Chapter 2 Multimedia Hardware and Software

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Chapter 2 Multimedia Hardware and Software 저자: Mind Map: Chapter 2  Multimedia Hardware and Software

1. Requirements of for a multimedia project

1.1. The intangibles

1.1.1. Creativity

1.1.1.1. Most precious asset

1.1.1.2. In a multimedia project, being creative implies knowledge of hardware and software.

1.1.2. Organization

1.1.2.1. It is essential to develop an organized outline detailing the skills, time, budget, tools, and resources needed for the project.

1.1.3. Communication

1.1.3.1. The workgroup and client  is essential to the efficient and accurate completion of your project.

1.2. Multimedia skills

1.2.1. Project Manager

1.2.1.1. The leader of a project

1.2.1.2. Responsible for overall development, implementation of the project and day to day operations.

1.2.2. Multimedia Designer

1.2.2.1. Looks at the overall content of a project, creates a structure for the content.

1.2.2.2. Determines the design elements required to support that structure.

1.2.3. Interface Designer

1.2.3.1. Charge of designing each screen or page interface that lets the user access or modify the content

1.2.3.2. Simplicity

1.2.4. Writer

1.2.4.1. Create characters and actors’ narrations

1.2.4.2. Write text screens to deliver message.

1.2.5. Audio/Video Specialist

1.2.5.1. Focus on the audio and video production

1.2.5.2. Shooting, capturing and editing video, digitizing and audio recording

1.2.6. Multimedia Programmer

1.2.6.1. Integrate all the elements of the project using an authoring system or programming language

1.3. Hardware

1.3.1. Production platforms

1.3.2. Memory and storage devices

1.3.2.1. RAM

1.3.2.1.1. Volatile storage

1.3.2.1.2. Storage that allows to read and write data as many time as needed

1.3.2.2. ROM

1.3.2.2.1. nonvolatile storage

1.3.2.2.2. BIOS program that boots up the computer resides in the ROM

1.3.2.3. Hard disks

1.3.2.3.1. nonvolatile storage

1.3.2.3.2. Is rewriteable permanent memory

1.3.2.4. Flash or thumb drives

1.3.2.5. CD-ROM

1.3.2.6. DVD

1.3.3. Windows vs. Macintosh

1.3.4. Connections

1.3.5. IDE

1.3.6. USB (Universal Serial Bus)

1.3.7. FireWire

1.3.8. Input devices

1.3.8.1. Microphones

1.3.8.2. Digital cameras

1.3.9. Output devices

1.3.9.1. Stereo

1.3.9.2. Monitor

1.3.9.3. Projector

1.3.9.4. Printer

1.3.10. Input devices

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

1.3.10.2. Barcode reader recognize the numeric characters of the Universal Product Code (UPC)

1.3.10.3. Microphones

1.3.10.4. Digital cameras

1.3.11. Output devices

1.3.11.1. Stereo

1.3.11.2. Monitor

1.3.11.3. Projector

1.3.11.4. Printer

1.4. Software

1.4.1. Text editing and word processing tools

1.4.2. Painting and drawing software features include:

1.4.2.1. Scalable dimensions

1.4.2.2. Support for third-party special effect plug-ins

1.4.2.3. Scalable text font support

1.4.2.4. Layering capability

1.4.2.5. An intuitive graphical user interface

1.4.2.6. Painting features such as smoothing coarse-edged objects into the background with anti-aliasing

1.4.2.7. Multiple undo capability

1.4.3. Painting tools allow you to create and modify bitmap images.

1.4.4. OCR software

1.4.5. Drawing tools allow you to create and modify vector graphics.

1.4.6. 3-D modeling tools allow rendering of objects in a three-dimensional perspective.

1.4.6.1. VectorWorks, AutoDesk Maya, and Strata 3D

1.4.6.2. 3-D graphics usually take a long time to render, so plan accordingly

1.4.7. Image editing tools

1.4.8. Sound editing tools

1.4.9. Animation, video, and digital movie tools

1.5. Authoring systems

1.5.1. An authoring tool is a software package which allow developers to :

1.5.1.1. Organize and edit the multimedia elements of multimedia project.

1.5.1.2. Design screen layouts(interface) using templates

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

1.5.2.1.1. Elements are arranged like pages of a book or cards in a stack.

1.5.2.1.2. These tools contain media objects such as buttons, text fields, and graphic objects.

1.5.2.2. Icon- and object-based authoring tools

1.5.2.2.1. Multimedia elements and interaction cues are organized as objects in a flow chart

1.5.2.3. Time-based authoring tools

1.5.2.3.1. The elements of the program are organized along a time line

1.5.2.3.2. Best suited for messages with a beginning and an end.

1.5.2.4. Choosing an authoring tool

1.5.2.4.1. Programming features

1.5.2.4.2. Editing and organizing features

1.5.2.4.3. Interactivity features

1.5.2.4.4. Performance tuning and playback features

1.5.2.4.5. Delivery, cross-platform, and Internet playability features

2. Multimedia Development process

2.1. *Most multimedia and web projects must be undertaken in stages.

2.2. *4 basic stages of multimedia project

2.2.1. Designing and Producing

2.2.1.1. Perform each of the planned tasks to create a finished product.

2.2.2. Delivering

2.2.2.1. Final stage

2.2.2.2. Package and deliver the project to the end user.

2.2.2.3. Be prepared to follow up over time with tweaks, repairs, and upgrades.

2.2.3. Testing

2.2.3.1. Alpha Testing

2.2.3.1.1. Only by users within the organization developing the software as a form of internal acceptance testing.

2.2.3.1.2. The application may be missing part of the content or functionality.

2.2.3.1.3. Interest is to review the concept, format, user interface and the layout

2.2.3.2. Beta Testing

2.2.3.2.1. The product is evaluated just before the final release.

2.2.3.2.2. It is a fully functioning product and should be relative bug free.

2.2.3.2.3. Main interest is to find bugs or content errors.

2.2.4. Planning and costing

2.2.4.1. Define the objectives and scope.

2.2.4.1.1. Object -What is the purpose of creating the project?

2.2.4.1.2. Scope of the project -time to develop  -knowledge and skills

2.2.4.2. Target users

2.2.4.2.1. Some background research may conducted.

2.2.4.2.2. To whom the project is created for?

2.2.4.3. Set the contents

2.2.4.3.1. Content or information will determine the size of the project.

2.2.4.3.2. Consideration before determining the  content are: -Obtaining rights to use exiting resources. -Digitizing pictures, audio, and video.

2.2.4.4. Prepare time estimate and a budget.

2.2.4.5. Prepare a short prototype or proof-of-concept.