1 - Prinsip - Prinsip Dasar Multimedia Interaktif
Transcript of 1 - Prinsip - Prinsip Dasar Multimedia Interaktif
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Learning Outcomes
Pada akhir pertemuan ini, diharapkan mahasiswa akan
mampu :• Menguraikan Prinsip - Prinsip Dasar Multimedia Interaktif
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Outline Materi
• Definitions• Interactive Multimedia• Using Multimedia• Multimedia Development• Multimedia Applications
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Definitions
• Multi - (Latin) “multus” - numerous or many
• Media - (Latin) “medium” - middle or center. More recently intermediary
• Multimedia - “multiple intermediaries” or “multiple means”
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What is Multimedia
• Multimedia is woven combinations of digitally manipulated text, photographs, graphic art, sound, animation, and video elements.
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The Big Picture
ImageImage
TextText
SpeechSpeechAudioAudio
VideoVideo
Multimedia
Virtual worldsVirtual worldsStreaming videoStreaming video
Web pagesWeb pagesStreaming audioStreaming audio Client-serverClient-server
MultimediaSystems
AuthoringAuthoring
Media asset Media asset managementmanagement
ToolsTools
FrameworksFrameworks
NetworkNetwork
DistributedMultimediaSystems
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What is Interactive Multimedia?
• Interactive Multimedia is seamless digital integration of text, graphics, animation, audio, still images and motion video in a way that provides individual users with high levels of control and interaction
• Interactive– Key feature of multimedia– User determines what content is delivered, when it is
delivered and how
• Non-linear
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• Linear plays from some start position to some end position with little or no intervention Just like this lecture
– Simple– Logical– Ideal for small product– E.g. electronic storybook
Types of Presentations
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• Hierarchical user has choice, but topics can be divided into specific topics
• Provides indexing from a single home page
• Easy to understand• Very Common
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• Non linear Interactive multimedia allows the viewer to jump around the material by interacting with it-It has no enforced hierarchy– user can move freely.
• Highly flexible• Mimics associative
thought• Hard for the user to
develop a conceptual model
• Composite – incorporates parts of all the above methods
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Why Use Multimedia
• Ease of use
• Intuitive Interface
• Immersive Experience
• Self-Paced Interaction and Better Retention
• Better Understanding of the Content
• Cost Effectiveness
• More Fun = Greater Efficiency
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Major Categories of Multimedia Application • Entertainment
– Games: action and graphics– Action + storytelling– Physical coordination +
mental outwitting
• Education– Accommodates different
learning styles: association vs. experimentation; auditory vs. visual
– Provides feedback, levels of difficulty, evaluates skills, nonlinear presentations
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Major Categories of Multimedia Application
• Corporate communications (marketing and training)– Attract attention to a message– Product catalogs, published magazines, touch-screen
kiosks and online shopping– Stockholder's meeting, sales rep pitch, conference
speaker, employee orientation and training
• Reference– CD: encyclopedias, census data, directories,
dictionaries
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Delivering Multimedia
• Compact disc– Inexpensive, easy mass produce
and distribute
• Kiosk– Computer system to access info,
perform transactions or play games
– Convenience, reduces personnel costs, but expensive maintenance
• Online– Web pages, product advertisement,
demos,