Chapter 2  Multimedia Hardware and software

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Chapter 2  Multimedia Hardware and software by Mind Map: Chapter 2  Multimedia Hardware and software

1. Requirement for Multimedia Project

1.1. The Intangibles

1.1.1. Creativity - Turning the idea and imaginative into a real   product.

1.1.2. Organization - Developed an organized outline detailing the   skills, time, budget, tools, and resources   needed for project.

1.1.3. Communication - Among the work group and client to efficient   and accurate completion of project.

1.2. Multimedia Skills

1.2.1. Main roles in the team: - Project Manager - Multimedia Designer - Interface Designer - Writer - Audio / Video Specialist - Multimedia Programmer

1.3. Hardware

1.3.1. Production platforms

1.3.1.1. Windows - Software company

1.3.1.2. Macintosh - Hardware and software company

1.3.2. Connection

1.3.2.1. Integrated Drive Electronics (IDE)

1.3.2.1.1. Connect a motherboard to storage devices such as hard drives.

1.3.2.2. Universal Serial Bus (USB)

1.3.2.2.1. Used to connect a computer to devices.

1.3.2.3. FireWire (IEEE 1394)

1.3.2.3.1. Connecting devices to personal computer.

1.3.3. Memory and storage devices

1.3.3.1. RAM

1.3.3.1.1. Volatile storage

1.3.3.1.2. Enables the simultaneous running of many applications.

1.3.3.1.3. Storage that allow to read and write as many time as needed.

1.3.3.2. ROM

1.3.3.2.1. Nonvolatile storage

1.3.3.2.2. BIOS program boots up the computer resides in the ROM.

1.3.3.3. Hard disks

1.3.3.3.1. Nonvolatile storage

1.3.3.3.2. Rewrite able permanent memory

1.3.3.3.3. High data storage capacity & data transfer speed.

1.3.3.4. Flash or thumb drives

1.3.3.5. CD-ROM

1.3.3.6. DVD

1.3.3.7. Blu-ray discs

1.3.4. Input Devices

1.3.4.1. Optical character recognition (OCR) device is used to convert printed matter into ASCII text files.

1.3.4.2. Microphones

1.3.4.3. Digital Cameras

1.3.5. Output devices

1.3.5.1. Stereo

1.3.5.2. Monitor

1.3.5.3. Projector

1.3.5.4. Printer

1.4. Software

1.4.1. Text editing and word processing tools

1.4.2. OCR sotware

1.4.3. Painting tools allow to create and modify bitmap images

1.4.4. Drawing tools allow to create and modify vector graphics

1.4.5. 3-D modeling tools allow rendering of objects in a three-dimensional perspective.

1.4.5.1. Example: VectorWorks, AutoDesk Maya & Strata 3D

1.4.6. Image editing tools

1.4.7. Sound editing tools

1.4.8. Animation, video, digital movie tools

1.5. Authoring Systems

1.5.1. Authoring tools is a software package allow developers to:

1.5.1.1. Organize and edit multimedia elements

1.5.1.2. Design screen layout (interface)

1.5.1.3. Create interactivity

1.5.1.4. Assembling diverse multimedia elements into a single, cohesive product.

1.5.2. Types of authoring tools

1.5.2.1. Card- and page-based authoring tools

1.5.2.2. Icon- and object-based authoring tools

1.5.2.3. Time-based authoring tools

1.5.3. Choosing an authoring tool

1.5.3.1. Editing & Organize features

1.5.3.2. Programming features

1.5.3.3. Interactivity features

1.5.3.4. Performance tuning and playback features

1.5.3.5. Delivery, cross-platform and Internet play ability.

2. Stages of Multimedia Project

2.1. Planning and Costing - Define the Objective and scopes - Target Users - Set the contents - Prepare time estimate and a         budget. - Prepare a short prototype (Unfinished products) or proof-of-concept.

2.2. Designing and Producing - Perform each pf the planned tasks to create a finished product

2.3. Testing - Purpose: make sure meet the project objective. - Two Phase Testing: Alpha Testing & Beta Testing

2.3.1. Alpha

2.3.1.1. Performed only by users within the organization.

2.3.1.2. Main interest is to review the concept, format, user interface and layout.

2.3.2. Beta

2.3.2.1. Test by normal customers

2.3.2.2. Main interest is to find bugs or content errors

2.3.2.3. Should be represented by the real users and should not include the people who have been involved in the project.

2.4. Delivering - Package and deliver to the end user - Follow up with clients