![Multimedia](https://www.english.nina.az/wikipedia/image/aHR0cHM6Ly91cGxvYWQud2lraW1lZGlhLm9yZy93aWtpcGVkaWEvY29tbW9ucy90aHVtYi8xLzFmL0FwZXJ0dXJlRGVmbjE3MDcucG5nLzE2MDBweC1BcGVydHVyZURlZm4xNzA3LnBuZw==.png )
Multimedia refers to the integration of multiple forms of content, such as text, audio, images, video, and interactive elements into a single digital platform or application. This integration allows for a more immersive and engaging experience compared to traditional single-medium content. Multimedia is utilized in various fields, including education, entertainment, communication, game design, and digital art, reflecting its broad impact on modern technology and media.
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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, laptops, smartphones, and other electronic devices. In the early years of multimedia, the term "rich media" was synonymous with interactive multimedia. Over time, hypermedia 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') to promote the July 1966 opening of his "Lightworks at L'Oursin" show in Southampton, New York, Long Island. Goldstein was perhaps aware of an American artist named Dick Higgins, who had two years previously discussed a new approach to art-making he called "intermedia".
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.
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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 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, "[Multimedia] has 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. Multimedia used to be saved on CD-ROMs, which could store roughly 700 MB of data, and floppy disks, which could only store 1.44 MB. Multimedia files are now easier to keep and retrieve because of the widespread usage of USB devices, cloud storage, and solid-state drives (SSDs), which provide significantly greater speed and space. 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 is often used to describe the file format, delivery format, or presentation format instead of "footage," which is used to distinguish motion photography from "animation" 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, for example, Leda Luss Luyken's ModulArt 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 multimedia form of art. Performing arts 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, graphics, audio, video, 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 their 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, virtual reality, or augmented reality.
The various formats of technological or digital multimedia 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.
![image](https://www.english.nina.az/wikipedia/image/aHR0cHM6Ly93d3cuZW5nbGlzaC5uaW5hLmF6L3dpa2lwZWRpYS9pbWFnZS9hSFIwY0hNNkx5OTFjR3h2WVdRdWQybHJhVzFsWkdsaExtOXlaeTkzYVd0cGNHVmthV0V2WTI5dGJXOXVjeTkwYUhWdFlpOWlMMkkwTDBOc1lYTnphV05oYkY5emNHVmpkR0ZqZFd4aGNsOXNZWE5sY2w5bFptWmxZM1J6TG1wd1p5OHlNREJ3ZUMxRGJHRnpjMmxqWVd4ZmMzQmxZM1JoWTNWc1lYSmZiR0Z6WlhKZlpXWm1aV04wY3k1cWNHYz0uanBn.jpg)
Enhanced levels of interactivity are made possible by combining multiple forms of media content. Online multimedia is increasingly becoming object-oriented and data-driven, enabling applications with collaborative end-user innovation and personalization on multiple forms of content over time. Examples of these range from multiple forms of content on websites, 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 enables virtual objects to be felt. Emerging technology involving illusions of taste 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 to control progress as with a video game or self-paced computer-based training so that the actions made will be based on how the user interacts within the simulated world. Hypermedia is an example of non-linear content.
Multimedia presentations can be live or recorded:
- A recorded presentation may allow interactivity via a navigation system;
- A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
Usage/Application
![image](https://www.english.nina.az/wikipedia/image/aHR0cHM6Ly93d3cuZW5nbGlzaC5uaW5hLmF6L3dpa2lwZWRpYS9pbWFnZS9hSFIwY0hNNkx5OTFjR3h2WVdRdWQybHJhVzFsWkdsaExtOXlaeTkzYVd0cGNHVmthV0V2WTI5dGJXOXVjeTkwYUhWdFlpOHlMekl5TDFOMFpYWmxibDlMYjI5dWFXNWZRbEJmTWpBd05TMHdNaTB5TWk1cWNHY3ZNakl3Y0hndFUzUmxkbVZ1WDB0dmIyNXBibDlDVUY4eU1EQTFMVEF5TFRJeUxtcHdadz09LmpwZw==.jpg)
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. Several examples are as follows:
Creative industries
Creative industries use multimedia for various purposes, ranging from fine arts, entertainment, commercial art, and journalism, 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 of the multimedia created forms the foundation for which most creative endeavors that take place online. Microsoft is one of the biggest computer industries in the world, and the core foundation of its success relies on the ability of multimedia designers to optimize user experience through interacting with their products.
Commercial uses
Marketing and commercial practices increasingly rely on interactive multimedia, allowing for more sophisticated tactics and increased customer retention. Advertising companies heavily utilize social media, online interfaces, and television to promote products, while ads and websites that utilize pop-ups need shorter, more concise methods to be as efficient and pleasing to potential customers as possible. These platforms can be used by commercial businesses to specifically target their desired audience with a message, advertisement, or promotion. External and internal office communications are often developed by hired firms to display information in a variety of situations. This can range from providing more engaging presentations to educating trainees or new workers on a company's policies or process. Commercial multimedia developers may also be hired to design for governmental services or nonprofit service applications, usually in the form of campaign websites and commercials aimed at the general public. Data mining within multimedia platforms can also allow advertisers to adjust their marketing techniques to quickly and efficiently understand the demographic of their target audience. : Recently developed techniques include digital billboards, often placed on the side of buildings and wrapped around the edge or corner. Clips can then be added at differing angles to create a three-dimensional optical illusion, which is more likely to draw the attention of an observer.
Entertainment and fine arts
Multimedia is heavily used in the entertainment industry, especially to develop special effects 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 games 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, 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. 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. The first interactive music-only CD, No World Order by Todd Rundgren, was released in 1993. The CD acted as a customizable album. Although multimedia display material may be volatile, the survivability of the content is as strong as any traditional medium.
Education
In education, 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 and multimedia learning.
From multimedia learning (MML) theory, David Roberts has developed a large group lecture practice using PowerPoint 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
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Multimedia provides students with an alternate means of acquiring knowledge designed to enhance teaching and learning through various media and platforms.[citation needed] 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 settings is structured around the idea of creating a hands-on learning environment through the use of technology.[citation needed] 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.[citation needed] 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. Technology has impacted multimedia as it is largely associated with the use of computers or other electronic devices and digital media 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 , interactive media, 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 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. 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.[citation needed] By improving thought patterns, multimedia develops students' communicative competence 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.
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, USA Today, and The Washington Post 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.
![image](https://www.english.nina.az/wikipedia/image/aHR0cHM6Ly93d3cuZW5nbGlzaC5uaW5hLmF6L3dpa2lwZWRpYS9pbWFnZS9hSFIwY0hNNkx5OTFjR3h2WVdRdWQybHJhVzFsWkdsaExtOXlaeTkzYVd0cGNHVmthV0V2WTI5dGJXOXVjeTkwYUhWdFlpODFMelUyTDFKaFlXUnBiMkZxWVd0cGNtcGhibWxyZFY5MEpVTXpKVUkySlVNekpVSTJkbUZvWlc1a2FXUXRYMjFwYTNKdlptOXVYMnBoWDIxaGEyc3VMbXB3Wnk4eU1qQndlQzFTWVdGa2FXOWhhbUZyYVhKcVlXNXBhM1ZmZENWRE15VkNOaVZETXlWQ05uWmhhR1Z1Wkdsa0xWOXRhV3R5YjJadmJsOXFZVjl0WVd0ckxpNXFjR2M9LmpwZw==.jpg)
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 engineers may use multimedia in computer simulations for anything from entertainment to training, such as military or industrial training. Multimedia for software interfaces is often done as a collaboration between creative professionals 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, 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
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In mathematical and scientific research, multimedia is mainly used for modeling and simulation with binary code. For example, a scientist can look at a molecular model 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.[citation needed]
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
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Virtual reality 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. People have also used VR in a court room to show the judge how an interaction took place to try and get a clearer understanding of why the client might have done what they did. 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 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 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 released on July 6, 2016, which allows users to see a Pokémon in a real-world environment.
See also
- Animation
- Artmedia
- Audio
- Audiovisual
- Computer
- Images
- Internet
- Kraftwerk
- Multi-image
- Multimedia cartography
- Multimedia Messaging Service
- Multimedia search
- New media art
- Non-linear media
- Postliterate society
- Social media
- Text
- Transmedia storytelling
- Universal multimedia access
- Video
- Video Game
- Virtual reality
- Web documentary
References
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- Matthew Zuras (June 3, 2010), Tech Art History, Part, Switched, archived from the original on September 30, 2018, retrieved August 27, 2012
- Albarino, Richard (10 August 1966). "Goldstein's LightWorks at Southhampton". Variety. 213 (12).
- Vaughan, Tay, 1993, Multimedia: Making It Work (first edition, ISBN 0-07-881869-9), Osborne/McGraw-Hill, Berkeley, pg. 3.
- National Museum of American History. "Software, TEMPRA Media Author! and Documentation, Tempra Show Reference Guide". Smithsonian. Retrieved December 18, 2023.
- National Museum of American History. "AT&T 6300 Microcomputer and VirtualVideo Producer Software". Smithsonian. Retrieved December 18, 2023.
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- Variety, January 1–7, 1996.
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- Chang, Morris (2005). "Computer Architecture". The Electrical Engineering Handbook. pp. 323–334. doi:10.1016/B978-012170960-0/50027-X. ISBN 978-0-12-170960-0.
- The Vibe Team. "Tips and Tools for Crafting a Multimedia Presentation". vibe.us. Vibe. Retrieved 20 September 2022.
- Han, Jiawei; Kamber, Micheline; Pei, Jian (2012). "Data Mining Trends and Research Frontiers". Data Mining. pp. 585–631. doi:10.1016/B978-0-12-381479-1.00013-7. ISBN 978-0-12-381479-1.
- Visual feasts of the mind: matching how we teach to how we learn | David Roberts | TEDxLoughboroughU, 2016-12-13, archived from the original on 2021-10-30, retrieved 2017-05-17
- "David Roberts | Loughborough University - Academia.edu". lboro.academia.edu. Retrieved 2017-01-18.
- Cao, Yingxia; Ajjan, Haya; Hong, Paul (July 2013). "Using social media applications for educational outcomes in college teaching: A structural equation analysis: Social media use in teaching". British Journal of Educational Technology. 44 (4): 581–593. doi:10.1111/bjet.12066.
- Fletcher, Curtis (2 October 2017). "The school of tomorrow: promoting electronic multimedia education in the 1960s". History and Technology. 33 (4): 428–440. doi:10.1080/07341512.2018.1482592. S2CID 149685793.
- Andresen, Bent B.; van den Brink, Katja (2013). 'Multimedia in Education' Curriculum. UNESCO. ISBN 978-5-7777-0556-3.
- Collis, Betty (1991). "Anticipating the impact of multimedia in education: lessons from literature" (PDF). International Journal of Computers in Adult Education and Training. 2 (2): 136–149. OCLC 6893982757.
- Pierce, Glenn L.; Cleary, Paul F. (July 2016). "The K-12 educational technology value chain: Apps for kids, tools for teachers and levers for reform". Education and Information Technologies. 21 (4): 863–880. doi:10.1007/s10639-014-9357-1. S2CID 7745071.
- Tobias, Sigmund; Fletcher, J. D.; Bediou, Benoit; Wind, Alexander P.; Chen, Fei (2014). "Multimedia Learning with Computer Games". The Cambridge Handbook of Multimedia Learning. pp. 762–784. doi:10.1017/CBO9781139547369.037. ISBN 978-1-139-54736-9.
- Ballantyne, Neil (September 2008). "Multimedia Learning and Social Work Education". Social Work Education. 27 (6): 613–622. doi:10.1080/02615470802201655. S2CID 144578023.
- Cauble, A. Elizabeth; Thurston, Linda P. (July 2000). "Effects of Interactive Multimedia Training on Knowledge, Attitudes, and Self-Efficacy of Social Work Students". Research on Social Work Practice. 10 (4): 428–437. doi:10.1177/104973150001000404. S2CID 142893647.
- Irby, Beverly J; Brown, Genevieve; Lara-Alecio, Rafael; Jackson, Shirley, eds. (2013). The Handbook of Educational Theories. ISBN 978-1-61735-867-8.[page needed]
- Pun, Min (23 May 2014). "The Use of Multimedia Technology in English Language Teaching: A Global Perspective". Crossing the Border: International Journal of Interdisciplinary Studies. 1 (1): 29–38. doi:10.3126/ctbijis.v1i1.10466.
- Izquierdo, Jesús; Simard, Daphnée; Pulido, María Guadalupe Garza (30 April 2015). "Multimedia Instruction & Language Learning Attitudes: A Study with University Students". Revista Electrónica de Investigación Educativa. 17 (2).
- Pincus, Hanna; Wojcieszak, Magdalena; Boomgarden, Hajo (September 2017). "Do Multimedia Matter? Cognitive and Affective Effects of Embedded Multimedia Journalism". Journalism & Mass Communication Quarterly. 94 (3): 747–771. doi:10.1177/1077699016654679. S2CID 148407202.
- Chengbo, Wang; Hui, Xiao; Wen, Shiting (January 2019). "SPSE — a model of engineering multimedia learning and training". Multimedia Tools and Applications. 78 (1): 1149–1164. doi:10.1007/s11042-018-6520-5. S2CID 52058366.
- "Manufacturing Cars with Virtual Reality". www.asme.org. Retrieved 2021-01-21.
- Muttappallymyalil, Jayakumary; Mendis, Susirith; John, Lisha Jenny; Shanthakumari, Nisha; Sreedharan, Jayadevan; Shaikh, Rizwana B (3 October 2016). "Evolution of technology in teaching: Blackboard and beyond in Medical Education". Nepal Journal of Epidemiology. 6 (3): 588–592. doi:10.3126/nje.v6i3.15870. PMC 5082488. PMID 27822404.
- Michalski, Andrzej; Stopa, Marcin; Miśkowiak, Bogdan (26 October 2016). "Use of Multimedia Technology in the Doctor-Patient Relationship for Obtaining Patient Informed Consent". Medical Science Monitor. 22: 3994–3999. doi:10.12659/MSM.894147. PMC 5085339. PMID 27780964.
- Pawlyk, Oriana (2021-03-26). "The Air Force's Virtual Reality Fighter Training Is Working Best for 5th-Gen Pilots". Military.com. Retrieved 2024-09-01.
External links
![image](https://www.english.nina.az/wikipedia/image/aHR0cHM6Ly93d3cuZW5nbGlzaC5uaW5hLmF6L3dpa2lwZWRpYS9pbWFnZS9hSFIwY0hNNkx5OTFjR3h2WVdRdWQybHJhVzFsWkdsaExtOXlaeTkzYVd0cGNHVmthV0V2WTI5dGJXOXVjeTkwYUhWdFlpODVMems1TDFkcGEzUnBiMjVoY25rdGJHOW5ieTFsYmkxMk1pNXpkbWN2TkRCd2VDMVhhV3QwYVc5dVlYSjVMV3h2WjI4dFpXNHRkakl1YzNabkxuQnVadz09LnBuZw==.png)
Media related to Multimedia at Wikimedia Commons
- History of Multimedia from the University of Calgary Archived 2009-10-20 at the Wayback Machine
- Multimedia in Answers.com
Multimedia refers to the integration of multiple forms of content such as text audio images video and interactive elements into a single digital platform or application This integration allows for a more immersive and engaging experience compared to traditional single medium content Multimedia is utilized in various fields including education entertainment communication game design and digital art reflecting its broad impact on modern technology and media Examples of individual content forms that can be combined in multimedia Text Audio Still imagesAnimation Video footage Interactivity 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 laptops smartphones and other electronic devices In the early years of multimedia the term rich media was synonymous with interactive multimedia Over time hypermedia extensions brought multimedia to the World Wide Web and streaming services became more common TerminologyThe term multimedia was coined by singer and artist Bob Goldstein later Bobb Goldsteinn to promote the July 1966 opening of his Lightworks at L Oursin show in Southampton New York Long Island Goldstein was perhaps aware of an American artist named Dick Higgins who had two years previously discussed a new approach to art making he called intermedia 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 discotheque 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 Multimedia multi image setup for the 1988 Ford New Car Announcement Show August 1987 Detroit MI 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 fur deutsche Sprache 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 Multimedia has 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 Multimedia used to be saved on CD ROMs which could store roughly 700 MB of data and floppy disks which could only store 1 44 MB Multimedia files are now easier to keep and retrieve because of the widespread usage of USB devices cloud storage and solid state drives SSDs which provide significantly greater speed and space 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 is often used to describe the file format delivery format or presentation format instead of footage which is used to distinguish motion photography from animation 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 for example Leda Luss Luyken s ModulArt 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 multimedia form of art Performing arts 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 characteristicsMultimedia presentations are presentations featuring multiple types of media The different types of media can include text graphics audio video 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 their 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 virtual reality or augmented reality The various formats of technological or digital multimedia 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 A lasershow is a live multimedia performance Enhanced levels of interactivity are made possible by combining multiple forms of media content Online multimedia is increasingly becoming object oriented and data driven enabling applications with collaborative end user innovation and personalization on multiple forms of content over time Examples of these range from multiple forms of content on websites 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 enables virtual objects to be felt Emerging technology involving illusions of taste and smell may also enhance the multimedia experience CategorizationMultimedia 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 to control progress as with a video game or self paced computer based training so that the actions made will be based on how the user interacts within the simulated world Hypermedia is an example of non linear content Multimedia presentations can be live or recorded A recorded presentation may allow interactivity via a navigation system A live multimedia presentation may allow interactivity via an interaction with the presenter or performer Usage ApplicationA presentation using PowerPoint Corporate presentations may combine all forms of media content 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 Several examples are as follows Creative industries Creative industries use multimedia for various purposes ranging from fine arts entertainment commercial art and journalism 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 of the multimedia created forms the foundation for which most creative endeavors that take place online Microsoft is one of the biggest computer industries in the world and the core foundation of its success relies on the ability of multimedia designers to optimize user experience through interacting with their products Commercial uses Marketing and commercial practices increasingly rely on interactive multimedia allowing for more sophisticated tactics and increased customer retention Advertising companies heavily utilize social media online interfaces and television to promote products while ads and websites that utilize pop ups need shorter more concise methods to be as efficient and pleasing to potential customers as possible These platforms can be used by commercial businesses to specifically target their desired audience with a message advertisement or promotion External and internal office communications are often developed by hired firms to display information in a variety of situations This can range from providing more engaging presentations to educating trainees or new workers on a company s policies or process Commercial multimedia developers may also be hired to design for governmental services or nonprofit service applications usually in the form of campaign websites and commercials aimed at the general public Data mining within multimedia platforms can also allow advertisers to adjust their marketing techniques to quickly and efficiently understand the demographic of their target audience Recently developed techniques include digital billboards often placed on the side of buildings and wrapped around the edge or corner Clips can then be added at differing angles to create a three dimensional optical illusion which is more likely to draw the attention of an observer Entertainment and fine arts Multimedia is heavily used in the entertainment industry especially to develop special effects 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 games 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 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 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 The first interactive music only CD No World Order by Todd Rundgren was released in 1993 The CD acted as a customizable album Although multimedia display material may be volatile the survivability of the content is as strong as any traditional medium Education In education 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 and multimedia learning From multimedia learning MML theory David Roberts has developed a large group lecture practice using PowerPoint 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 Interactive multimedia educational game Multimedia provides students with an alternate means of acquiring knowledge designed to enhance teaching and learning through various media and platforms citation needed 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 settings is structured around the idea of creating a hands on learning environment through the use of technology citation needed 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 citation needed 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 Technology has impacted multimedia as it is largely associated with the use of computers or other electronic devices and digital media 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 interactive media 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 education by Seabury amp 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 amp 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 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 citation needed By improving thought patterns multimedia develops students communicative competence 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 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 USA Today and The Washington Post 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 journalism 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 mobilejournalists Multimedia Engineering Software engineers may use multimedia in computer simulations for anything from entertainment to training such as military or industrial training Multimedia for software interfaces is often done as a collaboration between creative professionals 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 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 mathematics In mathematical and scientific research multimedia is mainly used for modeling and simulation with binary code For example a scientist can look at a molecular model 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 citation needed 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 Air force officer using a VR headset to simulate piloting an aircraft Virtual reality 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 People have also used VR in a court room to show the judge how an interaction took place to try and get a clearer understanding of why the client might have done what they did 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 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 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 Pokemon GO a mobile game released on July 6 2016 which allows users to see a Pokemon in a real world environment See alsoAnimation Artmedia Audio Audiovisual Computer Images Internet Kraftwerk Multi image Multimedia cartography Multimedia Messaging Service Multimedia search New media art Non linear media Postliterate society Social media Text Transmedia storytelling Universal multimedia access Video Video Game Virtual reality Web documentaryReferencesBadii Atta Fuschi David Khan Ali Adetoye Adedayo 2009 Accessibility by Design A Framework for Delivery Context Aware Personalised Media Content Re purposing HCI and Usability for e Inclusion Lecture Notes in Computer Science Vol 5889 pp 209 226 doi 10 1007 978 3 642 10308 7 14 ISBN 978 3 642 10307 0 Matthew Zuras June 3 2010 Tech Art History Part Switched archived from the original on September 30 2018 retrieved August 27 2012 Albarino Richard 10 August 1966 Goldstein s LightWorks at Southhampton Variety 213 12 Vaughan Tay 1993 Multimedia Making It Work first edition ISBN 0 07 881869 9 Osborne McGraw Hill Berkeley pg 3 National Museum of American History Software TEMPRA Media Author and Documentation Tempra Show Reference Guide Smithsonian Retrieved December 18 2023 National Museum of American History AT amp T 6300 Microcomputer and VirtualVideo Producer Software Smithsonian Retrieved December 18 2023 Ein Jahr ein Un Wort in German Spiegel Online Variety January 1 7 1996 August 1994 Commentary R I P Commodore 1954 1994 1996 10 19 Archived from the original on 1996 10 19 Retrieved 2024 01 21 Chang Morris 2005 Computer Architecture The Electrical Engineering Handbook pp 323 334 doi 10 1016 B978 012170960 0 50027 X ISBN 978 0 12 170960 0 The Vibe Team Tips and Tools for Crafting a Multimedia Presentation vibe us Vibe Retrieved 20 September 2022 Han Jiawei Kamber Micheline Pei Jian 2012 Data Mining Trends and Research Frontiers Data Mining pp 585 631 doi 10 1016 B978 0 12 381479 1 00013 7 ISBN 978 0 12 381479 1 Visual feasts of the mind matching how we teach to how we learn David Roberts TEDxLoughboroughU 2016 12 13 archived from the original on 2021 10 30 retrieved 2017 05 17 David Roberts Loughborough University Academia edu lboro academia edu Retrieved 2017 01 18 Cao Yingxia Ajjan Haya Hong Paul July 2013 Using social media applications for educational outcomes in college teaching A structural equation analysis Social media use in teaching British Journal of Educational Technology 44 4 581 593 doi 10 1111 bjet 12066 Fletcher Curtis 2 October 2017 The school of tomorrow promoting electronic multimedia education in the 1960s History and Technology 33 4 428 440 doi 10 1080 07341512 2018 1482592 S2CID 149685793 Andresen Bent B van den Brink Katja 2013 Multimedia in Education Curriculum UNESCO ISBN 978 5 7777 0556 3 Collis Betty 1991 Anticipating the impact of multimedia in education lessons from literature PDF International Journal of Computers in Adult Education and Training 2 2 136 149 OCLC 6893982757 Pierce Glenn L Cleary Paul F July 2016 The K 12 educational technology value chain Apps for kids tools for teachers and levers for reform Education and Information Technologies 21 4 863 880 doi 10 1007 s10639 014 9357 1 S2CID 7745071 Tobias Sigmund Fletcher J D Bediou Benoit Wind Alexander P Chen Fei 2014 Multimedia Learning with Computer Games The Cambridge Handbook of Multimedia Learning pp 762 784 doi 10 1017 CBO9781139547369 037 ISBN 978 1 139 54736 9 Ballantyne Neil September 2008 Multimedia Learning and Social Work Education Social Work Education 27 6 613 622 doi 10 1080 02615470802201655 S2CID 144578023 Cauble A Elizabeth Thurston Linda P July 2000 Effects of Interactive Multimedia Training on Knowledge Attitudes and Self Efficacy of Social Work Students Research on Social Work Practice 10 4 428 437 doi 10 1177 104973150001000404 S2CID 142893647 Irby Beverly J Brown Genevieve Lara Alecio Rafael Jackson Shirley eds 2013 The Handbook of Educational Theories ISBN 978 1 61735 867 8 page needed Pun Min 23 May 2014 The Use of Multimedia Technology in English Language Teaching A Global Perspective Crossing the Border International Journal of Interdisciplinary Studies 1 1 29 38 doi 10 3126 ctbijis v1i1 10466 Izquierdo Jesus Simard Daphnee Pulido Maria Guadalupe Garza 30 April 2015 Multimedia Instruction amp Language Learning Attitudes A Study with University Students Revista Electronica de Investigacion Educativa 17 2 Pincus Hanna Wojcieszak Magdalena Boomgarden Hajo September 2017 Do Multimedia Matter Cognitive and Affective Effects of Embedded Multimedia Journalism Journalism amp Mass Communication Quarterly 94 3 747 771 doi 10 1177 1077699016654679 S2CID 148407202 Chengbo Wang Hui Xiao Wen Shiting January 2019 SPSE a model of engineering multimedia learning and training Multimedia Tools and Applications 78 1 1149 1164 doi 10 1007 s11042 018 6520 5 S2CID 52058366 Manufacturing Cars with Virtual Reality www asme org Retrieved 2021 01 21 Muttappallymyalil Jayakumary Mendis Susirith John Lisha Jenny Shanthakumari Nisha Sreedharan Jayadevan Shaikh Rizwana B 3 October 2016 Evolution of technology in teaching Blackboard and beyond in Medical Education Nepal Journal of Epidemiology 6 3 588 592 doi 10 3126 nje v6i3 15870 PMC 5082488 PMID 27822404 Michalski Andrzej Stopa Marcin Miskowiak Bogdan 26 October 2016 Use of Multimedia Technology in the Doctor Patient Relationship for Obtaining Patient Informed Consent Medical Science Monitor 22 3994 3999 doi 10 12659 MSM 894147 PMC 5085339 PMID 27780964 Pawlyk Oriana 2021 03 26 The Air Force s Virtual Reality Fighter Training Is Working Best for 5th Gen Pilots Military com Retrieved 2024 09 01 External linksLibrary resources about Multimedia Resources in your library Resources in other libraries Look up multimedia in Wiktionary the free dictionary Media related to Multimedia at Wikimedia Commons History of Multimedia from the University of Calgary Archived 2009 10 20 at the Wayback Machine Multimedia in Answers com