Monday, 26 March 2012

multimedia development process


1. Multimedia Development Process

1.     Multimedia products take a long time to be produced. Therefore, there should be a careful planning before you start putting your ideas into a product. There are a lot of process and consideration involved during multimedia development.

2.     Basically, there a four stages in multimedia development process :

  1. Planning and Costing
  2. Designing and Producing
  3. Testing
  4. Delivering

2. Planning and Costing

1.     The success of your multimedia application will greatly depend on your knowledge of your audience needs and expectation. Plan to fulfill the expectation of your audience.

2.     It is easier to start a project if you have someone else throwing you with a great idea. Sometimes, you may need to come up with an idea of your own. If you can’t think of anything good, you can try a different approach. The easiest way to generate an idea is to get a group of people together and have a brainstorming session.

3.     The purpose of a brainstorming session is to get as many ideas as possible. They can be wild or may sound foolish because brainstorming doesn’t concern the quality only quantity. You may be surprised how it will turn up.

4.     However, you may need to think of several factors which will have a big impact on your project.

a.    Objective

Ø  The first thing you need to ask yourself is the purpose of creating the project is. By setting your objective, it will affect the entire development process where everything you do is to achieve the objective.

b.    Scope.

Ø  You need to define the scope or boundary of your project. It useful to have a scope in addition to the objective you have set to balance your idea. For example, you need to consider how much time do you have to develop this project? What knowledge and skills needed? How can you organize your project?

c.     Target Audience

Ø  The definition of the target audience is one of the most important factors in your design. The target audience is defined as the application users or information recipient. You should know whom you create this project for.

Ø  You should do some background research about the target audience because this will affect the complexity of your design. Consider the following factors :
«  Age
«  Knowledge or educational background
«  Technological background
«  Language
«  Gender
«  Economical background
«  Profession
d.    Content

Ø  The content or information that you want to present will determine the size of your project. The content is related to the cost and time to develop your project. So it is important that you know what and how much information you going to present.

Ø  Content production is also depending on the availability of your existing resources or the need to create new materials. Below are some consideration before you determine your content :

«  Obtaining rights to use exiting resources.
«  Digitizing pictures, audio, and video.
«  Produce your own materials including text, graphics, audio effects and animation

Ø  The amount of information you have to decide must be based on what your audience expectation.

e.    Estimating Cost.

Ø  In production or manufacturing industries, it is relatively simple matter to estimate costs and effort. In contrast to multimedia production, each new project is somewhat different from the last, and each may require a different tools and application.

Ø  As a general rule, there are three elements that can vary in project estimates: time, money and people. If you decrease any of these elements, you’ll generally increase one or both of the others.


Time
Money
People

Money
Time
People

Time
Money
People
It will take longer time to develop multimedia application if team developer (people) and money is less.
 
If there is a large number of team developer then time and money (cost) to develop   multimedia application could be reduce.

        
 
Much more money (cost) can be saved if we decreased the number of team development and time duration in multimedia application development.
 
 






























Tuesday, 20 March 2012

multimedia development


  1. Multimedia Development Process

  1. Planning and Costing

«  Objective
«  Scope
«  Target Audience
«  Content
«  Estimating Cost

  1. Hardware

«  Memory and Storage Devices
«  Input Devices
«  Output Devices

  1. Software

  1. Building Multimedia Team   

  1. Designing and Producing

  1. Navigational Structure

«  Linear
«  Hierarchical
«  Non-linear
«  Composite

  1. Storyboarding

  1. Designing Multimedia Interface

  1. Testing

  1. Delivering

Thursday, 8 March 2012

Happy HOLI


Rangon ka tyohar hai holi, khushiyon se mana lena,Hum apse dur he sahi thoda gulaal hamari ore se bhi laga lena. "Happy Holi"

A4= Apko,
B4= Bahut,
C4= Chori-Chori,
D4= Dil Se,
E4= Ek bar milkar,
F4= Face to face,
G4= Gulal laga kar kahate hai,
H4= Happy Holi

"LAL" apke galon k liye
"goldan" apke balon k liye
"NILA" apke aakhon k liye
"PILA" apke hathon k liye
"GULABI" sapno k liye
"SAFED" apke man k liye
HARA" apke jiwan k liye"HOLI" k in saat "RANGON" k sath apki "JINDGI" rangin ho wish u
"HAPPY HOLI.. 

MULTIMEDIA PRODUCTS


1.     Multimedia products can be grouped as:

a.    Briefing

              i.        Briefing products are small, straightforward and sequential used to present information quickly and concisely.
            ii.        Can be developed in short time ranging from few hours to few days.
           iii.        Limited use of graphics, audio and video due to the time constraint.
           iv.        Limited number of usage where once the presentation was over, the product is disposed or modified for future uses.
            v.        Example: corporate presentation, sales presentation and educational lectures.

b.    Reference

              i.        Reference products are large, very structured and easy to navigate intended to variety of users.
            ii.        Most common form of commercial multimedia products.
           iii.        Long-lived and normally stored permanently on CD-ROM or a similar high density media.
           iv.        Example: encyclopedias, dictionaries, historical and scientific surveys.

c.     Database

              i.        Database products are similar to reference products except they focus on storing and accessing actual data.
            ii.        Normally delivered on CD-ROM or a similar high density media.
           iii.        Example: collections of fonts, pictures, sound and video clips.

d.    Education and Training

              i.        Education and training products falls into three general categories:

Ø  Instructor support products – Resource materials for instructors

Ø  Standalone or self-paced products – Learning materials for students to study at their own pace

Ø  Combination products.

e.    Kiosk

              i.        Kiosk products are characterized by having a relatively simple function and being very easy to use.
            ii.        It must run constantly with little or no maintenance.
           iii.        Example: bank machines, mall information centers and point-of-sales systems.

f.     Entertainment and Games

              i.        Entertainment and games products are among the most popular.
            ii.        They often have limited audience or use and can be quite complex and challenging for the users.
           iii.        These products depend heavily on the use of graphics, audio, animation and video.
           iv.        Example: Arcade games, computer games and movies.




Monday, 5 March 2012

where use multimedia


c.     Education

           i.        Schools are perhaps the neediest destination for multimedia. Besides the ability of integrating animation, video and audio together with text and graphics, interactivity is providing a way of effective education. Students can learn at their own pace and they can repeat as many times they want for them to understand certain topics. Some examples of multimedia application in education are Computer Aided Instruction, Electronic Encyclopedia and interactive books.

          ii.        Through internet, people can learn and study at home and get latest information from all over the world. Long distance learning also can be implemented by higher learning institution to promote more citizens to have a degree.

d.    Broadcasting and Entertainment

           i.        The broadcasting industry has been the most effective information provider. This industry is one of the first that is taking advantage of multimedia. Currently, movies are made digitally and more sophisticated with sound and visual effects.

          ii.        Games are the most popular product in the market. They are not just for fun but also contribute to learning and education. Some games require thinking skills and problem solving while you are exploring the games.

e.    Research & Development

           i.        In research and development, there are two main group. First group are the researchers who research stand-alone system or related to multimedia tools and application such as computer-aided-instruction and interactive video. The second group focus on multimedia distributed system involving collaboration and conferencing system, on-demand multimedia services and distance learning.

f.     Health & Medicine

           i.        This sector is one of the most expensive include surgery, consultation and also to get a degree. Multimedia helps to bring down the cost of training and learning where students can now perform a virtual surgery. They also don’t need any real human organs to study them because now they can see how the human body functions in digital form. Doctors and experts in their field now can give consultation without having to travel. These can be done online.

Sunday, 4 March 2012

where use multimedia


1.     Multimedia is appropriate whenever a human interface connects a human user to electronic information of any kind. It enhances the text-only interface by gaining and holding attention, thus improves information retention.

2.     Multimedia can be used in various sectors such as business, administration, government, broadcasting, entertainment, transportation and so on.

a.    Business

              i.        Traditionally, communication in business is done verbally, on printed media, slide shows and videos. Multimedia can recreate all these types of communication to be more interesting. Business applications for multimedia include presentations, training, marketing, advertising, product demos, databases, catalogues and networked communications.

             ii.        Now, multimedia applications are getting more advanced and complex. Below are more examples of multimedia applications which are getting more popular in today’s business environment.

Application
Benefits

Virtual shopping
a.     Shopping convenience with wide network system.
b.     Cost saving because not buying through the supplier
c.     Users can have more selections and time to choose the product that is suitable to their needs.
Video conferencing
a.     Eliminate the traveling cost and save time

Financial service
a.     Ability to withdraw, transfer and check balance in your account through network.
b.     Check your latest stock price in real time.
Advertising
a.     Information can be presented in effective and creative way.

b.    Government

           i.        Government is taking advantage of multimedia by incorporating multimedia into their administration system. Beginning in 1998, Malaysia is planning to make a full use of multimedia by introducing e-government, paperless office, video conferencing, multimedia kiosks and multimedia electronic mail.

          ii.        Realizing the potential of multimedia, the government has made a big move to exploit this potential by introducing Multimedia Super Corridor with seven flagship applications. The MSC will also accelerate Malaysia's entry into the Information Age, and through it, help actualize Vision 2020.

         iii.        There are four main objectives :

1.     To increase the efficiency and productivity in production, delivering products and service for both public and private sectors.

2.     To introduce the network of supply and demand of local multimedia industry to international market.

3.     To increase the value of infrastructure placed within MSC with suitable technology including KLIA, Putrajaya, highway network and electronic highway.

4.     To stimulate growth of e-government through Putrajaya to be more transparent, flexible and responsive.

Thursday, 1 March 2012

multimedia products


1.     Multimedia products can be grouped as:

a.    Briefing

              i.        Briefing products are small, straightforward and sequential used to present information quickly and concisely.
            ii.        Can be developed in short time ranging from few hours to few days.
           iii.        Limited use of graphics, audio and video due to the time constraint.
           iv.        Limited number of usage where once the presentation was over, the product is disposed or modified for future uses.
            v.        Example: corporate presentation, sales presentation and educational lectures.

b.    Reference

              i.        Reference products are large, very structured and easy to navigate intended to variety of users.
            ii.        Most common form of commercial multimedia products.
           iii.        Long-lived and normally stored permanently on CD-ROM or a similar high density media.
           iv.        Example: encyclopedias, dictionaries, historical and scientific surveys.

c.     Database

              i.        Database products are similar to reference products except they focus on storing and accessing actual data.
            ii.        Normally delivered on CD-ROM or a similar high density media.
           iii.        Example: collections of fonts, pictures, sound and video clips.

d.    Education and Training

              i.        Education and training products falls into three general categories:

Ø  Instructor support products – Resource materials for instructors

Ø  Standalone or self-paced products – Learning materials for students to study at their own pace

Ø  Combination products.

e.    Kiosk

              i.        Kiosk products are characterized by having a relatively simple function and being very easy to use.
            ii.        It must run constantly with little or no maintenance.
           iii.        Example: bank machines, mall information centers and point-of-sales systems.

f.     Entertainment and Games

              i.        Entertainment and games products are among the most popular.
            ii.        They often have limited audience or use and can be quite complex and challenging for the users.
           iii.        These products depend heavily on the use of graphics, audio, animation and video.
           iv.        Example: Arcade games, computer games and movies.