Evolution Of Multimedia | Animation

Multimedia | Animation

Bob Goldstein, a musician, and artist coined the term “multimedia.” Multimedia is a term used to describe a combination of electronically delivered media that can be accessed interactively. This combination of media can include video, still images, audio, and text. Millions of people understand this definition, which applies to a large portion of today’s online content. Due to the inclusion of a D-ROM drive, which permitted the delivery of several hundred megabytes of video, picture, and audio data, some computers sold in the 1990s were referred to as “multimedia” computers. Production of educational multimedia CD-ROMs also increased during that time.

The emergence of multimedia dates back to the year 1980s, when desktop computers started to proliferate in offices, classrooms, and homes. As technology advanced, the use of animation, intricate graphics, sound files, and video clips in current actions increased dramatically. Desktop computers that are used in the home and office have developed since the late 1970s into sophisticated systems that assist us in completing tasks, delivering information, and offering entertainment. a timeline of some of the major technological advancements that have influenced the development of multimedia computers. If some of these terms, particularly those that relate to hardware, seem unfamiliar to you right now, do not worry; they will be covered in more detail in a later chapter of this book. Multimedia technology did not emerge overnight, which is the main point.

The way we view computers has changed as a result of multimedia technology. The earliest computers were thought to be specialized devices for solving exceedingly difficult mathematical problems. Mainframe computers were employed in the 1960s to control sizable corporate databases and financial systems. Computer terminals were used for publishing and information management throughout an organization in the 1970s.The desktop computer was invented in the 1980s so that everyone could have one at their desk for word processing, spreadsheets, and even games.

It required more than just treating the computer as a fancy typewriter or an automated bookkeeper in order to bring the computer to the individual in the workplace, the home, and the classroom.

Beginning in the middle of the 1980s and continuing into the 1990s, computer developers began considering new applications for their creations.

Concurrently, technological advancements led to:

  1. Desktop computers that are faster.
  2. The capacity of computers’ working memory has increased.
  3. Increased CD-ROM and disc drive data storage capacity.
  4. Electronic sound and video.
  5. Operating systems with graphics that allowed users to interact with objects on the screen by pointing and clicking rather than by remembering complicated command sequences like “dir.exe” to locate programs.
  6. Regional and global networks that linked users to the outside world.
  7. The workplace and classroom have changed as a result of thousands of applications, from word processors to a wide range of multimedia products. the house, too.

Usage / Application

Advertising, art, education, entertainment, engineering, medicine, mathematics, business, scientific research, and spatial and temporal applications are just a few of the fields where multimedia is used. These are a few instances:

Creative industries

Multimedia is used by the creative industries for a wide range of endeavors, including the fine arts, entertainment, commercial art, journalism, media, and software services offered for any of the following sectors. Throughout their careers, multimedia designers can work in a variety of fields.

Commercial uses

Multimedia makes up a large portion of the electronic new and old media used by commercial artists. Advertising uses captivating presentations to draw in viewers and hold their interest. Creative services companies frequently create business-to-business and interoffice communications for sophisticated multimedia presentations beyond simple slide shows to sell ideas or liven up training.

Entertainment:

The entertainment industry makes extensive use of multimedia, particularly to create special effects for films and animations (VFX, 3D animation, etc.). A common pastime is playing multimedia games, which are computer programs that can be downloaded from the internet or CD-ROMs. Multimedia features are also used in some video games. Interactive multimedia refers to multimedia applications that let users take part actively rather than just passively consuming information.

Education:

Multimedia is used in education to create encyclopedias and computer-based training courses. The user navigates a collection of presentations, texts on various subjects, and related illustrations in various information formats.

Additionally, the concept of media convergence is increasingly important in education, especially higher education. Media convergence is transforming the curriculum in universities all over the world. It is defined as the interaction and resource sharing of previously independent technologies like voice (and telephony features), data (and productivity applications), and video.

Teachers can simulate real-world situations using multimedia, which is more intuitive than traditional methods. In many cases, teachers are not necessary because students can learn on their own.

Journalism:

There are many other media outlets that cover the news. Independent journalists have access to a variety of new media to create multimedia components for their news stories. It uses technology to tell stories and engage a global audience, creating new channels of communication for both media creators and consumers.

Mojos, short for mobile journalists, is commonly used to describe multimedia reporters who travel around a community while carrying cameras, audio and video recorders, and wifi-enabled laptop computers.

Engineering:

Software developers can use multimedia in computer simulations for a variety of purposes, including entertainment and training for the military or the workplace. Software engineers and creative professionals frequently work together to create multimedia for software interfaces.

Industry:

Multimedia is used in the industrial sector to present information to shareholders, superiors, and coworkers. Additionally, multimedia can be used to train employees, advertise, and sell goods globally using virtually limitless web-based technology.

Research in mathematics and science: Multimedia is primarily used in mathematical and scientific research for modeling and simulation. For instance, a scientist can alter a molecular model of a specific substance to create a brand-new substance.

Medicine:

In medicine, doctors can learn by observing a simulated operation or by simulating the effects of diseases brought on by viruses and bacteria on the human body before devising preventative measures.

Document imaging:

Document imaging is a technique that takes the hard copy of an image/document and converts it into a digital format (for example, scanners).

Disabilities:

Ability Media allows those with disabilities to gain qualifications in the multimedia field so they can pursue careers that give them access to a wide array of powerful communication forms.

An Overview of the Situation

Multimedia promises to make it easier to move information electronically and to provide everyone access to additional resources. Even while all of the necessary technologies are not yet available, it is becoming increasingly obvious that a new technology will likely be the true multimedia platform. Although it will contain a microprocessor, we’ll probably think of it more as a communications tool than as a computer. We have been informed by technological experts that the market for multimedia won’t exist until the telephone companies provide us access to a national fiber optic network that can support the enormous bandwidth that each of us will require. However, it might not take five, ten, or fifteen years for multimedia to become a reality in telecommunications. Project Edison is the name of the prototype being developed by Bell Atlantic. It makes use of an electronic system known as ADSL, or asynchronous digital subscriber loop. Bell Atlantic is developing a technology through the Project Edison prototype that will allow us to access voice, data, and video over the conventional copper cable (or twisted pair) that is already in use. Information must be moved around continuously in order to eventually combine with other information to create new patterns, new concepts, and ultimately new solutions to problems.

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