interactivity in multimedia application and the benefits
Guidelines for increasing interactivity in multimedia application and the benefits of using
of related interactions.
INTRODUCTION
Interactive multimedia is a compilation of the elements text, color, graphics, animation, audio
and video. The literal meaning of multimedia streaming is that there are more than one media
type involve in communication that involve text, graphic, voice, animation, video and audio.
Multimedia can be defined to donate the property of handling various media representation in
integrated manner. This means that these sources of media are integrated into a single system
framework. Nowadays there are three incompatible priority solutions which are offered by real
networks, Microsoft, Apple which dominate internet and mobile streaming software market. The
most recent creativity in technology is that to capture the interest of businesses of multimedia.
Basically multimedia involves mixing of images, graphics, sound, video, text, tubular
information with in human interface. Multimedia facilities can be used for video conferencing,
personal training as well as interactive mechanism between management and their employees.
The multimedia system is a system capable of processing multimedia data and applications. A
multimedia system is categories as follows.
By process, storage, generating, manipulation and rendition of multimedia information, the
characteristics of multimedia are as follows;
Multimedia system must be computer controlled – computer systems using technology has made
essential roles that is being performed and represented to multimedia system. Otherwise if no
computer controlled or no computer input the end product would be vague. Therefore for a
multimedia system to be operated or used the platform such as IPad, Smart Phones etc.
The other characteristic of multimedia system that they are integrated as multimedia system is
categories by the group of the information which is being processed which is being generated
and manipulated. Therefore, all multimedia system should be integrated to give positive and
effective response in order to use these applications made under the heading of multimedia
system.
Beside this the other characteristic that is being more specific is the information they handle
must be represented digitally. For the communication purpose to be more specific the
information should be complete and understandable
The demand for using multimedia in everyday business does not appear to be strong, despite the
improvements in communication multimedia are at peak. Essentially a multimedia system allows
the end user to share communicate and process a variety of forms of information in integrated
manner.
Ted Nelson was the technology pioneer who develops hypertext system in 1960s. He studied the
ability of browsing and searching information by a multidirectional, linked approach. He
proposed nonhierarchical approach to storage, generating, manipulation and rendition of
multimedia information. His studies opened the doors to the multimedia which extensive use of
Hypertext Markup Language. For example, HTML is the major programming or Markup
language to use for the formation of websites.
In linear multimedia the programs are linear and designed for sequential view and reading. This
information is predefined starting point and logical ending point. Linear presentation can be
programmed so that every screen spread at a time interval. The approaches is planned for display
purposes, it experience is generally passive reception by the viewer, without any hope to
participate. It needs to take action by pressing key or touching screen and the developer, rather
than the user program control. An example of linear multimedia is a PowerPoint presentation,
windows photo viewers.
In nonlinear multimedia programs a user in some way interacts with computer program. User
control and command on the program from first point to end point. In a simple way, nonlinear
programs create some kind of connection and interaction between user and medium. There is
variety of options and pathways for user to select menu or keys that guides in different ways to
access the new information. In nonlinear programs user is free to explore the information or data
because there is no path restrictions. In these moods getting information from program or
application user follows different ways.
An example of nonlinear interactive multimedia is an information touchscreen that allows
visitors to learn more. They can explore historical information by reading text on the subject,
viewing images and maps, watching videos, listening to sound recordings.
According to Newton and Rogers (2001) multimedia is a set of computer driven interactive
communication system which create to create store, transmit retrieve textual, 3D and graphic and
auditory network of information. According to Shuell and Farber (2001) multimedia involves the
processing, storage, generation, manipulation, rendition of multimedia information categories
multimedia system and the resources could include online text files, picture, video, database
archive, library, catalogue, course notes relevant links to various websites and easy to excess
search engines. Google plays a vital role in multimedia processing data and applications e.g.
android and windows phone application have affiliation with Google ads and applications.
On the other hand mobile multimedia application in order to create new audio video services and
application that make the most of communication networks and use mobile devices for stream
line and to create new opportunities in the sector. Developments of video games, entertainment
applications are the part of mobile multimedia application. They are developing in any format by
the help of multimedia. According to Aberson, Berger, Helay, Kyle and Romero (2000)
emphasis that multimedia technology end up in addressing and activity that is fundamental to
academic and art of teaching. According to Orr, Poindexter, Allen (2001) concluded that using
multimedia based information technology in learning would positively impact learning.
According to Schilit et al. (1994) “adapt according to the location of use, the collection of nearby
people, hosts and accessible devices as well as to changes to such things over time. The ability of
an application to automatically change their behavior depending on the context is particularly
useful in portable devices because they reduce the number of interactions with the device. In this
regard, several models were introduced user interfaces, in particular:
Perceptual interfaces
According to Turk & Robertson (2000) as being able to add human-like perceptual capabilities to
an application. For instance, an application may be aware of what the user is saying or what the
user’s face, body, and hands are doing.
Computer vision-based interfaces
According to Turk (2004) as those that “look at people” and aim at determining the user’s focus
of attention based on visual clues.
Attentive interfaces, pointed out by Vertegaal (2003), aim at understanding what the user might
be interested in at a given time and context and generate relevant information accordingly.
Multimodal interfaces,
An overview is presented by Oviatt & Cohen (2000) that integrate, “in an homogeneous way,
different human communication mechanisms like speech, gestures and eyes and body
movements”.
According to Schuell and Farber (2001) reported that multimedia application lead to increase the
quality of interaction between students with their lecturers as well as learn them to perceive their
lecturers as technologically competent and thus students have reported an increase in literacy
after exposure to multimedia technology. A meta-analysis of instructional media found that
computer based instructions improves student attitude toward learning and content itself.
According to Guttormsen and Krueger (2000) opined that multimedia resources add new
dimensions to learning experience. Multimedia information sources present exciting possibilities
for increasingly sophisticated and evocative presentation of material in many field of education.
Wide spread use of this technology has implication for learning research local network
capabilities and the services provided by libraries. Most concepts are easier to present when
words are complimented with pictures, graphics and animation. The density of experience aids
retention and recall by engaging social and emotional as well as intellectual responses.
INCREASING INTERACTIVE MULTIMEDIA APPLICATION
The term interactive multimedia is use to describe a scientific and creative research field within
multimedia that supports expression or communication through multiple media with the ability to
influence and alter their context.
The term interactive multimedia is defined as the combination of technology and multimedia
contents for development and appraisal of interdisciplinary system employed in a various
application including research, education and interactive arts.
According to Manovich (2002) refers to “interactive media” and the varying interaction level
involve: “when we use concept of the interactive media exclusively in relation to computer based
media, there is a danger that we interrupt interaction literally, equating with physical interaction
between a use and media object, at the sake of psychological interaction”. This statement
considers that beyond the danger to reduce the meaning of interaction to human action and
reaction provided that they are used in manner that enables interaction.
Designing interactive multimedia application that adapt short term and long-term user need is
clearly and intricate process. Today in the era of technology the leading and social software
developers have researched and identified the significance of chronological user driven
information, as the temporal data analysis can be employed to identify user’s trends preferences,
social text and the other valuable information to furnish systems with additional functionality.
When social networking system are used in passive mode they may be contrast to non-interactive
media such as television where the user can sit back and observe what others do. Even so
multimedia contents display in live mode triggers the user to react introducing and action with
the reaction in response that is channeled through the system in multimedia cycle.
Multimedia offers many possibilities for work place and training. The efforts of the computer
companies towards this goal have been widely represented in the literature such organization has
recognized that most student do not learn by doing and therefore should not be force to do so.
For this kind of conflict many organization and companies have designed and educational
software with the help of multimedia computers that support active participation and empowers
the students. According to Schank (1994) the main element that should be considered when
designing multimedia software are natural learning, stimulation based learning by doing,
incidental learning, enlivening geographically rejecting rout memorization learning by reflection,
readers empowerment, motivating reading skills, case based teaching, learning by exploring , one
on one teaching, goal directed learning, and museum visitors counselor. For example, employees
a training and job aided multimedia application that uses still images taken directly from
microscope and graphics that are used to train instructor.
From the develop perspective, building interactive multimedia application past was an expensive
production task required a team of expert, industrial level equipment and access to marketing
routs. The open sources software and the availability and libraries and tutorials has enabled
unprofessional developer to implement, and to provide new tools application and services to
design. This innovation data offers access and manipulation capabilities through interface which
deals the technological issues that often arise in rich media applications such as quality of
service.
Software developer believe that the essential factors that support the growth of interactive media
include the increase users research interest the oversize market demand and the availability of
open programming development tools. As a consequence the software development process
today is simplified as a personal computer with appropriate software utilize to create high level
multimedia applications.
As multimedia combines the technology of video and computers, these combinations create most
important advantages that offer a unique environment for interactivity, learner control, student
interest and motivation. Basically the quality of instructional multimedia system depends on the
integration of technology and information. It is considered that multimedia and its technology
with its brilliant prospect is influencing our class room teaching and learning. Many research
shows that an effective program use the capability of network multimedia application to amplify
information and y varying the use future such as color display, text and others.
Interactive multimedia is an emerging field and line, interactive multimedia services are steadily
growing in volume. The new patterns introduce by interactive multimedia applications such as
extracting feature and in pictures to identify the object, calculations, and depth of information,
object maintenance all includes and come under the heading of interactive multimedia by which
the globe totally depend upon.
Before beginning any task a person must decide what the mission to be accomplished is and what
the end product should be. In this way the process of creating multimedia application is no
different from another task. The first attempt will be likely to “back of the envelop design”. This
design process will be much better defined and specific for example user interface design. The
design of user interface have primary importance this will affect the user efficiency as well as his
satisfaction and understanding of the application. User interface design is well research area and
as the result there are many opinions on user interface.
THE BENEFITS OF INTERACTIVITY USING IN INTERACTIVE MULTIMEDIA
The learning impact education student generated content can be focus and understood in social
constructivist framework mediated by technology. The social element theory emphasis students
peer to peer interaction peer teaching and the general role of each student in co-creation and
sharing of knowledge. The first is that the essence of constructive learning is student
collaboration and sharing that student can learn from each other and teachers often learns more
than the students. Basically the best learning theory is the learning from observation as
observation is the best way to learn. Hence, multimedia plays a vital role to make students to
learn by the help of videos, pictures, 3d images which makes things conceptual and easy to
convey a relative or respective message around the globe.
Best practices in design and production of multimedia
The design and production of multimedia components should fall in later stages of the overall
instructional design process. The learning objective should shape the overall flow. Generally
speaking cost and technological complexities should be considered in appropriate media. One of
the examples is lecture videos. A live lecture video environment will be more familiar to the
student because when considering the body language, facial expression and a personality of a
character to make student feel much more comfortable and to present in a conceptual manner.
The benefits of interactive multimedia also include video solution, animation and simulation and
case study. The graphic designers focus the animation of video games. As video games are at
peak around the globe. Learning objective totally dedicate the design of these components. The
learning objective might be focus on a qualitative assessment of analytical result in which case
the visualization needs to focus on graphical representation. Benefit of interaction of multimedia
allows students to define their on learning path investigate topics in depth and get immediate
feedback from practice and exploring activities.
Multimedia application also tends to engage and challenge students thus encouraging them to
thing creative and independently. Mobile devices can run rich standalone application as well as
distributed server application that access information via web. Multimedia has a potential to
create high quality learning environment. The key element of multiple media includes the user
control over the delivery of information and interactivity that can be used to enhance the learning
process through creating integrated learning environment. Wide range of media elements can be
used to convey a given message and user can be study at a time and a place convenient to them.
Failure to do so can lead to poorly designed application that does not meet the needs of the
learner. Because they found that learners can focus on the dynamic element. For example surfing
through video clips rather than getting involve with material. Multimedia enables designer to
select from a variety of media element to convey a particular message, whether it is text to
display specific information or by images giving any concept or to visualize the video to
represent a process.
The assessment shows there will be probably and aggressive competition between the platform
in order to get developer on the board which will hopefully lead for further opportunities for
developers and increase user experience for customers. Therefore the developer should have to
choose their preferred platform and develop separate creative up to date applications for each
platform and generation that would be using it. By doing this will lead to complicate the work for
developers and hence would increase the cost of overall mobile application development that the
end users would use. So, this changing in environment, choosing for right platform at right time
reveals to be challenging for the developer.
CONCLUSION
In the end, I would conclude that when higher order cognitive skills improvement is needed. The
development of network multimedia applications needs to insure that the learning driven factors
are included. Interactive multimedia is quickly becoming the media of choice for learning and
information distribution throughout the nation and the globe. Researchers and lecturer should
always considered interactive multimedia applications in the presentation of concepts where
practicable and applicable and as well as to communicate better like there should be a two way
communication process in learning the concept to students using new and unique technologies. A
good multimedia program to minimize waste will not only help the environment but also yield
such benefits as lower operating cost, less liability, less regulatory burden that will reduce taxes
and fees and improve public attitude towards the corporation. Interactive multimedia provides
the underlying the tools to design and develop new software. Because of this new innovation and
creativity facilitates the links between developers and consumers. Nowadays changing in
environment technology with the help of multimedia has played dynamic role to stabilize people
life style, thinking and way of communication. According to Deliyannis (2001) have stated the
development are so rapid that they even introduce new legislation that need to be resolve.
REFERENCES
Aberson, C.L., Berger, D.E., Healy, M. R., Kyle, D.J., & Romero, V.L. (2000). Evaluation of an interactive
tutorial for teaching the central limit theorem. Teaching of Psychology, 27: 290.
Guttormsen S.S., & Krueger, H. (2000). Using new learning technologies with Multimedia. IEEE
Multimedia, July-September: 40-51.
Oviatt, S. & Cohen, P. (2000). Perceptual User Interfaces: Multimodal Interfaces that Process
What Comes Naturally, Commun. ACM 43: 45–53.
Schilit, B. N., Adams, N. &Want, R. (1994). Context-Aware Computing Applications,
Workshop on Mobile Computing Systems and Applications, WMCSA ’94, IEEE, pp. 89–101.
Shuell, T.J., & Farber, S.L. (2001). Students' perceptions of technology use in college courses. Journal of
Educational Computing Research, 24, 125.
Turk, M. (2004). Computer Vision in the Interface, Commun. ACM 47: 60–67.
Turk, M. & Robertson, G. (2000). Perceptual User Interfaces (Introduction), Commun. ACM 43:
32–34.
Vertegaal, R. (2003). Attentive User Interfaces, Commun. ACM 46: 31–33.