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MULTIMEDIA TECHNOLOGY

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CHAPTER 3
MULTIMEDIA APPLICATIONS
Business and Industry
Education
Entertainment
Government and politics
Medicine and nursing
Encyclopedia Resources
Application Development packages

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MULTIMEDIA APPLICATIONS
Multimedia can be used for entertainment, corporate
presentations, education, training, simulations, digital
publications, museum exhibits and so much more.
With the advent multimedia authoring applications like
Flash, Shockwave and Director.
Businesses use multi- media, for example, in interactive
advertisements and for job- and skill-training applications.
Teachers use multimedia applications to deliver classroom
presentations that enhance student learning.

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MULTIMEDIA APPLICATIONS
Students, in turn, use multimedia applications to learn by
reading, seeing, hearing, and interacting with the subject
content.
A wide variety of computer games and other types of
entertainment also use multimedia applications.
Another important application of multimedia is to create
simulations, which are computer-based models of real-life
situations.
Multimedia simulations often replace costly and sometimes
hazardous demonstrations and training in areas such as
chemistry, biology, medicine, and aviation.
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BUSINESS

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Business and Industry


Many businesses and industries use multimedia to create
marketing presentations that advertise and sell products.
Advertisers, for instance, save time and money by using
this software to produce television commercials with
unique media effects.
Sales representatives also use multimedia in marketing
presentations created using presentation graphics
software.
Even basic office applications like a word processing
package or a spreadsheet tool becomes a powerful tool
with the aid of multimedia business.
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To deliver these presentations to a large audience, a


user can connect the computer to a video projector that
displays the presentation on a full screen .

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VIDEO CONFERENCING

Video Conferencing involves using video and computer


technologies to conduct a meeting between participants
at two or more geographically.

It has also been called visual collaboration and is a


type of groupware.

It differs from videophone in that it is designed to serve a


conference rather than individuals.

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VIDEO CONFERENCING

Advantages of Video Conferencing:

Allows participant to collaborate as if they were in the same


room.

Allow both audio and video communications. Video


technologies can provide the visual and audio realism of a faceto-face class. It is generally considered the "next best thing to
being there."

Facilitate personal feelings. Video technologies enable


members to see facial expressions and body language, adding
personalities to communication.

Enable high levels of interaction. Most video communications


are synchronous, allowing high degrees of interactions,
questions and answers, etc.
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VIDEO CONFERENCING
Disadvantages of Video Conferencing:
May be expensive. Cameras and editing equipment can be
expensive. In addition, the infrastructure at each site and the
links between sites can be costly.
Require a great deal of planning and preparation. To be
effective, the camera crews and the organizer must practice and
become a team. Meeting generally need practice and training to
be effective in this domain.
Must be scheduled. Most videoconferences are not
spontaneous. Instead, they must be planned and the necessary
resources must be scheduled.
Require technical support team. Because of the complexity of
video recording, mixing, and transmission, a technical support
team is required

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Video Conferencing

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MULTIMEDIA TECHNOLOGY
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EDUCATION

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WEB BASED LEARNING


There are many advantages to using the services of the
Internet, particularly the tools and resources on the Web,
in Education.
Instruction materials such as syllabus, lecture notes,
presentations assignments, and announcements could be
made available online.
The Internet puts the concept of "anytime, anywhere @
24/7" into a higher level as far as learning is concerned.

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WEB BASED LEARNING

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WEB BASED LEARNING

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WEB BASED LEARNING


Students will be able to learn at their pace.
The primary beneficiaries would be students and adult
learners who are too far or too busy to attend classes.
Traditional students will benefit when instructional
materials are available to support or complement
classroom attendance.
Students will be able to prepare for the next class if they
are reminded of the assignments and topics of
discussion.
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WEB BASED LEARNING


Those who missed class or missed the lecturer's point can
go over the lecture notes and presentation.
Both lecturer and student will also benefit from being able
to research any topic from library catalogs, topical
databases, and the World Wide Web.
Services like e-mail and mailing lists can support
communication between lecturer and student, and among
peers (lecturer to lecturer , student to student).

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WEB BASED LEARNING


Using a combination of e-mail and the Web, lecturer s and
students can collaborate on research and creative projects
even with those who don't live in the same city or country.
The variety of information resources available in many
educational websites is also growing.
With streaming audio and video plus the multimedia and
interactive capabilities of the Internet and Web will make
active learners out of students.

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DISTANCE LEARNING (DL)


Distance Education, or Distance Learning, is a field of
education that focuses on the pedagogy (for children) /
andragogy (for adults), technology and instructional
systems design that aim to deliver education to students
who are not physically "on site".
Rather than attending courses in person, lecturers and
students may communicate at times of their own
choosing by exchanging printed or electronic media, or
through technology that allows them to communicate in
real time.
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DISTANCE LEARNING (DL)

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DISTANCE LEARNING (DL)


DL courses require a physical on-site presence for any
reason including the taking of examinations is considered
to be a hybrid or blended course or program.
In DL, students may not be required to be present in a
classroom.
Electronic classrooms can be both on campus and off
campus.
Some institutions as using a 'flexible' delivery mode.
DL may also use all forms of technology, from print to the
computer.
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DISTANCE LEARNING (DL)


Types of DL education courses
Correspondence conducted through regular mail
Internet conducted either synchronously or asynchronously
Telecourse/Broadcast where content is delivered via radio
or television
CD-ROM where the student interacts with computer content
stored on a CD-ROM
PocketPC/Mobile Learning where the student accesses
course content stored on a mobile device or through a
wireless server
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DISTANCE LEARNING (DL)


Implications of DL
The delivery is fairly straightforward, which it is available
to the student and he or she can read it at their leisure.
The problem arises when the student is required to
complete assignments and testing.
Whether quizzes, tests, or examinations; Online
courses have had difficulty controlling cheating because
of the lack of lecturer control.

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DISTANCE LEARNING (DL)


Implications of DL
Some universities address integrity issues concerning
testing by requiring students to take examinations in a
proctored setting.
With distance education the student can be removed
from supervision completely.
When the Internet became a popular medium for
distance education many websites were founded
offering secure exam software and packages to help
professors manage their students more effectively.
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VIRTUAL REALITY (VR)


Virtual Reality (VR) is a technology which allows a user
to interact with a computer-simulated environment, be it
a real or imagined one.
Virtual education refers to instruction in a learning
environment where lecturer and student are separated
by time or space, or both, and the lecturer provides
course content through course management
applications, multimedia resources, the Internet, or video
conferencing.

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VIRTUAL REALITY (VR)


Students receive the content and communicate with the
lecturer via the same technologies.
Virtual reality will be integrated into daily life and activity
and will be used in various human ways.

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VIRTUAL REALITY (VR)


Implications of VR
Techniques will be developed to influence human behavior,
interpersonal communication, and cognition.
There will be a gradual migration to virtual space, resulting
in important changes in economics, worldview, and culture.
The design of virtual environments may be used to extend
basic human rights into virtual space, to promote human
freedom and well-being, and to promote social stability as we
move from one stage in socio-political development to the
next.
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COMPUTER-BASED TRAINING (CBT)

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COMPUTER-BASED TRAINING (CBT)


Athletes, for example, use multimedia computer-based training
programs to learn the intricacies of baseball, football, soccer, tennis,
and golf,
Airlines use multimedia CBT simulations to train employees for
emergency situations.
Schools use CBT to train teachers in various disciplines and to
teach students math, language, and software skills.
CBT allows for flexible, on-the-spot training.
Businesses, can set up corporate training labs, so employees can
update their skills without leaving the workplace. Installing CBT
software on an employee's computer or on the company network
provides even more flexibility by allowing employees to update their
job skills at their desks, at home, or while traveling.

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CLASSROOM AND SPECIAL EDUCATION


Multimedia applications are used to teach students of all
ages.
From interactive CD-ROMs and DVD-ROMs to
presentations, multimedia are extremely effective tool for
delivering educational material, making learning more
exciting and interesting.
Often, isolated rural schools are leaders in connecting
classrooms to the Internet and using multimedia
applications to enhance learning.
Multimedia applications make the learning process more
interesting, allow students to perform experiments in a riskfree environment, and provide instant feedback and testing.
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CLASSROOM AND SPECIAL EDUCATION


Virtual dissection of a frog

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CLASSROOM AND SPECIAL EDUCATION


When using a multimedia application, students become
actively involved in the learning process instead of
passive recipients of information.
Multimedia applications also are well suited for both
physically impaired and learning disabled students. Eg.
benefit from the audio capabilities, as well as the use of
graphics and larger font sizes
The ability of individuals to work, practice, and review at
their own pace is a major benefit for the learning
disabled.

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MULTIMEDIA TECHNOLOGY
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ENCYCLOPEDIA
RESOURCES

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ELECTRONIC BOOKS
One type of electronic book is a digital text that gives the
user access to information through links, which often are
bold or underlined words.
A table of contents, glossary, and index also are
available at the click of a button. To display a definition
or a graphic, play a sound or a video sequence, or
connect to a Web site, users simply can click a link.

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ELECTRONIC BOOKS
An e-book, uses a small booksized computer that can hold up
to 4,000 pages, or about 10
book's worth of text and small
graphics.
By clicking a button, users
move forward or backward, add
notes, and highlight text stored
in the e-book .

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ELECTRONIC REFERENCE TEXTS


An electronic reference text, sometimes called an
e-text, is a digital version of a reference book that
uses text, graphics, sound, animation, and video
to explain a topic or to provide additional
information.

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MULTIMEDIA ENCYCLOPEDIA

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MULTIMEDIA ENCYCLOPEDIA
The multimedia encyclopedia, Microsoft Encarta,

for example, includes the complete text of a


multivolume encyclopedia.
In addition to text-based information, Microsoft
Encarta includes thousands of photographs,
animations, audio and video clips, and detailed
illustrations

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MEDICINE & NURSING

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HEALTH AND MEDICINE


Health and medicine are two areas in which
multimedia reference texts play an important
role.
Instead of using volumes of books, health
professionals and students rely on reference
CD-ROMs and DVD-ROMs for information,
illustrations, animations, and photographs on
hundreds of health and first-aid topics.

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HEALTH AND MEDICINE

These e-texts use multimedia to clarify topics and supply additional


information about thousands of subjects.
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HEALTH AND MEDICINE

http://www.sciencedaily.com/news/health_medicine/
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ENTERTAINMENT

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GAMES
The field of entertainment uses multimedia extensively.
One of the earliest applications of multimedia was for
games.
Multimedia made possible innovative and interactive
games that greatly enhanced the learning experience.
Games could come alive and entertaining game situation
with use a combination of graphics, audio, and video.
Often the game simulates a real or fictitious world, in which
users play the role of a character and have direct control of
what happens in the game.

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GAMES

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MUSIC & VIDEO


The music industry also sells interactive multi- media
applications on CD-ROM and DVD-ROM. Some interactive
music CD-ROMs, for example, allow budding musicians to
play musical instruments along with their favorite
musicians, read about the musician's life and interests, and
even create their own versions of popular songs.

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NEWSPAPERS AND MAGAZINES


A multimedia newspaper and a multimedia
magazine are digital versions of a newspaper or
magazine distributed on CD-ROM, DVD-ROM, or
via the World Wide Web.

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NEWSPAPERS AND MAGAZINES

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NEWSPAPERS AND MAGAZINES


Today, many printbased magazines
and newspapers
have companion
Web sites that
provide multimedia
versions of some or
all of their printed
content.

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NEWSPAPERS AND MAGAZINES

An electronic magazine, or e-zine,


is a digital publication available via the Web
http://www.jaylimdesign.com/2007%20new%20edit/jay2007.htm
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NEWSPAPERS AND MAGAZINES

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GOVERNMENT AND
POLITICS

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GOVERNMENT AND POLITICS


Multimedia has an important national and political
dimension.
It raises issues of national economic and cultural identity
and independence.
The industries of multimedia are traditionally regulated,
co-ordinated or financed in the national interest.
Political allegiances can be attached to specific industries,
industry policies and social issues such as freedom of
information.

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WHAT IS THE MSC?


Malaysia has created the Multimedia Super Corridor (MSC) - a worldfirst, world-class act
This corridor stretches from the Kuala Lumpur City Center (KLCC)
itself an intelligent precinct
which houses the world's tallest buildings,
down south to the the future federal administrative city Putrajaya
and the site of the region's largest international airport, the Kuala
Lumpur International Airport (KLIA).

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SMART CITIES
Two Smart Cities are being developed in the MSC;
Putrajaya, the new seat of government and administrative capital of
Malaysia where the concept of electronic government will be
introduced; and
Cyberjaya an intelligent city with multimedia industries, R&D
centers, a Multimedia University and operational headquarters for
multinationals wishing to direct their world- wide manufacturing and
trading activities using multimedia technology.

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MSC : 7 FLAGSHIP APPLICATIONS

There are 7 flagship applications stated for the MSC:


Electronic Government
National Multipurpose Card
Tele-medicine
Research and Development Clusters
Worldwide Manufacturing Web
Borderless Marketing Centre
Smart School

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Electronic Government
The Electronic Government is a multimedia-networked
paperless administration which links Putrajaya to
government centres around the country.
It facilitates inter-governmental collaboration and give
citizens better access to government services.

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National Multi-Purpose Card


The National Multi-Purpose Card will be the world's first
smart card which will have an individual's ID and electronic
signature, giving him or her access to government,
banking, credit, telephone, transport, club and other
services.

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Telemedicine
The Telemedicine network will link medical centres and healthcare
providers with the world's best medical experts and databases.
Features: high definition imaging and transmission systems, secure
multimedia networks, electronic document imaging of all medical
records, remote diagnosis, treatment and training, integreted panindustry healthcare distribution and utilisation chain.

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Research and Development Clusters


The development of research and development clusters
will able to enhance the local human resource and skill and
do a research in advance information technology.

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Worldwide Manufacturing Web


The worldwide Manufacturing Web is a hub for remote
manufacturing, coordinating and engineering that enables
companies in high-cost countries to electronically access
lower-cost manufacturing facilities across Malaysia and
Asia as a virtual extension of their domestic operations.

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Borderless Marketing Centre


This is a multimedia customer service hub leveraging
Malaysia's unique multi-cultural and multi-lingual links to
provide electronic publishing, content localisation, telemarketing and remote customer services to over 2.5 billion
people in Asia-Pacific region.

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Smart Schools
Schools will be networked and equipped with computer
resources to develop personalized, interactive courseware
and to access information from around the world.

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Smart Schools - The visions Teachers will need to change their role in the electronic classroom
from being information providers to counselors to help students
develop know how and judgement to select information sources.
Key to success in the Information Age on making the right
judgement of choices.
Create a curriculum where people learn how to learn for continuing
education throughout their lives.

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Smart Schools - The objectives

To produce a thinking and technology-literate workforce


To democratize education
To increase participation of stakeholders
To provide opportunities to enhance individual strengths
and abilities

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Smart Schools - The History Since the early 1970s, the Malaysian Government introduced various
initiatives to facilitate a wider adoption of ICT to boost capabilities in every field
including education.
The history of the Smart School Project is rooted in the two-pronged objectives
of the flagship, which are:
To jumpstart the MSC Malaysia towards:
Building a knowledge-based economy
Contributing to the growth of the ICT industry
Creating a pool of talent resulting in high-value job creation
To prepare the citizens for the information age through an innovative
education delivery process

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Smart Schools - The Concept -

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Smart Schools - The Concept Conventional Practices


Different learning styles and aptitude levels not
effectively addressed.
Concept explanation relies heavily on teacher's
ingenuity.
Teacher centric; passive learners.

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Smart Schools - The Concept Innovation in Teaching & Learning


Self paced, self accessed and self-directed strategies address
different learning styles and aptitude levels.
Courseware features allow advanced learners to move on with
teacher guidance; teacher can devote more attention to slower
students.
Technology in courseware is a useful teaching tool.
Combination of text, multimedia graphics and interactivity ease
concept explanation and add variety to learning and testing
activities.
Active learners; teacher facilitator.

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Smart Schools - The Concept Information based Economy


Knowledge and expertise in producing technologies and
patents.
Competing culture towards technology innovating
country, not just the technology user.

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Smart Schools - The Components

Teaching-Learning Materials
Technology Infrastructure
Smart School Assessment System
Professionally Trained Teachers
Systems integration
Support services

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Smart Schools - The Components Teaching-Learning Materials


Interactive courseware and printed materials for Mathematics,
Science, English and Bahasa Melayu that enables students to
practice self-paced, self-accessed and self-directed learning.
Technology Infrastructure
Each Smart School equipped with computers and is connected via
local area network (LAN) and wide are network (WAN). The LAN
connects computers to the school's servers. While the WAN allows
access to the Internet and external resources.

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Smart Schools - The Components Smart School Assessment System


The centralized Smart School Assessment System enables
teachers to keep track of their students' performance and teachers
will be able to download assessment items on-demand for use in
assessing students who are ready for assessment.
Professionally Trained Teachers
Teachers and related personnel will be trained for the Smart
School expansion. Educator Preparation and Development
Programs for new and practicing teachers, administrators,
curriculum developers, ICT coordinators, counselors and librarians
will be put in place.

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Smart Schools - The Components Systems integration


System integration enables integration between the various
components and processes of the Smart School Integrated
Solution. It also enables the linkages between the Smart School
System and other flagship applications.
Support services
The Help Desk is an integral part of the Support Services which
offers support for school administrators and teachers when they
encounter problems with the equipment, network or the
applications software.

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