Multimedia is the field concerned with the computer controlled integration of text, graphics, drawings, still and moving images (Video), animation, audio, and any other media where every type of information can be signified, stored, communicated and handled digitally. Multimedia can be recorded and played, displayed, interacted with or accessed by information satisfied processing devices, such as high-tech and automated devices, but can also be part of a live presentation. Multimedia devices are electronic media strategies used to store and involvement multimedia content. Multimedia is notable from diverse media in fine art; for model, by containing audio it has a broader scope. In the early years of multimedia the term "rich media" was identical with collaborating multimedia, and "hypermedia" was an application of multimedia. In this paper we discussed about the different elements of multimedia along with its applications, features, advantages and disadvantages so on. Keywords: Audio, Video, Animation, Text, graphics, Motion Video
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J. Univers. Comput. Sci.
In the first part of this paper we argue that the terms "multimedia" and "hypermedia" need redefining to reflect latest developments in converging technology. We propose new forms of "interactive" and "annotated" movies, to be created using advanced digital techniques. In the second half of the paper we suggest that some of the problems that users of Internet are currently experiencing are due to "first generation" systems, but that "second generation" answers have already emerged.
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The book is an excellent attempt to integrate the various disciplines in CS and IT to the support of multimedia professionals and students. Audience who would like to know the necessary skills and techniques to the development and design of multimedia applications would find the book valuable, and would develop an interest and foundation in pursuing further discussion in the discipline of multimedia technologies. ------------------------------------------------- The volume “Multimedia Technologies” is about the foundational technologies related to applications that integrate computer graphics, video, and audio content and interfaces. The authors, Ashok Banerji and Ananda Mohan Gohos, are multimedia applications professional and distinguished professor in computer science and engineering. The book has two objectives: (1) to provide a comprehensive foundation knowledge resources about multimedia technologies in one single volume; (2) to provide a suitable model to teach this subject with particular emphasize on field practice and active experimentation (p. xiii). Target readers are undergraduate students or professionals studying CS or IT programs. As a text, each chapter of the book contains several pedagogical features including graphical representation of the content, chapter objectives, exercises, questions, and a list of further readings. Despite the title, the book has a strong reference to a human-computer interaction model that depicts processes of encoding, decoding, interpreting, sending and receiving messages. The same model, with some variations, is shown in most chapters to justify or position the content of the chapters.
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