Lecture Notes

1st Lecture…

Assalamualaikum wbt..

Lecture session 1 : 15 September 2013

Penerangan tentang subjek (Course Outline) CFT 1063 Asas Multimedia dan Teknologi Web. Antara yang bakal dibincangkan ialah ;

  • Subjek ini merupakan studio-based atau design-based. Sama seperti subjek Lukisan dan Asas Studio yang telah dipelajari pada semester 1 dan 2 yang lepas.
  • Design and development process of multimedia product.
  • Manipulate elements of multimedia.
  • Basics in web technology. Contohnya, Html dan css.

 

Course Learning Outcome;

  • Identify, describe and analyze basic concept correctly.
  • Presentation should be attractive and effective
  • Complete a multimedia production project in groups with good quality end product.
    • 3 members for each group.
    • Create a mobile apps or CDI about Hari Ini Dalam Sejarah.

Software needed for this course;

  • Illustration -> Photoshop/ Illustrator.
  • Interactive content -> Dreamweaver, director, flash, indesign, authorware and Power point.
  • Mobile apps developer software.

Lecturer Blog;

  • Alongsite.wordpress.com
  • This blog will be update every week where all student can get the course info and project print.

Marks

  • Multimedia Documentation – 40%
    • Option 1 : Mobile Apps
    • Option 2 : Interactive CD
  • Online portfolio/journal – 20%
    • Dokumentasikan semua tentang projek seperti sketches atau idea.
  • Progress – 10%
  • XAD – 30%

Lesson : Multimedia Software Tools

Software merupakan benda yang disimpan secara data. Contohnya search engine, powerpoint dan internet browser. Internet browser tu seperti google chrome dan internet explorer.

Hardware pula merupakan benda yang boleh nampak atau disentuh. Contohnya skrin dan hard disk.

Hardware terbahagi kepada dua iaitu input dan output. Input bermakna kita memasukkan data seperti mouse dan scanner. Manakala output pula kita mengeluarkan data. Misalnya, printer.

Jenis-jenis software:

  • Operating/ system storage
    • For example, windows.
  • Application software
    • For example, Photoshop.
  • Utility software
    • For example, security and maintenance.

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2nd Lecture

Lecture 2 : MULTIMEDIA

Kali ni, kitaorang belajar tentang multimedia. Kat bawah ni, sedikit sebanyak tentang apa yang telah dipelajari.

Pengertian

  • MULTI bermaksud banyak atau pelbagai.
  • MEDIA adalah medium atau alat.
  • So, MULTIMEDIA bermaksud kombinasi oleh pelbagai jenis media.

Elemen Multimedia ada 6;

  • Teks
    • Penggunaan teks dalam multimedia boleh menyampaikan maksud yang kompleks.
    • Mempunyai pelbagai jenis dan bentuk tulisan yang berupaya memberi daya tarikan dalam penyampaian sesuatu informasi.
    • Boleh juga digunakan untuk memberikan penekanan bagi sesuatu isi kandungan yang ingin disampaikan.
  • Imej(grafik)
    • Sedikit teknikal. Boleh juga jadi semua benda seperti gambar atau apapun objek yang dipandang mata.
    • Ia juga merupakan objek yang melibatkan manipulasi komputer seperti photoshop.
    • Imej terbahagi kepada dua iaitu;
      • Imej Raster -> gambar yang ditangkap menggunakan kamera digital. Ia akan pecah menjadi kotak-kotak kecil(pigment warna) apabila imej dibesarkan(zoom). Ia melibatkan pixel.
      • Imej Vektor -> tidak melibatkan pixel. Ia melibatkan titik(coordinate). Antara software yang digunakan untuk menghasilkan imen vector ialah illustrator.
  • Audio
    • Dikenali juga sebagai ‘bunyi’. Digunakan untuk membantu penyampaian maklumat dengan lebih berkesan.
    • Terdapat 3 jenis;
      • Suara
      • Muzik
      • Kesan bunyi(sound effect)- bunyi yang dibuat menggunakan komputer seperti bunyi bom.
  • Video
    • Merujuk kepada siri gambar foto atau grafik  yang dipersembahkan dalam satu kadar masa yang pantas.
    • Video menawarkan satu pesembahan atau paparan yan lebih hidup atau realistic.
  • Animasi
    • Sebahagian dari video.
  • nteraktiviti
    • Interaktiviti membenarkan pengguna berinteraksi secara dua hala.
    • Memberi peluang kepada pengguna untuk menentukan apa, bagaimana dan bila sesuatu itu dipersembahkan.
    • Pengguna dapat meneroka sesuatu maklumat mengikut keperluan dan kepantasan mereka.
    • Persembahan maklumat lebih dinamik dan interaktif.

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WEBSITE…

–       2.0 ; manusia dan manusia menggunakan komputer.

  • Contohnya, facebook dan skype.

–       3.0 ; boleh command web dan web akan terjemahkan arahan.

  • Contohnya, online banking, dropbox, google drive.

MULTIMEDIA KIT…

–       Tools yang digunakan dalam computer untuk buat tugasan.

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Lecture 3 : Multimedia development process.

The multimedia development process consists of six main phases:
(a) funding
(b) planning
(c) designing
(d) producing
(e) testing
(f) marketing

Each phase has a number of activities associated with it and has its own characteristics. These
phases represent the process from the inception of an idea to the finished product. Companies very often work on several projects simultaneously. The projects are at different phases for
predetermined periods of time.

Funding
Obtaining funding is a critical phase for most multimedia companies. There are a number of ways they get funding:
(a) writing proposals to get a grant from public or private sources
(b) responding to “Request for Proposals” (RFP)
(c) joining competitions
(d) (4) obtaining contracts through personal contacts and/or referrals
(e) creating a prototype and then finding a company interested in developing it.
For most companies their work is through a contract with a client obtained by one or more of the
means mentioned above. The client can be a major publisher, a state or federal agency, or a
company. The project managers, executive producers, or owners often spend a considerable
amount of time writing proposals to respond to “Request for Proposals” and networking with other
interested parties. A well-written proposal not only presents a match between the goal of a funding
source and the developer, but also outlines a detailed plan and demonstrates a proven track record.

Important factors that could contribute to successful funding
(a) Small businesses often engage in publicizing their capabilities to promote their business.
(b) If a business finds a need for a particular product, it should take the initiative to contact relevant
companies, museums, or agencies to promote their ideas and get potential clients interested.
(c) You need to get the word out.
(d) Get to know people in the business and let them know that you are interested if a project comes up.
(e) Producing quality work helps to establish a reputation so that the client may return in the future, it is certainly advantageous when the product wins an award.

Planning
Once a contract is secured, a series of negotiations begins between the developer and the client.
(a) It is very important to discuss the ownership of the content, the project schedule, and payment during the negotiation phase.
(b) The negotiation phase clearly defines the roles of a client and a developer from initial contact.
(c) Sometimes, the developer will receive the content from the client who owns the copyright of the materials and other times the developer has to generate new materials from scratch.
(d) The developer and the client need to agree on the completion dates or milestones for various phases to ensure the feasibility of the intended amount of work. The budget is discussed at this point.
(e) The ultimate goal of a contract is to help maintain a favorable working relationship between the client and the developer and to agree on roles and division of responsibilities.
(f) Based upon what the client wants, the development team begins to brainstorm, outline the objectives, and decide on the presentation style, the delivery platform, and the approach to turn the content into an interactive multimedia product. Often, these ideas are implemented in a prototype, which is reviewed by the client to see if it satisfies its needs.
Designing
Based upon the client’s feedback of the prototype, various specification documents are developed
which provide detailed information on content, design, interface, and functions of the product.
Terms such as design document, functional specifications, and content script are used to refer to
different specification documents depending on the information and format provided by the
document.
(a) During the design phase, the objectives, presentation style, delivery platform, and the overall
approach are finalized.
(b) Details such as the design of each screen, the type of navigation to be used, and the interactive
characteristics of the interface are worked out.
(c) Flowcharts and storyboards are created to reflect these specifications.
(d) Detailed timelines are created and major milestones are established for the critical phases of the
project.
(e) The work is then distributed among various roles such as designers, programmers, graphic
artists, animators, videographers, audiographers, and permission specialists.

Producing

During the production phase instructional designers, graphic artists, animators, videographers,
audiographers, and permission specialists begin to develop scripts, artwork, animation, video, audio,
and interface. The production phase will run smoothly if the project manager has carefully selected
the team members, distributed responsibilities, and created realistic milestones in the production
schedule. Programmers begin to generate codes to put all the pieces together. Group discussions
are more common and frequent during the planning and designing phases; whereas, in the
production phase different roles will focus on their production tasks and meet only with the lead
instructional designer and project manager to evaluate what has been created.

Testing
Unlike some traditional instructional design models in which evaluation occurs at the end of the
process, the phase of testing is usually continuous and repetitive. Formative evaluation occurs at
every phase and multiple times. The importance of having such continuous evaluation as a key
factor for ensuring the quality of the product is often stresses. Evaluation takes on different forms.
(a) Some forms used by developers include informal critiquing by members within and across the teams within the company, on-going evaluation by the clients, and using focus groups and surveys to get feedback from the end users.
(b) Depending on the nature of the product and the type of audience, different forms are used. It is just invaluable to get feedback. Constant evaluation within the company and with the client occurs more often than with the end users.
(c) Some companies use a four-step evaluation to measure major milestones for quality assurance: prototype, beta, alpha, and final testing.
(d) Some clients tend to hire developers who know how to test for instructional value and who tend to build testing into their budget in response to a RFP.
Because multimedia development is a complex process involving many skills and people, on-going evaluation and revisions are critical steps that help ensure the success of the product. Although multiple cycles of formative evaluation are used, summative evaluation seldom occurs. A lack of funding and a lack of control over the product once delivered to the client are reasons given for an absence of summative evaluation.

Marketing

Marketing and support is important to the success of a product. The survival of a company
depends on the product reaching the audience.
(a) The elements of marketing include researching the industry, the audience, and the competition.
(b) Marketing also includes the responsibility for determining the pricing and coordinating the advertising and public relations for the product.
(c) Practices for marketing and distributing the products vary from company to company.
(d) Most companies are not concerned with marketing because their clients usually hire them to develop a product. When the product is completed, they deliver the product to their clients, who are responsible for marketing and distributing the products. In such cases, the need for such a product is presumably established by the clients and the distribution channels for the product have been determined.

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Lecture 4 : Multimedia application in different field.
Creative multimedia is used in:
-Entertaiment
-Art
-Journalism
-2D/3D animation
-Film
-Motion graphic
-Virtual reality
-Visualization
-Graphic design
-Augmented reality
-4D/5D

Example of software that used in creative multimedia;
Adobe master collection

-Entertainment and fine art
-Installation art
-Concept of video art 3D
-Engineering
-Stimulation technology
-Example: car model. No need to make a true car to test it.
-Mathematics and science research
-Medic ;to view the cell
-Medicine (Hybrid medical Animation)
-Virtual reality in surgery
-At public places
-Ubiquitous computing. For example, atm and kiosk.
-Education
-Edutainment
-Future in multimedia
-Social changes.
-Example; iphone5s

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