Multimedia Technologies. Front Cover · Banerji. Tata McGraw-Hill Education, - Multimedia communications - pages. 8 Reviews. This book is designed to provide comprehensive of Multimedia Technologies with a strong focus on field practice and active experimentation. Multimedia Technologies. Front Cover. Ashok Banerji. Tata McGraw Hill, - Multimedia communications - pages. 0 Reviews.
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Multimedia Technologies is available in eBook format from aracer.mobi at: . html?utm_term=multimedia+technologies_1_1 This book is designed to provide . Presents the next evolutionary step of multimedia where interactivity meets targeted creativity and experimentation. Providing the basic framework for. Multimedia Technologies: Concepts, Methodologies, Tools and Applications offers site Best Sellers Rank: #19,, in Books (See Top in Books).
Or in entertainment or art, to transcend everyday experience. A lasershow is a live multimedia performance. 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.
Categorization[ edit ] Multimedia may be broadly divided into linear and non-linear categories: Linear active content progresses often without any navigational control for the viewer such as a cinema presentation ; Non-linear uses interactivity to control progress as with a video game or self-paced computer-based training. Hypermedia is an example of non-linear content. Multimedia presentations can be live or recorded: A recorded presentation may allow interactivity via a navigation system ; A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
Corporate presentations may combine all forms of media content. Creative industries[ edit ] 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. Commercial uses[ edit ] Much of the electronic old and new media used by commercial artists and graphic designers is multimedia. Exciting presentations are used to grab and keep attention in advertising. 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[ edit ] 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. 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.
In the arts there are multimedia artists , whose minds are able to blend techniques using different media that in some way incorporates interaction with the viewer. One of the most relevant could be Peter Greenaway who is melding cinema with opera and all sorts of digital media.
Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an art gallery.
Although multimedia display material may be volatile, the survivability of the content is as strong as any traditional media. Digital recording material may be just as durable and infinitely reproducible with perfect copies every time.
Education[ edit ] 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 the combination of education with entertainment, especially multimedia entertainment. Learning theory in the past decade has expanded dramatically because of the introduction of multimedia. Several lines of research have evolved, e.
Defined as separate technologies such as voice and telephony features , data and productivity applications and video that now share resources and interact with each other, media convergence is rapidly changing the curriculum in universities all over the world.
Educational technology[ edit ] Multimedia provides students with an alternate means of acquiring knowledge designed to enhance teaching and learning through various mediums and platforms.
This technology allows students to learn at their own pace and gives teachers the ability to observe the individual needs of each student. The capacity for multimedia to be used in multi-disciplinary settings is structured around the idea of creating a hands-on learning environment through the use of technology.
Learning content can be managed through activities that utilize and take advantage of multimedia platforms. The five different multimedia which supports the education process are narrative media, interactive media , communicative media, adaptive media, and productive media. Contrary to long-standing belief, multimedia technology in social work education existed before the prevalence of the internet. It takes the form of images, audio, and video into the curriculum.
In comparison with conventional teaching method, including face-to-face courses, multimedia education shortens transportation time, increases knowledge and confidence in a richer and more authentic context for learning, generates interaction between online users, and enhances understanding of conceptual materials for novice students.
The results states that respondents show a substantial increase in academic knowledge, confidence, and attitude. Highlights original research on new theories, algorithms, technologies, system design, and implementation in multimedia data engineering and management with an emphasis on automatic indexing, tagging, high-order ranking, and rule mining.
Designing Games for Ethics: Brings together the diverse and growing community of voices and begin to define the field, identify its primary challenges and questions, and establish the current state of the discipline. Such a rigorous, collaborative, and holistic foundation for the study of ethics and games is necessary to appropriately inform future games, policies, standards, and curricula.
Interactive Textures for Architecture and Landscaping: Provides a concise theoretical foundation valuable for anyone interested in understanding the potential and impact of interactive architecture.
Advanced Techniques in Multimedia Watermarking: Introduces readers to state-of-the-art research in multimedia watermarking.
Covering new advancements in digital image watermarking and techniques for implementation and optimization across different media. Provides hundreds of contributions from over distinguished international experts, covering the most important issues, concepts, trends, and technologies in multimedia technology.
Multimedia Technologies: Offers an in-depth explanation of multimedia technologies within their specific application areas as well as developing trends for the future.
Covers innovative topics ranging from cognitive lead theory to systems architecture assessment and from multiple analyses of variance MANOVA to computer assisted design. Provides a descriptive, analytical, and comprehensive assessment of factors, trends, and issues in the ever-changing field of mobile multimedia. Offers in-depth explanations of mobile solutions and their specific applications areas, as well as an overview of the future outlook for mobile multimedia.
Provides in-depth coverage of the most important concepts, issues, trends and technologies in the multimedia discipline. This encyclopedia is a valuable collection of articles that presents perspectives from over researchers from 32 countries, providing a thorough explanation of emerging multimedia technologies and applications. Effectively ties together current approaches and future trends in managing multimedia semantics.
In one comprehensive volume, this book assembles research problems, theoretical frameworks, tools and technologies required for designing multimedia information systems. Distributed Multimedia Databases: In the last few years we have observed an explosive growth of multimedia computing, communication and applications.
This revolution is transforming the way people live, work, and interact with each other, and is impacting the way business, government services, education, entertainment and healthcare are operating.
Brings together the latest scholarly research and proven strategies for designing and implementing multimedia technologies for various applications, with an emphasis on education.
Featuring a selection of highly informative chapters on the pervasiveness of multimedia and best methods for developing presentations using this technology. Presents different aspects of multimedia data engineering and management research. This collection of recent theories, technologies and algorithms brings together a detailed understanding of multimedia engineering and its applications.
Focuses on watermarking, in which data is marked with hidden ownership information, as a promising solution to copyright protection issues. Focuses on understanding human perception processes and including them in effective psychoacoustic models, as well as synchronization, which is an important component of a successful watermarking system.
Gaming and Simulations: