1. The Intangibles
1.1. The intangible asset in multimedia
1.1.1. Creativity
1.1.2. Organization
1.1.3. Communication
2. Multimedia Skills
2.1. Multimedia project involves a lot of people to be produced . Each person has their own specialized skills required to do specific task
2.2. Main roles in the team
2.2.1. Project Manager
2.2.1.1. The leader of project
2.2.1.2. Oversee entire report
2.2.2. Multimedia Designer
2.2.2.1. Look overall content of a project and create structure for content
2.2.2.2. Determine the design element required to support that structure
2.2.3. Interface Designer
2.2.3.1. In charge of designing screen or page interface, the user can access or modify the content
2.2.4. Writer
2.2.4.1. Create character and actor's narration
2.2.4.2. Write text screen to deliver message
2.2.5. Audio/Video Specialist
2.2.5.1. focus on video and audio production
2.2.5.2. Shooting, capturing and editing video, digitizing and audio recording
2.2.6. Multimedia Programmer
2.2.6.1. Multimedia programmers integrate all the element of the project using an authoring system or programming language
3. Authoring System
3.1. An authoring tool is a software package which allow developers to
3.1.1. Organize and edit the multimedia elements of multimedia project
3.1.2. Design screen layout (interface) using templates
3.1.3. Create interactivity
3.1.4. Assembling diverse multimedia elements into a single, cohesive product
3.2. Type of authoring tools
3.2.1. Card-and page-based authoring tools
3.2.1.1. Elements are arrange like pages of a book or cards in a stack
3.2.1.2. These tools contain media objects such as buttons, text field, and graphic objects
3.2.1.3. Example: LiveCode
3.2.2. Icon-and object-based authoring tools
3.2.2.1. Multimedia elements and interaction cues are organized as object in a flow chart
3.2.2.2. Icon-based and object-based tools provide a visual programming approach to organizing and presenting multimedia application
3.2.2.3. Flow chart can be built by dragging appropriate icons from a library and then adding the content
3.2.3. Time-based authoring tools
3.2.3.1. The elements of the program are organized along a time line
3.2.3.2. Best suited for messages with a beginning and an end
3.2.3.3. Developer can coordinate the time, speed and display length of each elements
3.2.3.4. Adobe Flash and Adobe Director are time-based development environment
3.3. Objects
3.3.1. Authoring tools generally treat multimedia elements as object
3.3.2. Each object is assigned properties or modifiers
3.3.3. Objects may contain scripts that specify a related action
3.4. Choosing an authoring tool
3.4.1. Editing and organizing features
3.4.1.1. Authoring system include editing tools to create, edit, and convert multimedia elements such as animation and video clips
3.4.1.2. The organization, design, and production process for multimedia involves storyboarding and flow charting
3.4.1.3. Visual flow charting or overview facility illustrates project structure at a macro level
3.4.2. Programming features
3.4.2.1. Visual programming with icons or object is the simplest and easiest authoring process
3.4.2.2. Authoring tools offer "very high level language" (VHLL) or interpreted scripting environment
3.4.2.3. Example: Flash, Livecode, & Toolbook
3.4.3. Interactivity features
3.4.3.1. Interactivity gives the end user control over the content and flow of information in a project
3.4.4. Performance tuning and playback features
3.4.4.1. Performance tuning- Achieving synchronization is difficult, authoring system should facilitate precise timing of event
3.4.4.2. Playback features- These features should enable developers to build part of a project and then test it immediately
3.4.5. Delivery, cross-platform, and Internet playability features
3.4.5.1. Delivery features- A run-time or stand-alone version allows a project to be executed without authoring software
3.4.5.2. Cross-platform- It is important to use tools that facilitate easy transfer across platform
3.4.5.2.1. Window
3.4.5.2.2. Macintosh
3.4.5.3. Internet-playability features- Authoring system provide a means for converting their output to be delivered within the context of HTML or DHTML
4. Hardware
4.1. Production platforms
4.1.1. Window
4.1.2. Macintosh
4.2. IDE
4.3. USB (Universal Serial Bus)
4.4. FireWire
4.5. Memory and storage devices
4.5.1. RAM (Random Access Memory)
4.5.1.1. Volatile storage
4.5.1.2. Storage allow to read and write data as many time as needed
4.5.2. ROM (Read Only Memory)
4.5.2.1. Permanent Storage
4.5.2.2. Store BIOS
4.5.3. Hard disks
4.5.3.1. Nonvolatile Storage
4.5.3.2. Rewriteable permanent storage
4.5.3.3. Hign data storage capacity
4.5.4. CD-ROM
4.5.5. DVD
4.5.6. Blu-ray dics
4.6. Input devices
4.6.1. Microphone
4.6.2. Digital Camera
4.7. Output device
4.7.1. Stereo
4.7.2. Monitor
4.7.3. Projector
4.7.4. Printer
5. Software
5.1. Text editing and word processing tools
5.1.1. Microsoft Word
5.1.2. OpenOffice
5.2. OCR Software
5.2.1. Very accurate and save time and effort
5.2.2. Converts bitmapped character into electronically recognizable text
5.3. Painting tools allow you to create and modify bitmap images
5.3.1. Photoshop
5.3.2. Firework
5.3.3. Painter
5.4. Drawing tools allow you to create and modify vector graphics
5.4.1. CorelDraw
5.4.2. Illustrator
5.4.3. Canvas
5.5. Painting and drawing software features
5.5.1. Scalable dimension
5.5.2. Multiple undo capability
5.5.3. Scalable text font support
5.5.4. Layering capability
5.6. 3-D modeling tools allow rendering of object in a three-dimensional perspective
5.6.1. VectorWork, AutoDesk Maya, and Strata 3D
5.6.2. 3-D graphics usually take a long time to render, so plan accordingly
5.7. image editing tools
5.7.1. Powerful tools for enhancing retouching, blurring, sharpening lightening existing bitmapped image
5.7.2. Many painting and drawing program also serve as image editor
5.7.3. Support third party plug-in
5.8. Sound editing tools
5.8.1. Cut, copy, paste, and edit certain segment of the music
5.8.2. Enable the user to see music as a waveform as well as hear sound
6. Multimedia Development Process
6.1. 4 basic stages in multimedia project
6.1.1. Planning
6.1.1.1. Define the objective and scope
6.1.1.2. Target Users
6.1.1.3. Set the Contents
6.1.1.4. Prepare time estimate and a budget
6.1.1.5. Prepare a short prototype or proof-of-concept
6.1.2. Designing and Producing
6.1.2.1. Perform each of the planned task to create a finished product
6.1.3. Testing
6.1.3.1. Test your programs to make sure that they meet the objective of your project
6.1.3.2. Every feature and function must be exercised, every button or link must be clicked
6.1.3.3. Two phases of testing
6.1.3.3.1. Alpha Testing
6.1.3.3.2. Beta Testing
6.1.4. Delivering
6.1.4.1. Final stage
6.1.4.2. Package and deliver the project to the end users
6.1.4.3. be prepare to follow up over time with tweaks, repairs, and upgrades