Wednesday, July 30, 2008

Impact of multimedia in daily life

Multimedia contains a combination of many contents which forms audio,text, images, animation, video, interactivity.Multimedia is used in various types of entertainment industries as well as other commercial industries such as Education, Engineering, Mathematics and scientific research, medicine. Multimedia represents the convergence of text, pictures, video and sound into a single form. The power of multimedia and the Internet lies in the way in which information is linked. In a simple way, multimedia can be define as Software programs that combine text and graphics with sound, video, and animation. A multimedia PC contains the hardware to support these capabilities.
Multimedia is the integration of various forms of media. In education wise multimedia has got lot of scope as multimedia learning environment involves a number of components or elements in order to enable learning to take place. Hardware and software are only part of the requirement Having the right type of equipment, including software, will not necessarily create the most appropriate environment to enable learning to take place.In Medicine multimedia helps doctors to get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by virusess and bacteria and then develop techniques to prevent it.
In engineering it is used as multimedia in
Computer Simulations for anything from entertainment to training such as military or industrial training and for architechtural purposes by using advanced softwares such as autocad. Multimedia for software interfaces are often done as a collaboration between creative professionals and software engineers.
In commercial wise most of the electronic
old and new media utilized by commercial artists is multimedia. Exciting presentations are used to grab and keep attention in advertising. Related to the IT field it adopts various technologies such as exploring the use of hyper threading which brings the concept of Simultaneous Multi-Threading (SMT) to Intel Architecture. Hyper-Threading technology makes a single physical processor appear as two logical processors; the physical execution resources are shared and the architecture state is duplicated for the two logical processors.
The most significant feature of multiple forms of media is that they allow for the presentation of knowledge in numerous ways. Thus students can learn about abstract principles through text and can see the application of those principles through an animation or a video example. This presents the opportunity for deeper levels of understanding, particularly if the presentational qualities are fully and deliberately
exploited to achieve this purpose and are combined with the potential for learner interaction. A simple example is a Laser show is a live multimedia performance.

Multimedia needs to be carefully designed to facilitate the development of this kind of thinking.Thus the role of the teacher is by no means diminished; indeed, such design requires highly skilled teachers working in teams with multimedia producers.
Multimedia offers a variety of ways to structure knowledge. A CD-ROM or Web site can be structured in a linear manner, just as can a textbook.Thus, a narrative
text or lecture can be accessed sequentially through a CD-ROM or Web site.The medium used in the CD-ROM or Web site could be text, speech, or video,
but the structure would still be linear. However, most educational multimedia
designers would feel that this is not the best use of the technology.Multimedia offers more complex and interesting ways to structure and access knowledge.

Multimedia gives lot of Knowledge in the future which can be define as uncertain.
But there are three possible scenarios for the future of teaching and learning.
First, the teacher will be in control.In this context, teachers and subject experts
regain control. This is quite likely to happen as the Web moves from primarily
a textual and graphic-based medium to a multimedia technology as bandwidth and computer power increase.Teachers can then start delivering lectures over the Internet. However, this is likely to be a short-lived triumph, since learners will be able to choose from alternative methods more suitable for distributed and lifelong learning. Second, the technology will be in control. This would be the final triumph of artificial intelligence. Computers will diagnose the learning problems of students, direct them to appropriate sources of information, select teaching methods, provide feedback, and assess the students’ work. I think this is unlikely to happen because someone has to program the computer in the first place, and knowledge not only is expanding more rapidly but also is becoming more distributed, thus making it difficult for artificial intelligence to exert control.Third, the learner will be in control. This is perhaps the most likely scenario. Learners will take a constructivist approach to learning, seeking learning that meets their needs, in ways that are convenient, flexible, and cost-effective.In this scenario, teachers will remain important as counselors and guides, and perhaps as originators of some of the new learning materials, but they will become more like “hired hands.”
Advantages and disadvantages of multimedia in various contents of softwares like
Webpage(HTML):
is widespread ease of access.
easily modified
seldom optimized for printing.

Real media,Quick time,windows media:
large files start to play (stream) before entire file downloaded
players are free
need streaming server to host
quality limited by bandwidth

Flash:
optimized for Web
streaming multimedia
98% of browsers already have Flash plug-in
optimized for Web
streaming multimedia
98% of browsers already have Flash plug-in

Powerprint:
can be good for teleclassroom presentation
awkward or not optimized for Web delivery
requires optimization (font style size) for video display

Excel:
· quick and easy for instructor
· requires optimization (font style, size, etc.) for video display

Word:
· quick and easy for instructor
· requires optimization (font style size, etc.) for video display

Print document format(PDF):
retains precise formatting
easier to print than html
takes a little time to open Acrobat Player

Multimedia finds its application in various areas including, but not limited to,
advertisements, art, education, entertainment, engineering, medicine, mathematics, business, scientific research and spatial temporal applications.

In addition, multimedia is heavily used in the entertainment industry, especially to develop
special effects in movies and animations. Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Some video games also use multimedia features. Multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia.
A Multimedia system has four basic characteristics:
Multimedia systems must be computer controlled.
Multimedia systems are integrated
The information they handle must be represented digitally.
The interface to the final presentation of media is usually interactive

It is not feasible to discuss the role of multimedia in the future of education without paying some attention to the future of education (at all levels) itself. The issues are broad and varied without any evidence to date that there is a foolproof solution which educators may use. Nor is this likely to happen. Moreover, there is little sign of agreement amongst educators regarding the future structure and function of educational institutions servicing the different sectors. To predict the role of multimedia in such an uncertain climate would be ambitious to say the least. However, by adopting a suitable set of principles, educators are able to set themselves some viable targets which are less prone to the fickle changes in technology.
There is much current debate in the educational community regarding the concepts of putting education "online". A quick visit to any one of the conference listings on the Web
will reveal the extent of global investment being made in debating these subjects. Against this background it is probably useful to expect debate to move to a new level. Advocacy or opposition are meaningless without an appropriate context (This context is discussed in later sections.).
When dealing with the role of multimedia in education, it is obvious that little useful information will result from debate that becomes focused on technological ability rather than pedagogical strategy; achievement of machines, software and programmers rather than achievement of learners and mentors; and quality of technological wizardry rather than quality of learning experiences and outcomes. That is not to say that the technological parameters and achievements are not important. They are vital, as long as you have suitable educational strategies, goals, experiences and outcomes at which they can be focused.

Multimedia concludes that the future of interactive media in education, when it is separated from the issues of technology that tend to mystify discussion and place it firmly in the sole grasp of those that are highly technologically capable, is that of communication tool. Its dimensions and capabilities will evolve and expand at the same time as the potential to author becomes more widely accessible. The potential for students of all ages to author as part of a creative educational programme that is based on achievement of goals and competencies rather than time served will assist educators to shift from teacher to facilitator and mentor. Interactive communication tools will transform our capability to embrace an educational paradigm that deals with learning as a vital, fulfilling, and continuing part of life at home and in the workplace as well as within educational institutions.

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