Multimedia refers to content that uses a combination of different content forms. This contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material. Multimedia includes a combination of text, audio, still images, animation, video, or interactivity content forms.
Categories of multimedia:-Multimedia may be broadly divided into
1.Linear and
2.Interactive (Non-linear).
Linear active content progresses often without any navigational control for the viewer such as a cinema presentation. Non-linear uses interactivity to control progress as with a video game or self-paced computer based training. Hypermedia is an example of non-linear content.
Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
Components of multimedia:-
1) Computer System: Workstation,MPEG/Video/DSP
2) Communication Networks : Token Ring,FDDI , Ethernet,Intranet,ATM ,Internet
3) Display Devices :Hi-Rsolution monitors,CD-quality speakers,Colour printers,HDTV,SVGA,etc.
4) Capture devices : -Video Camera,Video Recorder ,Audio Microphone,Keyboards,Mice
5) Storage devices :- Hard disks,CD ROM,DVD,etc.
Major characteristics:-
Multimedia presentations may be viewed by person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Broadcasts and recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand.
Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an on-line network, or locally with an offline computer, game system, or simulator.
The various formats of technological or digital multimedia may be intended to enhance the users' experience, for example to make it easier and faster to convey information. Or in entertainment or art, to transcend everyday experience.
Application:-Multimedia finds its application in various areas including, but not limited to, advertisements, art, education, entertainment, engineering, medicine, mathematics, business, scientific research and spatial temporal applications.