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CHAPTER 2 by Mind Map: CHAPTER 2

1. HARDWARE

1.1. CONNECTIONS

1.1.1. IDE

1.1.1.1. CONNECTING MOTHER BOARD TO STORAGE DEVICE

1.1.2. USB

1.1.2.1. CONNECT COMPUTER TO DEVICE

1.1.2.2. PLUG-AND-PLAY INTERFCE

1.1.3. FFIREWIRE

1.1.3.1. CONNECTING DEVICE TO PERSONAL COMPUTER

1.1.3.2. PLUG-AND-SOCKET CONNECTION

1.1.3.3. MAX. CONNECTING 63 DEVICES

1.2. MEMORY AND STORAGE DEVICE

1.2.1. RAM

1.2.1.1. VOLATILE STORAGE

1.2.1.2. ALLOWS TO READ AND WRITE DATA

1.2.2. ROM

1.2.2.1. NONVOLATILE STORAGE

1.2.3. HARD DISKS

1.2.3.1. NONVOLATILE STORAGE

1.2.3.2. REWRITE-ABLE PERMANENT MEMORY

1.2.3.3. HIGH CAPACITY AND TRANSFER SPEED

1.2.4. OTHER EXAMPLE

1.2.4.1. FLASH AND THUMB DRIVES

1.2.4.2. CD-ROM

1.2.4.3. DVD

1.2.4.4. BLU-RAY DISCS

1.3. INPUT DEVICES

1.3.1. MICROPHONES

1.3.2. DIGITAL CAMERAS

1.4. OUTPUT DEVICES

1.4.1. STEREO

1.4.2. MONITOR

1.4.3. PROJECTOR

1.4.4. PRINTER

2. SOFTWARE

2.1. TEXT EDITING TOOLS

2.2. PAINTING TOOLS

2.3. DRAWING TOOLS

2.4. 3-D MODELING TOOLS

2.5. IMAGE EDITING TOOLS

2.6. SOUND EDITING TOOLS

2.7. ANIMATION,VIDEO,AND DIGITAL MOVIE TOOLS

3. DEVELOPMENT PROCESS

3.1. PLANNING

3.1.1. DEFINE OBJECTIVES AND SCOPE

3.1.2. TARGET USERS

3.1.3. SET THE CONTENT

3.1.4. PREPARE BUDGET AND SHORT PROTOTYPE

3.2. DESINGNING

3.2.1. CREATE A FINISHED PRODUCT

3.3. TESTING

3.3.1. ALPHA

3.3.1.1. REVIEW THE CONCEPT

3.3.2. BETA

3.3.2.1. FULLY FUNCTIONING PRODUCT

3.4. DELIVERING

3.4.1. DELIVER THE PROJECT TO END USER

4. INTANGIBLES

4.1. CREATIVITY

4.1.1. MOST PRECIOUS ASSET

4.2. ORGANIZATION

4.2.1. DEVELOP AN ORGANIZED OUTLINE FOR THE PROJECT

4.3. COMMUNICATION

4.3.1. AMONG WORK-GROUP AND CLIENT

5. MULTIMEDIA SKILLS

5.1. SPECIALIZED SKILLS REQUIRED

5.2. MAIN ROLES IN THE TEAM

5.2.1. PROJECT MANAGER

5.2.1.1. LEADER OF A PROJECT

5.2.2. MULTIMEDIA DESIGNER

5.2.2.1. DETERMINES THE DESIGN ELEMENTS

5.2.3. INTERFACE DESIGNER

5.2.3.1. DESIGNING EACH SCREEN

5.2.4. WRITER

5.2.4.1. WRITE TEXT SCREENS

5.2.5. AUDIO/VIDEO SPECIALIST

5.2.5.1. FOCUS ON AUDIO AND VIDEO PRODUCTION

5.2.6. MULTIMEDIA PROGRAMMER

5.2.6.1. INTEGRATE ALL THE ELEMENTS OF THE PROJECT

6. AUTHORING SYSTEM

6.1. CARD-AND PAGE-BASED AUTHORING TOOLS

6.1.1. ELEMENT ARRANGE LIKE PAGE OF BOOK OR CARDS

6.1.2. CONTAIN MEDIA OBJECTS SUCH AS BUTTON

6.1.3. EASY TO MOVE FROM PAGE TO PAGE

6.1.4. EXAMPLE : LiveCode

6.2. ICON-AND OBJECT-BASED AUTHORING SYSTEM

6.2.1. PROVIDE VISUAL PROGRAMMING APPROACH TO ORGANIZING AND PRESENTING MULTIMEDIA APPLICATION

6.2.2. MULTIMEDIA ELEMENTS AND INTERACTION CUES OBJECTS IN A FLOW CHART

6.3. TIME-BASED AUTHORING TOOLS

6.3.1. ELEMENTS OF PROGRAM ORGANIZED ALONG A TIMELINE

6.3.2. BEST SUIT FOR MESSAGES WITH BEGINNING AND END

6.3.3. DEVELOPER CAN COORDINATE THE TIME,SPEED AND DISPLAY LENGTH OF EACH ELEMENT

6.3.4. EXAMPLE : Adobe Flash , Adobe Director