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Multimedia is a form of communication that uses a combination of different content forms, such as
writing Writing is the act of creating a persistent representation of language. A writing system includes a particular set of symbols called a ''script'', as well as the rules by which they encode a particular spoken language. Every written language ...
,
audio Audio most commonly refers to sound, as it is transmitted in signal form. It may also refer to: Sound *Audio signal, an electrical representation of sound *Audio frequency, a frequency in the audio spectrum *Digital audio, representation of sound ...
,
image An image or picture is a visual representation. An image can be Two-dimensional space, two-dimensional, such as a drawing, painting, or photograph, or Three-dimensional space, three-dimensional, such as a carving or sculpture. Images may be di ...
s,
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
s, or
video Video is an Electronics, electronic medium for the recording, copying, playback, broadcasting, and display of moving picture, moving image, visual Media (communication), media. Video was first developed for mechanical television systems, whi ...
, into a single presentation. This is in contrast to traditional mass media, such as printed material or audio recordings, which only feature one form of media content. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Creating multimedia content involves the application of the principles of effective interactive communication. The five main building blocks of multimedia are text, image, audio, video, and animation. Multimedia encompasses various types of content, each serving different purposes: * Text - Fundamental to multimedia, providing context and information. * Audio - Includes music, sound effects, and voiceovers that enhance the experience. Recent developments include spatial audio and advanced sound design. * Images - Static visual content, such as photographs and illustrations. Advances include high-resolution and 3D imaging technologies. * Video - Moving images that convey dynamic content. High-definition (HD), 4K, and 360-degree video are recent innovations enhancing viewer engagement. * Animation - the technique of creating moving images from still pictures, often used in films, television, and video games to bring characters and stories to life. Multimedia can be recorded for playback on computers,
laptop A laptop computer or notebook computer, also known as a laptop or notebook, is a small, portable personal computer (PC). Laptops typically have a Clamshell design, clamshell form factor (design), form factor with a flat-panel computer scree ...
s,
smartphone A smartphone is a mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multi ...
s, and other electronic devices. In the early years of multimedia, the term "rich media" was synonymous with interactive multimedia. Over time,
hypermedia Hypermedia, an extension of hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term ''multimedia'', which may include non-interactive linear ...
extensions brought multimedia to the World Wide Web, and streaming services became more common.


Terminology

The term ''multimedia'' was coined by singer and artist Bob Goldstein (later '
Bobb Goldsteinn Bobb Goldsteinn (born Bob Goldstein, June 10, 1936) is an American showman, songwriter, and artist. As a pop pioneer, he co-wrote The Village Stompers' international hit " Washington Square" and produced The GoldeBriars, Curt Boettcher's origin ...
') to promote the July 1966 opening of his "Lightworks at L'Oursin" show in
Southampton, New York Southampton, officially the Town of Southampton, is a town in southeastern Suffolk County, New York, partly on the South Fork of Long Island. As of the 2020 U.S. census, the town had a population of 69,036. Southampton is included in the stre ...
, Long Island. Goldstein was perhaps aware of an American artist named
Dick Higgins Dick Higgins (15 March 1938 – 25 October 1998) was an American artist, composer, art theorist, poet, publisher, printmaker, and a co-founder of the Fluxus international artistic movement (and community). Inspired by John Cage, Higgins was ...
, who had two years previously discussed a new approach to art-making he called "
intermedia Intermedia is an art theory term coined in the mid-1960s by Fluxus artist Dick Higgins to describe the strategies of interdisciplinarity that occur within artworks existing between artistic genres. It was also used by John Brockman to refer to ...
". On August 10, 1966, Richard Albarino of '' Variety'' borrowed the terminology, reporting: "Brainchild of song scribe-comic Bob (' Washington Square') Goldstein, the 'Lightworks' is the latest ''multi-media'' music-cum-visuals to debut as discothèque fare." Two years later, in 1968, the term "multimedia" was re-appropriated to describe the work of a political consultant, David Sawyer, the husband of Iris Sawyer—one of Goldstein's producers at L'Oursin. In the intervening forty years, the word has taken on different meanings. In the late 1970s, the term referred to presentations consisting of multi-projector slide shows timed to an audio track. However, by the 1990s, 'multimedia' had taken on its current meaning. In the 1993 first edition of ''Multimedia: Making It Work'', Tay Vaughan declared, "Multimedia is any combination of text, graphic art, sound, animation, and video that is delivered by computer. When you allow the user – the viewer of the project – to control what and when these elements are delivered, it is ''interactive multimedia''. When you provide a structure of linked elements through which the user can navigate, interactive multimedia becomes ''hypermedia''." This book contained the ''Tempra Show'' software. This was a later, rebranded version of the 1985 DOS multimedia software ''VirtulVideo Producer,'' about which the Smithsonian declared, "It is one of the first, if not the first, multi-media authoring systems on the market." The German language society
Gesellschaft für deutsche Sprache The ' (, ''Association for the German Language''), or , is Germany's most important government-sponsored language society. Its headquarters are in Wiesbaden. Re-founded shortly after the Second World War in 1947, the is politically independent ...
recognized the word's significance and ubiquitousness in the 1990s by awarding it the title of German 'Word of the Year' in 1995. The institute summed up its rationale by stating, " ultimediahas become a central word in the wonderful new media world". In common usage, ''multimedia'' refers to the usage of multiple media of communication, including video, still images, animation, audio, and text, in such a way that they can be accessed interactively. Video, still images, animation, audio, and written text are the building blocks on which multimedia takes shape. In the 1990s, some computers were called "multimedia computers" because they represented advances in graphical and audio quality, such as the Amiga 1000, which could produce 4096 colors (12-bit color), outputs for TVs and VCRs, and four-voice stereo audio. Changes in removable storage technology during this time were also important, as the standard
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
can hold on average 700 megabytes of data, while the maximum size a 3.5-inch floppy disk can hold is 2.8 megabytes, with an average of 1.44 megabytes. Greater storage allowed for larger digital media files and therefore more complex multimedia. The term "video", if not used exclusively to describe motion photography, is ambiguous in multimedia terminology. ''
Video Video is an Electronics, electronic medium for the recording, copying, playback, broadcasting, and display of moving picture, moving image, visual Media (communication), media. Video was first developed for mechanical television systems, whi ...
'' is often used to describe the file format, delivery format, or presentation format instead of ''"
footage In filmmaking and video production, footage is raw, unedited material as originally filmed by a movie camera or recorded by a digital video camera, which typically must be film editing, edited to create a motion picture, digital video, video cli ...
"'' which is used to distinguish motion
photography Photography is the visual arts, art, application, and practice of creating images by recording light, either electronically by means of an image sensor, or chemically by means of a light-sensitive material such as photographic film. It is empl ...
from ''"
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
"'' of rendered motion imagery. Multiple forms of information content are often not considered modern forms of presentation, such as audio or video. Likewise, single forms of information content with single methods of information processing (e.g., non-interactive audio) are often called multimedia, perhaps to distinguish static media from active media. In the
fine arts In European academic traditions, fine art (or, fine arts) is made primarily for aesthetics or creativity, creative expression, distinguishing it from popular art, decorative art or applied art, which also either serve some practical function ...
, for example, Leda Luss Luyken's
ModulArt Modular art is art created by joining together standardized units ( modules) to form larger, more complex compositions. In some works the units can be subsequently moved, removed and added to – that is, ''modulated'' – to create a new work of ar ...
brings two key elements of musical composition and film into the world of painting: variation of a theme and movement of and within a picture, making ''ModulArt'' an
interactive Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but mo ...
multimedia form of art.
Performing arts The performing arts are arts such as music, dance, and drama which are performed for an audience. They are different from the visual arts, which involve the use of paint, canvas or various materials to create physical or static art objects. P ...
may also be considered multimedia, considering that performers and props are multiple forms of both content and media. In modern times, a multimedia device can be referred to as an electronic device, such as a smartphone, a video game system, or a computer. Each and every one of these devices has a main function but also has other uses beyond their intended purpose, such as reading, writing, recording video and audio, listening to music, and playing video games. This has led them to be called "multimedia devices." While previous media was always local, many are now handled through web-based solutions, particularly streaming.


Major characteristics

Multimedia presentations are presentations featuring multiple types of media. The different types of media can include
text Text may refer to: Written word * Text (literary theory) In literary theory, a text is any object that can be "read", whether this object is a work of literature, a street sign, an arrangement of buildings on a city block, or styles of clothi ...
,
graphics Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of the data, as in design and manufa ...
,
audio Audio most commonly refers to sound, as it is transmitted in signal form. It may also refer to: Sound *Audio signal, an electrical representation of sound *Audio frequency, a frequency in the audio spectrum *Digital audio, representation of sound ...
,
video Video is an Electronics, electronic medium for the recording, copying, playback, broadcasting, and display of moving picture, moving image, visual Media (communication), media. Video was first developed for mechanical television systems, whi ...
and animations. These different types of media convey information to their target audience and effectively communicate with them. Videos are a great visual example to use in multimedia presentations because they can create visual aids to the presenter's ideas. They are commonly used among education and many other industries to benefit students and workers, as they effectively retain chunks of information in a limited amount of time and can be stored easily. Another example is charts and graphs, as the presenters can show their audience the trends using data associated with their researches. This provides the audience a visual idea of a company's capabilities and performances. Audio also helps people understand the message being presented, as most modern videos are combined with audio to increase its efficiency, while animations are made to simplify things from the presenter's perspective. These technological methods allow efficient communication and understanding across a wide range of audiences (with an even wider range of abilities) throughout different fields. Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an online network, or locally with an offline computer, game system,
simulator A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
,
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
, or
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
. The various formats of technological or
digital multimedia Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single presentation. This is in contrast to traditio ...
may be intended to enhance the users' experience, for example, to make it easier and faster to convey information. Or in entertainment or art, combine an array of artistic insights that include elements from different art forms to engage, inspire, or captivate an audience. Enhanced levels of interactivity are made possible by combining multiple forms of media content.
Online In computer technology and telecommunications, online indicates a state of connectivity, and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed as "on lin ...
multimedia is increasingly becoming object-oriented and data-driven, enabling applications with
collaborative Collaboration (from Latin ''com-'' "with" + ''laborare'' "to labor", "to work") is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. The f ...
end-user innovation and
personalization Personalization (broadly known as customization) consists of tailoring a service or product to accommodate specific individuals. It is sometimes tied to groups or segments of individuals. Personalization involves collecting data on individuals, ...
on multiple forms of content over time. Examples of these range from multiple forms of content on Web sites like photo galleries with both images (pictures) and titles (text) user-updated to simulations whose coefficients, events, illustrations, animations, or videos are modifiable, allowing the multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing,
haptic technology Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer s ...
enables virtual objects to be felt. Emerging technology involving illusions of
taste The gustatory system or sense of taste is the sensory system that is partially responsible for the perception of taste. Taste is the perception stimulated when a substance in the mouth biochemistry, reacts chemically with taste receptor cells l ...
and smell may also enhance the multimedia experience.


Categorization

Multimedia may be broadly divided into linear and non-linear categories: *Linear active content progresses often without any navigational control, only focusing on the user to watch the entire piece by involving higher levels of emotional and sensory stimulation based on what's being shown as a cinema presentation; *Non-linear uses
interactivity Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but ...
to control progress as with a
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
or self-paced computer-based training so that the actions made will be based on how the user interacts within the simulated world.
Hypermedia Hypermedia, an extension of hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term ''multimedia'', which may include non-interactive linear ...
is an example of non-linear content. Multimedia
presentation A presentation conveys information from a speaker to an audience. Presentations are typically demonstrations, introduction, lecture, or speech meant to inform, persuade, inspire, motivate, build goodwill, or present a new idea/product. Presenta ...
s can be live or recorded: *A recorded presentation may allow interactivity via a
navigation system A navigation system is a computing system that aids in navigation. Navigation systems may be entirely on board the vehicle or vessel that the system is controlling (for example, on the ship's bridge) or located elsewhere, making use of radio or oth ...
; *A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.


Usage/Application

Multimedia finds its application in various areas, including, but not limited to,
advertisements Advertising is the practice and techniques employed to bring attention to a product or service. Advertising aims to present a product or service in terms of utility, advantages, and qualities of interest to consumers. It is typically us ...
,
art Art is a diverse range of cultural activity centered around ''works'' utilizing creative or imaginative talents, which are expected to evoke a worthwhile experience, generally through an expression of emotional power, conceptual ideas, tec ...
,
education Education is the transmission of knowledge and skills and the development of character traits. Formal education occurs within a structured institutional framework, such as public schools, following a curriculum. Non-formal education als ...
,
entertainment Entertainment is a form of activity that holds the attention and Interest (emotion), interest of an audience or gives pleasure and delight. It can be an idea or a task, but it is more likely to be one of the activities or events that have deve ...
,
engineering Engineering is the practice of using natural science, mathematics, and the engineering design process to Problem solving#Engineering, solve problems within technology, increase efficiency and productivity, and improve Systems engineering, s ...
,
medicine Medicine is the science and Praxis (process), practice of caring for patients, managing the Medical diagnosis, diagnosis, prognosis, Preventive medicine, prevention, therapy, treatment, Palliative care, palliation of their injury or disease, ...
,
mathematics Mathematics is a field of study that discovers and organizes methods, Mathematical theory, theories and theorems that are developed and Mathematical proof, proved for the needs of empirical sciences and mathematics itself. There are many ar ...
,
business Business is the practice of making one's living or making money by producing or Trade, buying and selling Product (business), products (such as goods and Service (economics), services). It is also "any activity or enterprise entered into for ...
, scientific
research Research is creative and systematic work undertaken to increase the stock of knowledge. It involves the collection, organization, and analysis of evidence to increase understanding of a topic, characterized by a particular attentiveness to ...
, and spatial temporal applications. Several examples are as follows:


Creative industries

Creative industries The creative industries refers to a range of economic activities which are concerned with the generation or exploitation of knowledge and information. They may variously also be referred to as the cultural industries (especially in Europe) or the ...
use multimedia for a variety of purposes, ranging from fine arts, entertainment, commercial art,
journalism Journalism is the production and distribution of reports on the interaction of events, facts, ideas, and people that are the "news of the day" and that informs society to at least some degree of accuracy. The word, a noun, applies to the journ ...
, to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Requests for their skills range from technical to analytical to creative. Multimedia, but more impressively in the modern day, the
interactivity Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but ...
of the multimedia created forms the foundation for which most creative endeavors that take place online.
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
is one of the biggest computer industries in the world, and a core foundation of its success relies on the ability of multimedia designers to optimize user experience through interacting with their products.


Commercial uses

Commercialization and marketing of products by companies in the modern day rely on increasingly more advanced displays of Interactive Multimedia for sophisticated tactics and customer retention. Advertising companies rely heavily on social interfaces and television to promote products, while ads and websites that utilize pop-ups need their shorter, more concise methods to be as efficient and pleasing to the potential customers as possible. Using these platforms, they are able to express their message or persuade a targeted audience. External and internal office communications are often developed by hired creative service firms for advanced displays of information in a variety of necessary situations. Examples range from as common as holding more engaging presentations to providing trainees or new workers with more effective media to educate on a company's policies. Commercial multimedia developers may be hired to design for governmental services and nonprofit service applications as well, which often takes the form of the campaigning websites and commercials pushed out to the public. In addition, the prominence of data mining within multimedia platforms in order to adjust marketing techniques based on the data they mine is a crucial and notable practice of commercial advertisement to efficiently understand the demographic of a target audience. In recent years, a new trend of multimedia has arrived: a new sort of digital billboard placed on the side of buildings and usually wrapped around the side of them. These clips are made at differing angles to trick the brain into seeing them as 3-dimensional, like they're leaving the billboard entirely. This makes them eye-catching and therefore more likely to draw people's attention, which is, of course, very good for commercial purposes.


Entertainment and fine arts

Multimedia is heavily used in the entertainment industry, especially to develop
special effect Special effects (often abbreviated as F/X or simply FX) are illusions or visual tricks used in the theatre, film, television, video game, amusement park and simulator industries to simulate the fictional events in a story or virtual world. ...
s in movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online.
Video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s are considered multimedia, as they meld animation, audio, and interactivity to give the player an immersive experience. While video games can vary in terms of animation style or audio type, the element of interactivity makes them a striking example of ''interactive multimedia''. ''Interactive multimedia'' refers to multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information. In the
arts The arts or creative arts are a vast range of human practices involving creativity, creative expression, storytelling, and cultural participation. The arts encompass diverse and plural modes of thought, deeds, and existence in an extensive ...
, there are multimedia artists who blend techniques using different media that in some way incorporate interaction with the viewer. Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an
art gallery An art gallery is a room or a building in which visual art is displayed. In Western cultures from the mid-15th century, a gallery was any long, narrow covered passage along a wall, first used in the sense of a place for art in the 1590s. The long ...
. Video has become an intrinsic part of many concerts and theatrical productions in the modern era and has spawned content creation opportunities for many media professionals. Although multimedia display material may be volatile, the survivability of the content is as strong as any traditional medium.


Education

In
education Education is the transmission of knowledge and skills and the development of character traits. Formal education occurs within a structured institutional framework, such as public schools, following a curriculum. Non-formal education als ...
, multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopedias and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats. Learning theory in the past decade has expanded dramatically because of the introduction of multimedia. Several lines of research have evolved, e.g.,
cognitive load In cognitive psychology, cognitive load is the effort being used in the working memory. According to work conducted in the field of instructional design and pedagogy, broadly, there are three types of cognitive load: * ''Intrinsic'' cognitive load ...
and multimedia learning. From multimedia learning (MML) theory, David Roberts has developed a large group lecture practice using PowerPoint and based on the use of full-slide images in conjunction with a reduction of visible text (all text can be placed in the notes view' section of PowerPoint). The method has been applied and evaluated in 9 disciplines. In each experiment, students' engagement and active learning have been approximately 66% greater than with the same material being delivered using bullet points, text, and speech, corroborating a range of theories presented by multimedia learning scholars like Sweller and Mayer. The idea of media convergence is also becoming a major factor in education, particularly higher education. Defined as separate technologies such as voice (and telephony features), data (and productivity applications), and video that now share resources and interact with each other, media convergence is rapidly changing the curriculum in universities all over the world. Higher education has been implementing the use of social media applications such as Twitter, YouTube, Facebook, etc. to increase student collaboration and develop new processes in how information can be conveyed to students.


Educational technology

Multimedia provides students with an alternate means of acquiring knowledge designed to enhance teaching and learning through various media and platforms. In the 1960s, technology began to expand into classrooms through devices such as screens and telewriters. This technology allows students to learn at their own pace and gives teachers the ability to observe the individual needs of each student. The capacity for multimedia to be used in
multi-disciplinary Interdisciplinarity or interdisciplinary studies involves the combination of multiple academic disciplines into one activity (e.g., a research project). It draws knowledge from several fields such as sociology, anthropology, psychology, economi ...
settings is structured around the idea of creating a hands-on learning environment through the use of technology. Lessons can be tailored to the subject matter as well as personalized to the students' varying levels of knowledge on the topic. Learning content can be managed through activities that utilize and take advantage of multimedia platforms. This kind of usage of modern multimedia encourages interactive communication between students and teachers and opens feedback channels, introducing an active learning process, especially with the prevalence of new media and
social media Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongs ...
. Technology has impacted multimedia as it is largely associated with the use of computers or other electronic devices and
digital media In mass communication, digital media is any media (communication), communication media that operates in conjunction with various encoded machine-readable data formats. Digital content can be created, viewed, distributed, modified, listened to, an ...
due to its capabilities concerning research, communication, problem-solving through simulations, and feedback opportunities. The innovation of technology in education through the use of multimedia allows for diversification among classrooms to enhance the overall learning experience for students. Within education, video games, specifically fast-paced action games, are able to play a big role in improving cognitive abilities involving attention, task switching, and resistance to distractors. Research also shows that, though video games may take time away from schoolwork, implementing games into the school curriculum has an increased probability of moving attention from games to curricular goals.


Social work

Multimedia is a robust education methodology within the social work context. The five different types of multimedia that support the education process are narrative media,
interactive media Interactive media refers to digital experiences that dynamically respond to user input, delivering content such as Text (literary theory), text, images, animations, video, Sound, audio, and even Artificial intelligence, AI-driven interactions. O ...
, communicative media, adaptive media, and productive media. Contrary to long-standing belief, multimedia technology in social work education existed before the prevalence of the internet. It takes the form of images, audio, and video into the curriculum. First introduced to
social work Social work is an academic discipline and practice-based profession concerned with meeting the basic needs of individuals, families, groups, communities, and society as a whole to enhance their individual and collective well-being. Social wo ...
education by Seabury & Maple in 1993, multimedia technology is utilized to teach social work practice skills, including interviewing, crisis intervention, and group work. In comparison with conventional teaching methods, including face-to-face courses, multimedia education shortens transportation time, increases knowledge and confidence in a richer and more authentic context for learning, generates interaction between online users, and enhances understanding of conceptual materials for novice students. In an attempt to examine the impact of multimedia technology on students' studies, A. Elizabeth Cauble & Linda P. Thurston conducted research in which Building Family Foundations (BFF), an interactive multimedia training platform, was utilized to assess social work students' reactions to multimedia technology on variables of knowledge, attitudes, and
self-efficacy In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura in 1977. Self-efficacy affects every area of hum ...
. The results state that respondents show a substantial increase in academic knowledge, confidence, and attitude. Multimedia also benefits students because it brings experts online, fits students' schedule, and allows students to choose courses that suit them. Mayer's Cognitive Theory of Multimedia Learning suggests that "people learn more from words and pictures than from words alone." According to Mayer and other scholars, multimedia technology stimulates people's brains by implementing visual and auditory effects and thereby assists online users to learn efficiently. Researchers suggest that when users establish dual channels while learning, they tend to understand and memorize better. The mixed literature of this theory is still present in the fields of multimedia and social work.


Language communication

With the spread and development of the English language around the world, multimedia has become an important way of communicating between different people and cultures. Multimedia technology creates a platform where language can be taught. The traditional form of teaching English as a Second Language in classrooms has drastically changed with the prevalence of technology, making it easier for students to obtain language learning skills. Multimedia motivates students to learn more languages through audio, visual, and animation support. It also helps create English contexts since an important aspect of learning a language is developing their grammar, vocabulary, and knowledge of pragmatics and genres. In addition, cultural connections in terms of forms, contexts, meanings, and ideologies have to be constructed. By improving thought patterns, multimedia develops students'
communicative competence The concept of communicative competence, as developed in linguistics, originated in response to perceived inadequacy of the notion of linguistic competence. That is, communicative competence encompasses a language user's grammatical knowledge of s ...
by improving their capacity to understand the language. One of the studies, carried out by Izquierdo, Simard and Pulido, presented the correlation between "Multimedia Instruction (MI) and learners' second language (L2)" and its effects on learning behavior. Their findings, based on Gardner's theory of the " socio-educational model of learner motivation and attitudes," show that there is easier access to language learning materials as well as increased motivation with MI along with the use of
computer-assisted language learning Computer-assisted language learning (CALL), known as computer-aided instruction (CAI) in British English and computer-aided language instruction (CALI) in American English, Levy (1997: p. 1) briefly defines it as "the exploration and study of co ...
.


Journalism

Newspaper companies all over the world are trying to embrace the new phenomenon by implementing its practices in their work. While some have been slow to come around, other major newspapers like ''
The New York Times ''The New York Times'' (''NYT'') is an American daily newspaper based in New York City. ''The New York Times'' covers domestic, national, and international news, and publishes opinion pieces, investigative reports, and reviews. As one of ...
'', ''
USA Today ''USA Today'' (often stylized in all caps) is an American daily middle-market newspaper and news broadcasting company. Founded by Al Neuharth in 1980 and launched on September 14, 1982, the newspaper operates from Gannett's corporate headq ...
,'' and ''
The Washington Post ''The Washington Post'', locally known as ''The'' ''Post'' and, informally, ''WaPo'' or ''WP'', is an American daily newspaper published in Washington, D.C., the national capital. It is the most widely circulated newspaper in the Washington m ...
'' are setting a precedent for the positioning of the newspaper industry in a globalized world. To keep up with the changing world of multimedia, journalistic practices are adopting and utilizing different multimedia functions through the inclusion of visuals such as varying audio, video, text, etc. in their writings. News reporting is not limited to traditional media outlets. Freelance journalists can use different new media to produce multimedia pieces for their news stories. It engages global audiences and tells stories with technology, which develops new communication techniques for both media producers and consumers. The Common Language Project, later renamed The Seattle Globalist, is an example of this type of multimedia journalism production. Multimedia reporters who are mobile (usually driving around a community with cameras, audio and video recorders, and laptop computers) are often referred to as mojos, or ''mobile ''journalists.


Multimedia Engineering

Software engineer Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining software applications. It involves applying engineering principles and computer programming expertise to develop ...
s may use multimedia in computer simulations for anything from entertainment to
training Training is teaching, or developing in oneself or others, any skills and knowledge or fitness that relate to specific useful competencies. Training has specific goals of improving one's capability, capacity, productivity and performance. I ...
, such as military or industrial training. Multimedia for software interfaces is often done as a collaboration between
creative professional A creative professional who is also known as a creative specialist is a person who is employed for the extraction of skills in creative endeavors. Creative professions include writing, art, design, theater, television, radio, motion pictures, rela ...
s and software engineers. Multimedia helps expand the teaching practices that can be found in engineering to allow for more innovative methods to not only educate future engineers but to help evolve the scope of understanding of where multimedia can be used in specialized engineer careers like software engineers. Multimedia is also allowing major car manufacturers, such as Ford and
General Motors General Motors Company (GM) is an American Multinational corporation, multinational Automotive industry, automotive manufacturing company headquartered in Detroit, Michigan, United States. The company is most known for owning and manufacturing f ...
, to expand the design and safety standards of their cars. By using a game engine and virtual reality glasses, these companies are able to test the safety features and the design of the car before a prototype is even made. Building a car virtually reduces the time it takes to produce new vehicles, cutting down on the time needed to test designs and allowing the designers to make changes in real time. It also reduces expenses since, with a virtual car, making real-world prototypes is no longer needed.


Mathematical and scientific research

In
mathematical Mathematics is a field of study that discovers and organizes methods, Mathematical theory, theories and theorems that are developed and Mathematical proof, proved for the needs of empirical sciences and mathematics itself. There are many ar ...
and scientific
research Research is creative and systematic work undertaken to increase the stock of knowledge. It involves the collection, organization, and analysis of evidence to increase understanding of a topic, characterized by a particular attentiveness to ...
, multimedia is mainly used for modeling and simulation with binary code. For example, a
scientist A scientist is a person who Scientific method, researches to advance knowledge in an Branches of science, area of the natural sciences. In classical antiquity, there was no real ancient analog of a modern scientist. Instead, philosophers engag ...
can look at a
molecular model A molecular model is a physical model of an atomistic system that represents molecules and their processes. They play an important role in understanding chemistry and generating and testing hypotheses. The creation of mathematical models of mole ...
of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the '' Journal of Multimedia''. One well-known example of this being applied would be in the movie Interstellar, where Executive Director Kip Thorne helped create one of the most realistic depictions of a black hole in film. The visual effects team under Paul Franklin took Kip Thorne's mathematical data and applied it into their own visual effects engine called "Double Negative Gravitational Renderer," a.k.a. "Gargantua," to create a "real" black hole used in the final cut. Later on, the visual effects team went on to publish a black hole study.


Medicine

Medical professionals and students have a wide variety of ways to learn new techniques and procedures through interactive media, online courses, and lectures. The methods of conveying information to students have drastically evolved with the help of multimedia. From the 1800s to today, lessons are commonly taught using chalkboards. Projected aids, such as the epidiascope and slide projectors, were introduced into classrooms around the 1960s. With the growing use of computers, the medical field has begun to incorporate new devices and procedures to assist in teaching students, performing procedures, and analyzing patient data. As well as providing that data in a meaningful way to the patients.


Virtual reality

Virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
is a technology that creates a simulated environment, often using computer-generated imagery or a combination of real and virtual content, to immerse users in an interactive and lifelike experience. The aim of virtual reality is to make users feel as if they are physically present in a different environment, even though they are typically still physically located in the real world. Virtual reality finds applications across various fields, including gaming, education, healthcare, training, and entertainment. In gaming, users can be transported to fantastical worlds, experiencing games in a more immersive way. In education, VR can provide realistic simulations for training purposes, allowing users to practice skills in a risk-free environment. Healthcare professionals use VR for therapeutic purposes and medical training. The U.S. Air Force has shown using VR for training programs for their new pilots to simulate piloting an aircraft. This allows new pilots to learn in a safe environment and get comfortable before getting in a real aircraft. Head-mounted display (HMD): Users wear a headset that covers their eyes and ears, providing visual and auditory stimuli. These headsets are equipped with screens that display the virtual environment, and some may also have built-in speakers or headphones for audio. Motion tracking: Sensors track the user's movements, allowing them to interact with the virtual world. This can include head movements, hand gestures, and sometimes even full-body movements, enhancing the sense of immersion. Input devices: Controllers or other input devices are used to interact with the virtual environment. These devices can simulate hands or tools, enabling users to manipulate objects or navigate within the virtual space. Computer processing: Powerful computers or gaming consoles are often required to generate and render the complex graphics and simulations needed for a convincing virtual experience.


Augmented reality

Augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
overlays digital content or output onto the real world using media such as audio, animation, and text. Augmented reality became widely popular only in the 21st century; however, some of the earlier versions of such were things like the
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
Activator Controller back in 1992, which allowed users to literally stand in an octagon and control in-game movement with physical movement, or to stretch back even further, the R.O.B. NES Robot back in 1984, which, with its array of accessories, was able to also provide users with the sensation of holding a firearm. These multimedia input devices are among the earliest of the augmented reality devices, allowing users to input commands to facilitate a different user experience. A more modern example of augmented reality is Pokémon GO, a
mobile game A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any Mobile device, portable device, including from mobile phone (feature phone or smartphone), tablet computer, table ...
released on July 6, 2016, which allows users to see a Pokémon in a real-world environment.


See also

*
Animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
* Artmedia *
Audio Audio most commonly refers to sound, as it is transmitted in signal form. It may also refer to: Sound *Audio signal, an electrical representation of sound *Audio frequency, a frequency in the audio spectrum *Digital audio, representation of sound ...
*
Audiovisual Audiovisual (AV) is electronic media possessing both a sound and a visual component, such as slide-tape presentations, films, television programs, corporate conferencing, church services, and live theater productions. Audiovisual service provide ...
*
Computer A computer is a machine that can be Computer programming, programmed to automatically Execution (computing), carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic set ...
*
Images An image or picture is a visual representation. An image can be two-dimensional, such as a drawing, painting, or photograph, or three-dimensional, such as a carving or sculpture. Images may be displayed through other media, including a project ...
*
Internet The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
*
Kraftwerk Kraftwerk (, ) is a Germany, German Electronic music, electronic band formed in Düsseldorf in 1970 by Ralf Hütter and Florian Schneider. Widely considered innovators and pioneers of electronic music, Kraftwerk was among the first successful a ...
* Multi-image * Multimedia cartography *
Multimedia Messaging Service Multimedia Messaging Service (MMS) is a standard way to send messages that include multimedia content to and from a mobile phone over a cellular network. Users and providers may refer to such a message as a PXT, a picture message, or a multimedia ...
* Multimedia search *
New media art New media art includes artworks designed and produced by means of new media, electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robo ...
*
Non-linear media Non-linear media is a form of audiovisual media that can be interacted with by the viewer, such as by selecting television shows to watch through a video on demand type service, by playing a video game, by clicking through a website, or by interact ...
* Postliterate society *
Social media Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongs ...
*
Text Text may refer to: Written word * Text (literary theory) In literary theory, a text is any object that can be "read", whether this object is a work of literature, a street sign, an arrangement of buildings on a city block, or styles of clothi ...
*
Transmedia storytelling Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of adapting a single story or story experience across multiple platforms and formats using current digital technologies. From a product ...
* Universal multimedia access *
Video Video is an Electronics, electronic medium for the recording, copying, playback, broadcasting, and display of moving picture, moving image, visual Media (communication), media. Video was first developed for mechanical television systems, whi ...
*
Video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
*
Virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
* Web documentary


References


External links

*
History of Multimedia from the University of Calgary

Multimedia in Answers.com
{{Authority control Communication design Design Film and video terminology Film production 1960s neologisms