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Published by bm-3054, 2023-07-16 13:19:34

DC014KMKt

Nota Pelajar

Computer Science 1 Learning Module DC 014 FOUR SEMESTER SYSTEM (SES) SEMESTER 1, SESSION 2022/2023 Mohd Amran Md Ali Izliyana Ismail | Student version |


Computer Science Unit, Kedah Matriculation College, Ministry of Education Malaysia List of KMK Computer Science Lecturers: 1. Noor Azzizarina binti Mehat 2. Mohd Amran bin Md Ali 3. Izliyana binti Ismail 4. Mohamad Nazri bin Mansor 5. Muhammad Azri bin Abdul Rashid 6. Shahrulaini binti Rahimin 7. Amrulfazle bin Mohd Noh 8. Fadzilah binti Fadzil 9. Hafizah binti Mubara 10. Khairunnisa Akmal binti Abdl Azid 11. Marzita binti Ismail 12. Norlisah binti Samsuri 13. Nurul Akmar binti Md Salleh 14. Hasni binti Abdul Ghani 15. Nadzrul Iswandie bin Che Nazir Printed in Changloon by MinaJiddan Enterprise


i Table of Contents Topic 1: Fundamental of Multimedia ........................................1 1.1 Introduction to Multimedia ...........................................1 1.1.1 Multimedia (T1C1)............................................................. 1 1.1.2 Elements of Multimedia (T1C2)......................................... 3 1.1.3 Purpose of Multimedia Elements (T1C2)......................... 13 1.1.4 Applications of Multimedia .............................................. 15 Exercise 1.1 Introduction to Multimedia ...............................21 1.2 Multimedia Design........................................................24 1.2.1 Multimedia Project Design and Development.................. 24 1.2.2 Multimedia Authoring Tools............................................ 29 Exercise 1.2 Multimedia Design..............................................37 1.3 Multimedia Delivery (T2C2)........................................39 1.3.1 Offline Methods................................................................ 39 1.3.2 Online Methods................................................................. 41 Exercise 1.3 Multimedia Delivery...........................................44 Topic 2: Fundamental of Relational Database ........................45 2.1 Introduction to Database .............................................45 2.1.1 Database, Database Systems and Database Management Systems (DBMS) (T2C1) ............................................................. 45 2.1.2 File Processing Systems and The Database System (T2C2) 47 2.1.3 Advantages and Disadvantages of Using Database System (T1C2)49 2.1.4 Components of Database Environment (T1C1)................ 52 Exercise 2.1 Introduction to Database ...................................54 2.2 Basic Concept of Database...........................................55 2.2.1 Basic Concepts of Database (T6C2)................................. 55 2.2.2 Representations of a Relational Database (T2C1)............ 69


ii 2.2.3 Data Integrity (T1C2) ....................................................... 70 2.2.4 Database Object (T1C2) ................................................... 70 Exercise 2.2 Basic concept of Database..................................73 WRITTEN ASSIGNMENT.........................................................78 Topic 3: Network & Internet Technology................................85 3.1 What is Network? .........................................................85 3.1.1 Network (T1C1)................................................................ 85 3.1.2 Uses of Network / Networking Applications (T2C2)....... 85 3.1.3 Networking Media (T2C1) ............................................... 93 3.1.4 Wired and Wireless Networking Media (T3C2)............... 93 3.1.5 Network Device (T2C1) ................................................. 101 3.1.6 Function of Network Device (T3C2).............................. 101 Exercise 3.1 What is Network? .............................................104 3.2 The Internet and World Wide Web..........................108 3.2.1 Internet Searching ........................................................... 108 3.2.2 Web Activities (T2C2).................................................... 111 3.2.3 Censorship and Privacy Issues........................................ 120 Exercise 3.2 The Internet and World Wide Web................124 3.3 Latest issues of Internet (T1C2)................................127 3.3.1 The Fourth Industrial Revolution (4IR).......................... 127 3.3.2 The Internet of Things (IoT)........................................... 130 Exercise 3.3 Latest issues of Internet ...................................134 Pre Summative Evaluation Test 1 (Pre UPS1)........................135 Pre Summative Evaluation Test 2 (Pre UPS2)........................137 Pre Summative Evaluation Test 3 (Pre UPS3)........................139


iii PRACTICAL Multimedia Application (8 hours)...................141 3.4 Creating e-Poster using Canva..................................141 3.5 Make a Poster using Canva. ......................................141 Pre Practical Test 1 (Pre PT1) ..................................................142 PRACTICAL Database System (8 hours) ...............................144 3.6 Create table using LibreOffice Base .........................144 3.6.1 LibreOffice Base (01) Create a Database, Create a Table 144 3.7 Create form .................................................................145 3.7.1 LibreOffice Base (06) Creating a form........................... 145 3.8 Create query................................................................146 3.8.1 LibreOffice Base (17) Intro to Queries........................... 146 3.9 Create report...............................................................147 3.9.1 LibreOffice Base (66) Intro to Reports........................... 147 3.10 Create table using Microsoft Office Access .............148 Pre Practical Test 2 (Pre PT2) ..................................................150 PRACTICAL Web page (6 hours) ...........................................156 3.11 Get started with Google Sites ....................................156 3.12 How to Use Google Sites - Tutorial for Beginners...157 Pre Practical Test 3 (Pre PT3) ..................................................158


1.1 Introduction to Multimedia 1 Topic 1: Fundamental of Multimedia 1.1 Introduction to Multimedia 1.1.1 Multimedia (T1C1) Learning Outcomes: At the of this lesson, students should be able to: (a) Define multimedia. 1.1.1.1 Definition Multimedia is any combination of text, art, sound, animation, and video delivered by computer or other electronic or digitally manipulated means. For examples: E-Mail, Yahoo Messenger, Video Conferencing, and Multimedia Message Service (MMS). Multimedia integrates multiple forms of media. It uses computers to present text, audio, video, animation, interactive features, and still images in various ways and combinations made possible through the advancement of technology. Multimedia can take many forms: • Virtual greeting cards • Real-time conferencing • Online movies and photo albums • Image catalogs Three (3) types of multimedia: • Interactive multimedia o The end user controls delivery of elements. • Hypermedia o The end user can navigate between linked elements. • Linear multimedia o The end user sits back and watches the presentation. o A movie is a common type of linear multimedia.


1.1 Introduction to Multimedia 2 Multimedia is created by multimedia developers. Developers create multimedia content using authoring tools. Hardware Devices Used for Conveying Multimedia • A screen provides immediate feedback about the functions the computer is performing. Screens can display a range of different resolutions and can display text, image and video data. • Speakers another form of display, used for producing sound. Speakers may be located inside the system unit or may be external and connected via a port or sound card. • Data projectors display devices which allow audio visual display to an audience when a larger scale is required. Factors need to be considered in developing a good interactive multimedia interface: • Consistent in designing the look and the behaviour of the interface. • Do not overwhelm in using colours, make it simple. • Use contra colour for background and content. Example, use darker background colour together with lighter content. 1.1.1.2 Advantages • It enhances the effect of text presentations. • Improves the quality of presentation and retains the attention of audience. • It is good for use on computers. • It can be used for educational as well as entertainment purpose. • Multimedia presentations can be modified very easily. • It is quick and easier to operate for the instructor. 1.1.1.3 Disadvantages • Expensive • Not always easy to configure • Requires special hardware • Not always compatible


1.1 Introduction to Multimedia 3 1.1.2 Elements of Multimedia (T1C2) Learning Outcomes: At the of this lesson, students should be able to: (a) Describe multimedia elements. (b) Explain the purpose of each multimedia elements. Five (5) elements of multimedia include: • Text • Audio • Graphics • Animation • Video 1.1.2.1 Text Definition Text is a combination of characters to create words, sentences, and paragraphs. Text is a basic element of multimedia that combine alphabets, numbers and symbol. Text elements can be categories into: • Alphabets characters: A – Z • Number: 0 – 9 • Special characters: . , ; : „ “ • Symbols: @ # $ & * It is the most basic and simple element of multimedia but could deliver message effectively. Text can be displayed in a variety of font faces, colors, sizes, and appearances. A font face or typeface is a collection of text characters that share a common design. Example of typefaces: Calibri, Arial, Times New Roman, and Courier New A font is a collection of characters of a single size and style belonging to a particular typeface family. Typical font styles are boldface and italic. Example of font: Times New Roman 16-point italic


1.1 Introduction to Multimedia 4 *In the computer world, the term font is commonly used when typeface or face would be more correct. Word processor helps the user to edit the text with multiple other functions like formatting of text. Text editor is used to writing and edits text. The use of Text • Heading / Title • Bullet / list • Paragraph • Scrolling text • Navigation • Text as graphics Type/Category Two (2) types of fonts: • Serif • Sans Serif Serif Sans Serif Serif type has extra strokes at certain points on letters. Sans serif type does not have those extra strokes. Serif fonts are considered to be more readable on printed pages. Many people believe that sans serif fonts are often more readable on computer screens. Example of fonts: Times New Roman / TIMES NEW ROMAN Garamond / GARAMOND Georgia / GEORGIA Example of fonts: Calibri Arial Verdana Software • Word processor o Microsoft Word, LibreOffice Writer, OpenOffice Writer, Google Docs, Lotus WordPro, Word Perfect, Apple Pages • Text Editor o Notepad, TextEdit, Atom, Vim, Coda • Font Editor


1.1 Introduction to Multimedia 5 o FontLab, FontForge, FontArk The limitations of using text in web sites: • Overdo the special effects that will cause distraction. • Font compatibility- the default font used is not installed in user’s computer. The factors to be considered in using text to produce effective multimedia program: • Use suitable font, sans serif for headline and serif for body text. • Length of the message, use bulleted point in large font and few words with lots of white space. • Use different size and color to stress on the important point. • Use meaningful words for links and menu. 1.1.2.2 Graphics Definition Graphics or images refer to digital representations of non-text information such as photographs, drawings, charts, and other visual objects It is a digital representation of non-text information. Unlike animation or video, images are static. Graphics can be created by scanning a photograph or document, taking a picture with a digital camera, or creating or modifying an image in an image editing program. Graphics make the multimedia application attractive. In many cases people do not like reading large amount of textual matter on the screen. Therefore, graphics are used more often than text to explain a concept, present background information etc. The use of Graphics • To add emphasis • Direct attention • Illustrate concepts • Provide background content Advantages of Graphics in Multimedia • Convey information more quickly than when using text • Make complex information simple • Enhance online teaching and learning • Enhance communication with some disabled groups, particularly those with learning difficulties or cognitive impairments


1.1 Introduction to Multimedia 6 Disadvantages of Graphics in Multimedia • Take longer to download • Require the use of plug-ins that the user may not have or be able to install • Create accessibility barriers for some users Type/Category • Bitmap • Vector Editing Software • Bitmap: Adobe Photoshop, Paint Shop Pro, GIMP • Vector: Adobe Illustrator, Vectr, CorelDRAW


1.1 Introduction to Multimedia 7 Difference between Vector and Bitmaps Graphics Vector Bitmaps Images created with software that uses geometrical formulas to represent images. Real images that can be captured from devices such as digital cameras or scanners Composed of individual elements, eg, arc, line, polygon, with their own attributes that can be individually edited. We can set the colour of every individual pixel in the image Can be created using any drawing software, eg: Adobe Illustrator. Can be created using any editing software, eg: Adobe Photoshop. Vector graphics are described as mathematical formulas. A bitmap is a simple matrix or grid of dots and color information. CAD and 3-D animation programs often use vector graphics. The smallest element of a bitmap is a pixel. More easily scaled. The ability to resize and rotate a graphic without distortions a major advantage of vector graphics. Not easily scaled. When an image is enlarged, the individual coloured squares become visible and the illusion of a smooth image is lost to the viewer. Relatively smaller file size. File sizes are smaller than bitmap files. This makes vector graphics Web-friendly. File sizes are much larger than vector files. Bitmap graphics are resolution-dependent and generate large file sizes. One of the drawbacks of vector graphics is that the more complex they are, the longer they take to appear on the screen. Bitmaps are memory intensive, and the higher the resolution, the larger the file size. If many vector graphics are displayed at once, screen refresh may slow due to calculation time. Bitmaps are better suited for large images with many different colors (such as photographs). Vector usually can easily be converted to bitmap. Bitmaps usually cannot easily be converted to vector. Vector graphics require a plug-in to work in web browsers. Vector graphics do not require a plug-in to work in web browsers. They cannot display photorealistic quality. The bitmap can be more photorealistic.


1.1 Introduction to Multimedia 8 Graphics format: EPS, PDF, WMF, SVG, VML Bitmap format: BMP, JPG, PNG, GIF 1.1.2.3 Audio Definition Audio includes all types of sound such as music, spoken voice, and sound effects. Sound is the use of speech, music and sound effects. It is commonly found on Web sites in the form of background music and downloadable music and podcasts, and as part of games, tutorials, videos, and other multimedia elements. Audio can be recorded using a microphone or MIDI instrument; it can also be captured from CDs or downloaded from the Internet. The use of Sound • Music o Background o Attention grabber o Sound effect • Speech o Narration o Instruction Audio are of analog and digital types. Analog audio or sound refers to the original sound signal. Computer stores the sound in digital form. Therefore, the sound used in multimedia application is digital audio. Type/Category • Analog • Digital Analog Audio Digital Audio Analog audio consists of a continuous signal with varying voltages that represents sound, directly from the source. Digital audio is an actual representation of the original audio. The vibrations produced to create those sounds are precisely what is recorded. That may include some noise and echo as Makes it more convenient to produce and consume content.


1.1 Introduction to Multimedia 9 well, but that can be eliminated by signal conditioning equipment. Editing Software • Adobe Audition • Sony Sound Forge • WavePad • AudioMass • Audacity • Lexis 1.1.2.4 Animation Definition Animation is a continuous series of still images that are displayed in a sequence, one after the other to simulate movement / create an illusion of motion. It is a process of making a static image look like it is moving. The animation can be used effectively for attracting attention. Animation also makes a presentation light and attractive. Animation is very popular in multimedia application. A simple form of animation is a transition. For example, Wipe, Fade, Zoom, and Dissolve.


1.1 Introduction to Multimedia 10 The use of Animation • To attract attention • To inform about the state of process • Demonstrations • Interactive simulations Type/Category • 2D animation Creating movements in basic objects, 2D images are plotted along two axes, Xaxis and Y-axis. • 3D animation Creating movements to 3D models on a three axis, X-axis, Y-axis and Z-axis. All actions happen in the x,y and z axes. Example of animated series: • 2D animated movie: Aladdin, The Little Mermaid and Doraemon. • 3D animated movie: Toy Story, Despicable Me and Boboiboy. Editing Software • Microsoft GIF Animator • Beneton Movie Gif • Blender • Animaker • Autodesk Maya 1.1.2.5 Video Definition Video is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. • It is a product of recording moving visual images by using a camera or video machine. • The term video refers to the moving picture, accompanied by sound such as a picture in television.


1.1 Introduction to Multimedia 11 • Video element of multimedia application gives a lot of information in small duration of time. • Digital video is useful in multimedia application for showing real life objects. • Video have highest performance demand on the computer memory and on the bandwidth if placed on the internet. • Digital video files can be stored like any other files in the computer and the quality of the video can still be maintained. • The digital video files can be transferred within a computer network. • The digital video clips can be edited easily. The use of Video • The embedding of video in multimedia applications is a powerful way to convey information which can incorporate a personal element which other media lack. • Promoting television shows, films, or other non-computer media that traditionally have used trailers in their advertising. • Giving users an impression of a speaker’s personality. • Showing things that move. For an example a clip from a motion picture. Product demos of physical products are also well suited for video. Advantages of Digital Video • One of the advantages of digitized video is that it can be easily edited. • The video is stored as a standard computer file. • Software motion video does not require specialized hardware for playback. • Digital video requires neither a video board in the computer nor an external device (which adds extra costs and complexity) such as a videodisc player. Long-lasting. Disadvantages of Digital Video • Requires large storage capacity devices. • Copies can be made illegally. • Need fast computer system for playback and capture. • Requires knowledge of digital compression technology. Type/Category • Analog o Analog video can be transferred in a variety of formats. o Video is recorded onto magnetic tapes. o Video frames are interlaced. • Digital


1.1 Introduction to Multimedia 12 o Digital video can be transferred in two ways. o High Definition Television (HDTV) Editing Software • Ulead Video Studio • Pinnacle Studio • CapCut • PowerDirector • FilmoraGo • Adobe Premiere Pro • Avidemux


1.1 Introduction to Multimedia 13 1.1.3 Purpose of Multimedia Elements (T1C2) Elements Purpose / Usage Text To enhance the effectiveness of multimedia program by considering the position of the text on the screen, length and legibility of the text. To deliver information such as name, date, places, prices. To explain concept and idea such as a process of doing something. To clarify other media such as a caption to a graphic. To serve as a link to another pages. Audio To provide listening pleasure of music, special effect or the ambience of a mood setting background. To provide interesting presentation. To capture attention: a sound in a multimedia presentation will capture an audience's attention. To enhance the experience and increases user's understanding and enjoyment. To make the presentation more exciting. To increase the associations the end-users make with the information in their mind (sound of a duck), thus increasing their retention rate. Audio adds an exciting dimension to a presentation. Graphics To make multimedia application more attractive. To illustrate ideas through still pictures. To convey information faster and easier. To serve as a link. Animation To convey information, add visual interest, or draw attention to important information in multimedia application. To serve as a learning aid by illustrating proper techniques, or explaining complex procedures. To make a presentation livelier and present complex concept briefly and easily. Animation is useful for illustrating concepts which involve movement. Can help organize thoughts and illustrate processes. Can graphically simplify complicated concepts and convey complex interrelationships, which are difficult to visualize. Inject humor and lightheartedness in a presentation via an animated cartoon. Can attract audience attention


1.1 Introduction to Multimedia 14 Video Video show the real situation of the event hence help viewers retain more of what they see. Video can deliver message more accurate within a short time. Video supports to reinforce a story. Provides a powerful and realistic impact in a multimedia program Video clips can be edited easily The digital video files can be stored like any other files in the computer and the quality of the video can still be maintained


1.1 Introduction to Multimedia 15 1.1.4 Applications of Multimedia Learning Outcomes: At the of this lesson, students should be able to: (a) State types of multimedia application representation. (b) Differentiate two-dimensional (2D), three-dimensional (3D) and fourdimensional (4D) design. (Axis, shape, dimension) (c) State the application of multimedia in business, education, entertainment and business. 1.1.4.1 Types of Multimedia Application Representation (T1C1) Three (3) types of multimedia application representation: • Two-Dimensional (2D) design • Three-Dimensional (3D) design • Four-Dimensional (4D) design The dimension is defined as the minimum number of coordinates needed to specify any point within it. Two-Dimensional (2D) • Two-dimensional (2D) shapes a some of the most common used in e-learning. These exist on both the x- and the y-axes. While these are flat (without the z-axis), plenty of information can be conveyed through 2D (icons, diagrams, glyphs, image maps, photographs). • A surface, such as the boundary of a cylinder or sphere, has a dimension of two (2D) because two coordinates are needed to specify a point on it – for example, both a latitude and longitude are required to locate a point on the surface of a sphere. • The two-dimensional (2D) square is bounded by one-dimensional (1D) lines


1.1 Introduction to Multimedia 16 Three-Dimensional (3D) • Three-dimensional (3D) imagery should involve clear size, shape, color measure for the optimal accuracy. These exist on the x-,y-axes and the z-axes • The inside of a cube, a cylinder or a sphere is three-dimensional (3D) because three coordinates are needed to locate a point within these spaces. • The three-dimensional (3D) cube is bounded by two-dimensional areas. Four-Dimensional (4D) • 4D, or fourth dimension, is essentially the same as 3D with the addition of time dimension. The physical object becomes unified with space and time in a 4D continuum. That is spacetime. • 4D is usually referred back to the 4D Euclidean space, which in mathematics is the Euclidean plane and three-dimensional space of Euclidean geometry, as well as the generalisations of these notions to higher dimensions. • Space and time are different categories and refer to absolute space and time. That conception of the world is a four-dimensional space but not the one that was found necessary to describe electromagnetism. • The four-dimensional (4D) tesseract is bounded by three-dimensional volumes. Scan the QR code to see the 4D tesseract.


1.1 Introduction to Multimedia 17 • The four dimensions (4D) of spacetime consist of events that are not absolutely defined spatially and temporally, but rather are known relative to the motion of an observer. 1.1.4.2 Differences among Two-dimensional (2D), Three-dimensional (3D) and Four-dimensional (4D) design (T1C2) Dimension 2D 3D 4D Full form Two-Dimensional Three-Dimensional Four-Dimensional Definition Represents an object with just two dimensions, i.e. length and height. Represents an object with three dimensions: Length, width, and height Represents an object with four dimensions: Length, width, height, and time/motion. Axis Use of x-axis and yaxis. Use of x-axis, y-axis and the z-axis. Apply x-axis, y-axis and the z-axis to a space with four dimensions. File size Relatively smaller than 3D and 4D. Relatively smaller than 4D and larger than 2D. Relatively larger than 2D and 3D. Rendering time Relatively shorter time. Relatively longer than 2D but shorter time than 4D. Take long hours Shape (Geometry) Flat (Rectangle, square, triangle, polygon) Life-like (Cylinder, sphere, cube, pyramid, prism) Abstract concept, Polychora (4- polytopes) made of polyhedra (made of two dimensional polygons). Dimension Length, and height no depth (width). Length, width, and height Length, width, height, and time/motion. Usage Regular films 3D Films that use optical illusion to create the representation of a three-dimensional film. A 3D film with the added effects that take place in specially designed theatres.


1.1 Introduction to Multimedia 18 1.1.4.3 Applications of Multimedia (T1C1) The influence of multimedia can see in every aspect of human life such as in business, education, entertainment, and health care. Multimedia in Business • Applications of multimedia in business are presentation, training, marketing, advertising, product demos, networked communication, etc. • With the use of multimedia presentations, the audience can easily understand a concept. It provides an effective and efficient way to grab the attention of the customers and share information about various products easily. • It is also used in business marketing to persuade customers to buy the products. • Examples of multimedia applications in business: o Service kiosk o Training Application o Sales/Marketing Presentation o Interactive Multimedia o Merchandising o Videoconferencing o Multimedia Travel Systems (FEDEX) o Financial Services o Real Estate o Corporate Training o Day Trading Multimedia in Education • Many schools are encouraging teachers to use multimedia along with their teaching skills to invoke interest for students in their studies. • It helps the brain to absorb and retain information more easily. • It increases learning effectiveness and is more productive than traditional learning methods. • The multimedia approach helps the students to develop higher-order thinking skills. • It provides easy access and fast delivery of tutorials, course material, tests and quizzes to users. • With the help of multimedia, students can learn at home without any personal instructor or teacher. • It also saves the time of writing. The sharing of study material is also easy with the help of multimedia as the material can be shared over the internet. • Examples of multimedia applications in education: o E-learning portal o Educational Website o Encyclopedia


1.1 Introduction to Multimedia 19 o Living Book o Distance Learning for virtual classrooms or online schools o Computer-based training (CBT) that allows people to learn at their own place o Visual aids o Self-guided tutorials o Interactive TV o Web-based learning o Courseware CD Multimedia in Entertainment • It is especially used to develop special effects in movies and video games. • Music and video apps are the most glaring example of the rise of multimedia in entertainment. • The use of multimedia in the gaming industry made it possible to make interactive games. • The integrated audio and visual effects make video games more fascinating. • Social Networking Apps along with multimedia tools allow users to watch and share photos/videos on social networking sites. • Audiobook and eBook reader apps on smartphones let users carry a book without excess load. • Examples of multimedia applications in entertainment: o Online games o Online movies o Online TV/Radio Streaming o Cinema (SFX) o Video Games o Virtual Reality(VR) Multimedia in Health Care • Multimedia best use in hospitals is for real time monitoring of conditions of patients in critical illness or accident. The conditions are displayed continuously on a computer screen and can alert the doctor/nurse on duty if any changes are observed on the screen. • Multimedia makes it possible to consult a surgeon or an expert who can watch an ongoing surgery line on his PC monitor and give online advice at any crucial juncture. • In hospitals multimedia can also be used to diagnose an illness with CD-ROMs/ Cassettes/ DVDs full of multimedia based information about various diseases and their treatment.


1.1 Introduction to Multimedia 20 • Some hospitals extensively use multimedia presentations in training their junior staff of doctors and nurses. • Multimedia displays are now extensively used during critical surgeries. • Examples of multimedia used in health care: o Telemedicine o Tele-surgery o Ultrasound o Wearables Technology (Smartwatch) o Medical Training o Anatomy and Physiology o Videoconferencing Network


1.1 Introduction to Multimedia 21 Exercise 1.1 Introduction to Multimedia 1 Define multimedia. Multimedia is any combination of text, graphics, sound, animation and video delivered to you by computer or other electronic or digitally manipulated means. 2 Identify three (3) hardware devices used for conveying multimedia. A screen - provides immediate feedback about the functions the computer is performing. Screens can display a range of different resolutions and can display text, image and video data. Speakers - another form of display, used for producing sound. Speakers may be located inside the system unit or may be external and connected via a port or sound card. Data projectors - display devices which allow audio visual display to an audience when a larger scale is required. 3 State the elements of multimedia. Text, Graphic, Audio, Video, Animation 4 Explain each of the elements that you mentioned. Text - Combination of alphabets, numbers and symbols. Graphic - Digital representation of images. Animation - A process of making a static image look like it is moving. Audio - Use of speech, music and sound effects. Video - Is a product of recording moving images by using a video camera. 5 What are the common use of text in Multimedia application? Heading / Title, Bullet / list, Paragraph, Scrolling text, Navigation, Text as graphics 6 Texts can be used for conveying information but it also has some limitations. In your opinion, what are the limitations of using text in web sites? Overdo the special effects that will cause distraction. Font compatibility- the default font used is not installed in users computer. 7 What are the factors to be considered in using text to produce effective multimedia program? Use suitable font, sans serif for headline and serif for body text. Length of the message, use bulleted point in large font and few words with lots of white space. Use different size and color to stress on the important point. Use meaningful words for links and menu.


1.1 Introduction to Multimedia 22 8 Explain the purpose of text. To deliver information such as price list. To explain concept and idea such as a process of doing something. To clarify other media such as a caption to a graphic. To serve as a link to another pages. 9 Give the examples of graphic. Charts and graphs, Photographs or Pictures, Drawings or Line arts, Clip arts, Buttons and banner, Backgrounds, Icons 10 Give two (2) types of graphic. Bitmap, Vector 11 Explain each type that you mentioned. Bitmap: Real images that can be captured from devices such as digital cameras or scanners. Vector: Flat pictures that use geometrical formulas to represent images. 12 Why the graphic is used? To make multimedia application more attractive. To illustrate ideas. To convey information faster and easier. To serve as a link. 13 Explain the purpose of animation. To convey information, add visual interest, or draw attention to important information in multimedia application. To serve as a learning aid by illustrating proper techniques, or explaining complex procedures. 14 Give two (2) types of animation. 2D animation, 3D animation 15 Explain the types of animation that you mentioned. 2D animation - Creating movements in basic objects, 2D images are plotted along two axis, X-axis and Y-axis. Flat animation, all actions happen in the x-y axes. 3D animation - Creating movements to 3D models on a three axis, X-axis, Y-axis and Z-axis. All actions happen in the x,y and z axes. 16 List one (1) example of animated series or movies in Malaysia for each types of animation that you mentioned. 2D animated movie : Aladdin, The Little Mermaid and Doraemon. 3D animated movie : Toy Story, Despicable Me and Boboiboy. 17 Give the types of audio. Analog, Digital 18 User usually use or insert audio in multimedia application to provide interesting presentation. Why? Give your reason. To capture attention. To enhance the experience and increases user's understanding and enjoyment. To make the presentation more exciting. 19 Video is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. Give two (2) types of video. Analog , Digital


1.1 Introduction to Multimedia 23 20 Give three (3) reasons why video provides a powerful impact in multimedia applications. Video show the real situation of the event hence help viewers retain more of what they see. Video can deliver message more accurate within a short time. Video supports to reinforce a story. 21 Identify the multimedia elements that have the given functions. (a) To provide listening pleasure of music, special effect or the ambience of a mood setting background. Audio (b) To make a presentation livelier and present complex concept briefly and easily. Animation (c) The most basic and simple element of multimedia but could deliver message effectively. Text 22 Discuss two (2) factors need to be considered in developing a good interactive multimedia interface. Consistent in designing the look and the behaviour of the interface. Do not overwhelm in using colours, make it simple. Use contra colour for background and content. Example, use darker background colour together with lighter content. 23 Explain two (2) types of multimedia application representation. One-way (unidirectional) communications: information is transferred in one direction only, from the sender to the receiver. There isn't any opportunity for the receiver to give feedback to the sender. Two-way (bidirectional) communications: a form of transmission in which both parties involved transmit information. 24 Differentiate among two-dimensional (2D), three-dimensional (3D) and fourdimensional (4D) design. 2D: Represents an object with two dimensions by using of x-axis and y-axis. 3D: Represents an object with three dimensions by using of x-axis, y-axis, and zaxis. 4D: Represents an object with four dimensions by apply of x-axis, y-axis, and zaxis to a space. 25 Describe one (1) application of multimedia in the following fields. (a) Business: Multimedia presentation provides an effective and efficient way to grab the attention of the customers. (b) Education: Visual aids helps the brain to absorb and retain information more easily. (c) Entertainment: Visual effects make video games more fascinating. (d) Healthcare: Telemedicine makes it possible to consult a surgeon or an expert who can watch an ongoing surgery line on his PC monitor and give online advice at any crucial juncture.


1.2 Multimedia Design 24 1.2 Multimedia Design 1.2.1 Multimedia Project Design and Development Learning Outcomes: At the of this lesson, students should be able to: (a) State pre-production, production and post-production phases. (b) Describe pre-production, production and post-production phases. A multimedia product is made up of many ingredients from existing print products or from a multitude of software. Each product has its own set of requirements. 1.2.1.1 Three-phase multimedia design (T1C1) For many years, film and video producers have utilized a popular process model known as the three Ps: preproduction, production, and postproduction (see Figure 1.2.1). The elegance and simplicity of this three-phase model have contributed to its widespread adoption as a conceptual framework for the production process. A model like this is helpful because it consolidates the individual steps of a complex process into a smaller subset of related categories that are easier to remember and track. Like the older media it represents, the three Ps is a linear model. Preproduction comes first, followed by production and postproduction. Figure 1.2.1 The three Ps There are three (3) fundamental activities that are common to all kind of multimedia products; pre-production, production, and post production. These activities can be summarized as follows:


1.2 Multimedia Design 25 Phase 1: Pre-production phase Preproduction is the planning phase of the design process and includes a broad set of activities required for a successful outcome. • Idea o The first question we ask is “why” you want to develop a multimedia project? Is multimedia the best option, or would a print product being more effective? Is the idea marketable? • Project Goals o We determine what the product needs to accomplish. The goals have to be measurable and behaviour-based from the visitor’s standpoint. • Demographics of Target Audience o Who is your product speaking to? Age Gender Educational background Socioeconomic level Ethnic background Language Profession Expectations • Delivery Medium o How will your message or information reach the audience? CD-ROM Disks Web Intranet Notes Computer kiosks What types of equipment your audience have? What obstacles must be overcome? • Authoring Tools o We determine the authoring tool to be used in the project. This is the vehicle for integrating all the pieces: Text Graphics Animation Sound Video • Planning


1.2 Multimedia Design 26 o Planning is the crucial factor determining success and failure. If you fail to plan, you are planning to fail. o We determine: What building blocks go into your multimedia project? How long will each task take? How much will the product cost? Who is going to do the work? • Resource Organization o The product’s content is arranged into categories or groups. From this organization, comes the interface, which leads the user to the information. • Flowcharting o The flowchart is a visual outline of the content. Each level or link represents a screen and/or control that must be created. This “roadmap” is essential for the production phase. • Orientation o The opening screens are the graphic and verbal directions to enable the user to find his way around the content. • Navigation o The flowchart is the roadmap, and the navigation is the signposts. Remember, the shortest path between two points is a straight line. • Defining Screen Action o The screen or interface action directs how the interface responds to the user. o Think of your users: What they will want or need? What their expectations may be? What assumptions they may make while using your product? • Designing Interface Controls o At this step, the interface controls (how the user interacts with the computer screen) for each portion of the projects is designed. The functionality is analyzed and evaluated individually and as a whole throughout the product. • Storyboards o The storyboards are the blueprints for your multimedia project. These rough sketches bring together all the elements with the controls and depict the sequence of the action. • Theme Development o The visual theme or style is determined by the content and the audience. The best theme is broad enough to incorporate various media without imposing stylistic limitations but narrow enough to ensure consistency across screens. • Interface Layouts


1.2 Multimedia Design 27 o Each object on the screen serves a purpose and communicates a visual message about the content to the user. The goal is to keep users oriented and draw them into the product. • Creating Interface Elements o The interface design is broken down into individual components, which are constructed using a variety of methods and tools. These components may include images, graphics, text, video, sound, and animation. • Creating Access Controls o The interface controls designed earlier are now created and constructed. They should be self explanatory and contribute to the overall screen design. These controls can be buttons, icons, images, or text. • Integrating Media Elements o The authoring tool is used to pull together and blend all the media elements into a cohesive whole. As the elements come together, the storyboards come to life. • Creating Prototype Interfaces o The shells become the prototype screens and provide the foundation for production. These prototypes are your first experiment in using your creation. Phase 2: Production phase Production is the acquisition or design phase of a project where the individual pieces of a multimedia project are acquired or produced. • Scriptwriting o The scripts for the text, transitions, audio narrations, voice-overs, and video are written. Even existing material needs to be rewritten and reorganized for an electronic medium. • Editing o All the scripts, interfaces, and text content are edited for clarity, grammar, and consistency. • Creating Original Art Notes o Illustrations, graphics, buttons, and icons are created using the prototype screens as a guide. • Digitizing Art o Existing photographs, illustrations, and graphics are digitized for use in an electronic medium. o Electronically generated art as well as digitized art must be prepped for use; number of colours, palettes, resolution, format, and size are addressed.


1.2 Multimedia Design 28 • The 3D Modeling and Animation o The 3D artwork is created, rendered, and then prepared for use in the authoring tool. The 3D animations require their own storyboards & schedules. • Shooting and Digitizing Video o The edited scripts are used to plan the identify location, performers, time schedules and budget, then the shoot is scheduled. • Recording and Digitizing Audio o Similarly, the edited scripts (or a composer, if using music) are used to plan the budget, performers and time schedules after which the recording session is scheduled. • Authoring o All the pieces come together in the authoring tool. Functionality is programmed, and 2D animation is developed. From here, the final working product is created. • Proofreading o Every word on the screen is proofread and checked for consistency of formatting. In addition, the proofreader reviews all video and audio against the edited scripts. • Quality Control o Quality control goes on throughout the process. The storyboards are helpful for checking the sequencing. Phase 3: Post-production phase Postproduction is the assembly phase of a project. • Testing o The product is tested on multiple computers and monitors. • Mastering o Mastering can be as simple as writing a CD-ROM or floppy disk (online or offline). Orit can be as complex as sending the files to a service that will create a pre-master from which the master is made. • Archiving o The original files, including audio, video, and the native software formats, are archived for future upgrades or revisions. • Duplication o The duplicates are created from the original and packaged accordingly. • Distribution o The final step in the process is distributing your multimedia project.


1.2 Multimedia Design 29 1.2.2 Multimedia Authoring Tools Learning Outcomes: At the of this lesson, students should be able to: (a) State the types of multimedia authoring tools. (Time-Based, Icon-Based, Card/Page-Based) (b) Differentiate among types of multimedia authoring tools. (c) Explain multimedia navigation (hypertext, hypermedia, tab, audio, hand gesture) 1.2.2.1 Multimedia Authoring Tools (T1C1) An authoring tool is a software that allow its user to create multimedia applications for manipulating multimedia objects. It is a tools that provide the capability for creating a complete multimedia presentation, including interactive user control. Authoring software provides an integrated environment for combining the content and functions of a project. It enables the developer to combine or merge text, graphics, audio, video, and animation into an interactive presentation/ project. It gives the framework for organizing and editing the components of a multimedia project. Products developed by authoring tools: • Games • Interactive Web sites • Demo disks and guided tours • Presentations • Kiosk applications • Interactive training • Simulations, prototypes, and technical visualizations There are three (3) types of multimedia authoring tools: • Time-based • Page/Card based • Icon-based


1.2 Multimedia Design 30 1.2.2.2 Types of Multimedia Authoring Tools (T2C2) Three (3) types of multimedia authoring tools: • Time-based • Icon-based • Card/Page-based Time-Based Icon-Based Card/Page-Based Definition Allow the designer to arrange elements and events of the multimedia project along a well-defined time line. Allow the designer to organize multimedia elements into a structural framework, displayed as flow diagrams with branching paths. Allow the designer to arrange elements as pages of a book or a stack of a cards. Metaphor Using a movie metaphor – like a movie on videotape, you start the multimedia title and it plays until some action causes it to pause or stop. Using symbols in a flowchart scheme – each icon represents a particular event. Using a card stack metaphor – cards are developed that have different elements associated with them and are put in stacks. Usage These tools are best to use for those projects, wherein the information flow can be directed from beginning to end much like the movies. A nontechnical multimedia author can also build sophisticated applications without scripting using icon based authoring tools. Best used when the bulk of your content consists of elements that can be viewed individually.


1.2 Multimedia Design 31 Time-Based Icon-Based Card/Page-Based Advantages Good for creating animation. Branching, user control, interactivity facilities. Clear Structure – you can easily see how a title is structured, that is, the flow of a program and especially the branching. Easy editing and updating. Easy to understand – one screen is equal to 1card or 1page. Easy to use as these tools provide template. Short development time. Disadvantages Expensive Large file size Steep learning curve to understand various features. Difficult to learn. Expensive. Some run only on one platform. Tools not as powerful as equivalent standalone. Software Examples Macromedia's Director Macromedia Flash Macromedia Authorware IconAuthor ToolBook HyperNext Studio Hyper Studio PhytonCard


1.2 Multimedia Design 32 1.2.2.3 Multimedia Navigation (T1C2) Links allow you to obtain information in a nonlinear way. That is, instead of accessing topics in a specified order, you move directly to a topic of interest. Branching from one related topic to another in a nonlinear fashion is what makes links so powerful. Some people use the phrase, navigation, to refer to the activity of using links to explore the contents. Navigation is outline of the connections or links among various areas of your content and help you organize your content and messages. A navigation map (or site map) provides you with a table of contents as well as a chart of the logical flow of the interactive interface (linear / non-linear). Four (4) types of multimedia navigation: • Hypertext • Hypermedia • Tabbed navigation • Audio navigation • Gesture-based navigation


1.2 Multimedia Design 33 Hypertext • Hypertext refers to links in text-based documents. • It refers to the system of managing the information related to the plain text. • Hypertext is usually searchable. • Every word can be indexed for searching. • Advanced searches can be formulated using Boolean search operators. • Filtering mechanisms can be used to change how and what text is delivered. • Indexing is necessary to search multiple hypertext documents. o Queries search the index rather than actual documents. o Web search engines index pages and documents on the Internet. Hypermedia • Hypermedia refers to connecting the hypertext with media such as graphics, sounds and animations. • Hypermedia combines text-based links with graphic, audio, and video links. • Interactive multimedia that provides a structure of linked elements is hypermedia. • Words that are keyed or linked to other elements are called hypertext. • Any element can be “hyper,” including pictures, logos, and icons. • Hypermedia structures o Hypermedia elements are often called nodes. o Nodes are connected with links. o A linked point is called an anchor. Tabbed Navigation • Tabbed navigation refers to the clickable area at the top that shows another page or area. • It allows to switch between options in a program, separate documents or web pages. • Current browsers typically support tabbed browsing, where the top of the browser shows a tab (similar to a file folder tab) for each webpage you display (shown in Figure 1-2-2-3). • To move from one displayed webpage to another, you tap or click the tab in the browser. • Tabbed browsing allows users to have multiple home pages that automatically are displayed when the browser runs.


1.2 Multimedia Design 34 Figure 1-2-2-3 Tabbed browsing in a Web browser Figure 1-2-2-4 Tabbed Browsing in Windows Explorer


1.2 Multimedia Design 35 Audio Navigation Audio navigation refers to control and handling multimedia applications using audio. Audio navigation allow mobile computer users to carry out a location task while their eyes, hands and attention are often otherwise engaged. Audio navigations have typically been designed to meet the needs of visually handicapped users, and generally (though not exclusively) employ speech-audio. With voice navigation, you can hear traffic alerts, where to turn, which lane to use, and if there's a better route. Advantages • Speed. Just think: the moment you think of it, you can already say it. Even top-level typists can’t do that. • Requires no training or onboarding. • Users don’t need to use their fingers. Disadvantages • Feeling strange talking to a machine. • Private issues. • Hearing or speaking difficulties. Gesture-based Gestures can originate from any bodily motion or state but commonly originate from the face or hand. Users can use simple gestures to control or interact with devices without physically touching them. Gesture-based navigation refers to using specific physical gestures in order to operate an interface. It provides the user with a new form of interaction that mirrors their experience in the real world. They feel natural and require neither interruption nor an additional device. Furthermore, they do not limit the user to a single point of input, but instead offer various forms of interaction. In hospitals, gesture-based is being used to help doctors and surgeons view images and records without having to step foot out of the operating room.


1.2 Multimedia Design 36 Advantages: • It provides a simple, usable and interesting user interface and satisfies the need for more freedom in a human computer interaction environment. • The expectations of the users, the cognitive and psychological design aspects of the gesture-based interaction technology are met perfectly and an easy to understand and use. • It provides people new experience and great pleasure which traditional interaction could not offer. It makes the interaction between human and computer more natural. It has been illustrated in science fiction movies that this technology can improve people’s lives if it is applied rightly. • Based on the interviewees’ feelings, the gesture-based interaction device e.g. Xbox console is an amazing new device, well worth of trying. • It is considered as a powerful tool for computers to begin to understand human body language. • It is widely used in various application areas since it gives the user a new experience of feeling. Hand gesture-based Navigation Hand gesture-based navigation refers to control and handling multimedia applications through hand gesture recognition scheme. Hand gesture-based electronic device control is gaining more importance nowadays. Most electronic devices focus on the hand gesture recognition algorithm and the corresponding user interface. Hand Gesture Based Remote is a device to replace all other remotes used in households and perform all their functions. Normally in homes, remotes are used for appliances like TV, CD player, Air Conditioner, DVD Player and Music System. Remotes are also used for lights ON/OFF control, Door Opener, etc. All these devices can be controlled by one Universal Remote. Though the technology is synchronized for all remotes (Infrared Transmission and ON/OFF modulation in the range of 32-36 kHz), there is no agreed convention on code format for data transmission. Communication between remote and appliances is established by following a predefined code.


1.2 Multimedia Design 37 Exercise 1.2 Multimedia Design 1 Multimedia project design and development consists of three (3) phases. (a) State the three (3) phases in multimedia project design and development. preproduction, production, and postproduction (b) List one (1) activities in each phases that you have mentioned above. Preproduction: Definition of product idea Production: Product components design Postproduction: Scenes composition 2 Describe the three (3) phases that you have mentioned in 1(a). Preproduction is the planning phase of the design process and includes a broad set of activities required for a successful outcome. Production is the acquisition or design phase of a project where the individual pieces of a multimedia project are acquired or produced. Postproduction is the assembly phase of a project. 3 The elements of design are the fundamental building blocks of visual content. List eight (8) elements of design that are common to all forms of visual communication: space, dot, line, shape, form, texture, pattern, and color. 4 The principles of design are formal rules and concepts for optimizing the arrangement and presentation of two-dimensional visual elements. (a) State three (3) categories of design principles. Unity, emphasis, perceptual forces (b) Give all the general principles of design for each category that you have mentioned in 4(a). Unity: Proximity, Alignment, Similarity, Repetition Emphasis: Contrast, Color, Depth, Proportion Perceptual forces: Balance, Continuation, Figure-ground, Psychological closure 5 State three (3) types of multimedia authoring tools. Time-based, Icon-based, Card/Page-based 6 Differentiate among the three (3) types of multimedia authoring tools. Time-based: The elements and events are organized along a timeline. Page-based /Card-based: The elements and events are organized as pages of a book. Icon-based: The elements and events are organized as objects in a structural framework or process. 7 Explain the following multimedia navigation. (a) Hypertext: links in text-based documents. (b) Hypermedia: combines text-based links with graphic, audio, and video links. (c) Tab: the ability to navigate between focusable elements within a structured user interface with the [tab] key.


1.2 Multimedia Design 38 (d) Audio: Allow mobile computer users to carry out a location task while their eyes, hands and attention are often otherwise engaged. (e) hand gesture: originate from hand motion to interact with devices without physically touching them.


1.3 Multimedia Delivery 39 1.3 Multimedia Delivery (T2C2) Learning Outcomes: At the of this lesson, students should be able to: (a) Differentiate offline and online Multimedia Delivery. Multimedia delivery is the distribution of rich multimedia content to users. Multimedia content is the presentation of integrated text, graphics, video, animation and sound. OEMs and third parties deliver diverse types of multimedia content, through a variety of media. Multimedia content can be delivered via online using the Internet via webinars, webcasts, chat sessions, blogs, and social media sites, or by offline using traditional methods such as CDs and DVDs. Multimedia Projects can also be delivered online (webs) and through PDAs/Hand-held Devices. 1.3.1 Offline Methods Multimedia application is delivered by a medium that is not controlled by or directly connected to a computer or the Internet. E.g. hard disk, solid state drive (SSD), CD/DVD/Blu-Ray. The primary media for delivering multimedia projects using offline methods are: • Compact disc read-only (CD-ROM) • Digital Versatile Disc (DVD) / Blu-ray disc (BDA) • HD Media player CD-ROM • The most cost-effective distribution medium for multimedia projects. • It can contain up to 80 minutes of full-screen video or sound. • capacity 700MB DVD-ROM / Blu-ray disc • Multilayered DVD technology increases the capacity of current optical technology to 18 GB. • DVD authoring and integration software is used to create interactive front-end menus for films and games. • Blu-ray disc (Blu-ray Disc Association BDA) is next generation format for highdefinition video and high density data. A single-layer disc can fit 23.3, 25, or 27 GB (enough for approximately four hours of high definition video with audio). It supports 25GB for one layer, 50GB for two and 100GB for four.


1.3 Multimedia Delivery 40 • DVD video offers high quality full motion video in a standard format which can be viewed with a standard player and television. • Multimedia CD/DVD can be played on most personal computers and may be used for video as well as any type of multimedia content which can be delivered online. • These formats are portable for convenient viewing at different places at any time, but interactivity is limited. • Delivery can take days or weeks via “snail mail” or shipping companies. Content distributed in this manner (offline) can become stale and updates may not be timely. This delivery method is more feasible at lower volumes. HD Media player • HD Media player is one very popular as it can be use to display offline multimedia. • HD media player or HDD media player (HDMP) is a consumer product that combines digital media player with a hard drive (HD) enclosure with all the hardware and software for playing audio, video and photos to a television. Hard disk drive A “non-volatile” storage drive, which means it can retain the stored data even when no power is supplied to the device, that is used in laptops and desktop computers. Solid state drive A non-volatile memory computer hardware that stores data without moving parts. Comparison between hard disk drive and solid state drive. Hard Disk Drive Solid State Drive Capacity can store up to 8TB of storage. can store up to 8TB of storage. Speed (data transfer) Relatively slower data transfer rate Relatively faster data transfer rate Lifespan/ durability a better long-term storage device. less reliable for long-term storage. Purpose used for longer data storage. primarily for fast data retrieval. Example Seagate Exos 4TB Hard Drive Samsung MZ-77Q8T0BW 870QVO 8TB SSD


1.3 Multimedia Delivery 41 1.3.2 Online Methods More and more frequently, multimedia content is being delivered via the internet in an ever-increasing list of ways, including public web sites, dealer portals, blogs, social media sites, and chat rooms. Web based or cloud based can be used to deliver multimedia content thus learning or other activities can happen anywhere and anytime. • Web based o multimedia application can be delivered through web page/ web site such as Youtube, EPSA o Example of Cloud Based Amazon Fire TV iCloud EPSA - E-Pembelajaran Sektor Awam • Cloud based – multimedia application can be store in storage computing and communication technology which enable the realization of multimedia service networks such as video-on-demand service Online content can be accessed by a desktop PC for on demand viewing or downloaded locally for later viewing. Access is available anywhere at anytime subject to the constraints of the viewer’s Internet Service Provider (ISP) and/or Local Area Network (LAN) and the owner of the content. Control can be added to allow authorized users to access the appropriate content from a store location. A great deal of interactivity can be achieved with Internet technologies. Content can be fresh with timely updates but this method can be bandwidth intensive for the viewer’s local area network. Bandwidth consumption is relative to video quality and number of concurrent users on the same network. Open solution cache devices may help control overall bandwidth consumption by temporarily storing content locally. The global telecommunications network provides a data highway for transmitting multimedia content. Uses for the Internet include: • Online book and magazine content • Feature-length movies played at home • Live news and weather reports


1.3 Multimedia Delivery 42 • Distance education • Maps, restaurant listings, and other regional guides


1.3 Multimedia Delivery 43 The differences between offline and online multimedia delivery. Criteria / Media Offline (hard disk, solid state drive, CD/DVD) Online (cloud, web) Contents Permanent and not changeable. Can be changed and updated at any time by the developer. Robustness Content remains as original. Content prone to damage and lost Accessibility Can be accessed without internet. Require broadband Internet connection. Capacity Can store high end multimedia elements such as video Limited in picture size and low resolution video Speed (data transfer rate) Relatively faster data transfer rate. Subject to the constraints of the viewer’s Internet Service Provider (ISP) or network. Ease of editing Can be permanently stored and are not editable. Easy editing but can be changed and damaged or deleted by irresponsible individuals Easy updatable Information on a multimedia can be quickly outdated. Information for multimedia can be updated easily and is cheaper.


1.3 Multimedia Delivery 44 Exercise 1.3 Multimedia Delivery 1 Define multimedia delivery. Multimedia delivery is the distribution of rich multimedia content to users. 2 Differentiate between offline and online Multimedia Delivery. Offline: multimedia product delivered through CD/DVD-based. Online: multimedia product delivered through the Internet. 3 Give one (1) example for each type of multimedia delivery. Offline: Compact disc read-only (CD-ROM), Digital Versatile Disc (DVD) / Bluray disc (BDA) Online: The Internet 4 Identify appropriate type of multimedia delivery use based on the statements below: (a) Deja Company has developed a computer game for children and the file size of the application is 450 MB. Offline (b) Mar’s Company has deal the contract to develop interactive learning applications. Targeted users are all over the world and the user does not need to install the software. Online (c) To deliver downloadable interactive multimedia such as movies to home users. Online (d) To deliver high definition television recording and high definition video. Offline 5 Give three (3) examples of media distribution that might be used in delivering multimedia project. CD-ROM, DVD-ROM, BD-ROM, Flash Drive, The Internet


2.1 Introduction to Database 45 Topic 2: Fundamental of Relational Database 2.1 Introduction to Database Learning Outcomes: At the of this lesson, students should be able to: (a) Define database, database systems and database management systems (DBMS). (b) Differentiate between file processing systems and the database system. (c) Describe advantages and disadvantages of using database system. (d) Identify components of database environment. 2.1.1 Database, Database Systems and Database Management Systems (DBMS) (T2C1) 2.1.1.1 Database A database is an organized collection of data stored and accessed electronically. A database is usually controlled by a database management system (DBMS). 2.1.1.2 Database system Together, the data and the DBMS, along with the applications that are associated with them, are referred to as a database system. Data within the most common types of databases in operation today is typically modeled in rows and columns in a series of tables to make processing and data querying efficient. The data can then be easily accessed, managed, modified, updated, controlled, and organized.


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