertainment industry, especially to


develop special effects in movies and animations. Multimedia games are a popular
pastime and are software programs available either as CD-ROMs or online. Some video
games also use multimedia features.

Multimedia applications that allow users to actively participate instead of just sitting
by as passive recipients of information are called Interactive Multimedia.

Education

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. Edutainment is an informal term used to
describe combining education with entertainment, especially multimedia entertainment.

Engineering

Software engineers may use multimedia in Computer Simulations for anything from
entertainment to training such as military or industrial training. Multimedia for software
interfaces are often done as collaboration between creative professionals and software
engineers.

Industry

In the Industrial sector, multimedia is used as a way to help present information to


shareholders, superiors and coworkers. Multimedia is also helpful for providing employee
training, advertising and selling products all over the world via virtually unlimited web-
based technologies.

Mathematical and Scientific Research

In Mathematical and Scientific Research, multimedia is mainly used for modeling


and simulation. For example, a scientist can look at a molecular model of a particular
substance and manipulate it to arrive at a new substance. Representative research can be
found in journals such as the Journal of Multimedia.

Medicine

In Medicine, doctors can get trained by looking at a virtual surgery or they can
simulate how the human body is affected by diseases spread by viruses and bacteria and
then develop techniques to prevent it.

Multimedia in Public Places

In hotels, railway stations, shopping malls, museums, and grocery stores, multimedia
will become available at stand-alone terminals or kiosks to provide information and help.
Such installation reduce demand on traditional information booths and personnel, add
value, and they can work around the clock, even in the middle of the night, when live help
is off duty. A menu screen from a supermarket kiosk that provide services ranging from
meal planning to coupons. Hotel kiosk list nearby restaurant, maps of the city, airline
schedules, and provide guest services such as automated checkout. Printers are often
attached so users can walk away with a printed copy of the information. Museum kiosk
are not only used to guide patrons through the exhibits, but when installed at each
exhibit, provide great added depth, allowing visitors to browser though richly detailed
information specific to that display.

The Production Team

Members of Multimedia Team


 A team of skilled individuals is required to create a good multimedia project.
 Team building refers to activities that help a group and its members function at
optimum levels.
 The diverse range of skills required for a project is called the multimedia
skillset.

A multimedia team consists of the following:

• Project manager.
• Multimedia designer.
• Interface designer.
• Writer.
• Video specialist
• Audio specialist.
• Multimedia programmer.
• Producer for the Web.
• Computer programmers.

Roles and Responsibilities in a Multimedia Team

• The project manager is responsible for:


• The overall development, implementation, and day-to-day operations
of the project.
• The design and management of a project.
• Understanding the strengths and limitations of hardware and
software.
• Ensuring people skills and organizational skills.
• Conveying information between the team and the client.

• Multimedia designer - This team consists of:


• Graphics designers, illustrators, animators, and image processing
specialists who deal with visuals, thereby making the project
appealing and aesthetic.
• Instructional designers, who make sure that the subject matter is
presented clearly for the target audience.
• Interface designers, who devise the navigational pathways and
content maps.
• Information designers, who structure content, determine user
pathways and feedback, and select presentation media

• An interface designer is responsible for:


• Creating a software device that organizes content, allows users to
access or modify content, and presents that content on the screen.
• Building a user-friendly interface

• A multimedia writer is responsible for:


• Creating characters, actions, point of view, and interactivity.
• Writing proposals and test screens.
• Scripting voice-overs and actors' narrations.

• A video specialist needs to understand:


• The delivery of video files on CD, DVD, or the Web.
• How to shoot quality video.
• How to transfer the video footage to a computer.
• How to edit the footage down to a final product using digital
nonlinear editing system (NLE).

• An audio specialist is responsible for:


• Locating and selecting suitable music talent.
• Scheduling recording sessions.
• Digitizing and editing recorded material into computer files.

• Multimedia programmer, also called a software engineer:


• Integrates all the multimedia elements into a seamless project, using
authoring systems or programming language.
• Writes codes for the display of multimedia elements, and to control
various peripheral devices.
• Manages timings, transitions, and record keeping.

• Multimedia producer for the Web:


• Web site producers put together a coordinated set of pages for the
Web.
• They also co-ordinate updates and changes.

APPLICATION:

Create the credits for an imaginary multimedia production. Include several outside
organizations such as audio mixing, video production, text based dialogues.

IV. Topic Summary:

In this lesson we have discussed the following points.


- Multimedia is a woven combination of text, audio, video, images and
animation.
- Multimedia systems finds a wide variety of applications in different areas
such as education, entertainment etc.
- The categories of multimedia are linear and non-linear.
- Multimedia has a number of distinct and unique features, including Based on
Edgar Dale (Cone Of Learning), on average, people remember.

V. References:
From the book:
 Vaugan, Tay (2014). “Multimedia making it works”. McGraw-Hill Education; 9th
Edition
 Jeffcoate, Judith (1995). “Multimedia in Practice – Technology and applications”.
Prentice Hall; First Edition

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