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. Multimedia Development Process

1.1. 1. Planning and costing

1.1.1. Define the objectives and scope

1.1.2. target users

1.1.3. set the contents

1.1.4. prepare time estimate and a budget

1.1.5. prepare a short prototype or proof of concept

1.2. 2. Designing and Producing

1.3. 3. Testing

1.3.1. Alpha Testing

1.3.2. Beta Testing

1.4. 4. Delivering

2. The Intangibles

2.1. Creativity

2.2. Organization

2.3. Communication

3. Multimedia Skills

3.1. Project manager - The leader of a project

3.2. Multimedia Designer - Looks at the overall content of a project

3.3. Interface designer - Designing each screen or page interface

3.4. Writer - Create Characters and actors' narractions.

3.5. Video/Audio Specialist - Focus on audio and video production

3.6. Multimedia Programmers - Integrate all the elements of the project

4. Hardware

4.1. Production platforms

4.2. Connections

4.2.1. IDE = Connect motherboard to storage devices

4.2.2. FireWire = Connect devices to personal computer.

4.3. USB = Connect a computer devices to external hard drives.

4.4. Memory and storage devices

4.4.1. RAM - Volatile storage

4.4.2. ROM - Nonvolatile storage

4.4.3. Hard disks - Nonvolatile storage

4.5. Input devices

4.5.1. Mouse

4.5.2. Keyboard

4.5.3. Digital cameras

4.6. Output devices

4.6.1. Printer

4.6.2. Projector

4.6.3. Monitor

5. Software

5.1. OCR software

5.2. Painting tools

5.3. Drawing tools

5.4. Text editing and word processing tools

5.5. 3-D modeling tools

5.6. Image editing tools

5.7. Sound editing tools

6. Authoring tool

6.1. Function

6.1.1. Organize and edit multimedia elements of multimedia project

6.1.2. Design screen layouts (interface) using templates

6.1.3. Create interactivity

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

6.2. Type

6.2.1. Card-and page-based authoring tools

6.2.2. Icon and object-based authoring tools

6.2.3. Time-based authoring tools

6.3. Choosing an authoring tool

6.3.1. Editing and organizing features

6.3.2. Programming features

6.3.3. Interactivity features

6.3.4. Performance turning

6.3.5. Playback features

6.3.6. Delivery features

6.3.7. Cross-platform

6.3.8. Internet-playability features