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Lecture 1.1 Introduction To Multimedia

Chapter 1 of 'Fundamentals of Multimedia' introduces the concept of multimedia, highlighting its various definitions and components, including text, audio, images, and video. It discusses the evolution of multimedia from early communication forms to modern applications, emphasizing the role of technology and software tools in shaping multimedia experiences. The chapter also touches on future trends and research areas within multimedia, such as multimedia processing, system support, and user interaction.

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Anna Poorani
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0% found this document useful (0 votes)
24 views22 pages

Lecture 1.1 Introduction To Multimedia

Chapter 1 of 'Fundamentals of Multimedia' introduces the concept of multimedia, highlighting its various definitions and components, including text, audio, images, and video. It discusses the evolution of multimedia from early communication forms to modern applications, emphasizing the role of technology and software tools in shaping multimedia experiences. The chapter also touches on future trends and research areas within multimedia, such as multimedia processing, system support, and user interaction.

Uploaded by

Anna Poorani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 22

8/18/2020

Fundamentals of Multimedia 3rd ed., Chapter 1

Chapter 1
Introduction to
Multimedia

1. What is Multimedia?
2. Multimedia: Past and Present
3. Multimedia Software Tools: A
Quick Scan
4. Multimedia in the Future

1 Li, Drew, & Liu © Springer 2021

Fundamentals of Multimedia 3rd ed., Chapter 1

1.1 What is Multimedia?


• When different people mention the term multimedia, they
often have quite different, or even opposing,
viewpoints.

- A consumer entertainment vendor: interactive TV


with hundreds of digital channels available, or a
cable TV-like service delivered over a high-speed
Internet connection; a smartphone.
- A Computer Science (CS) student: applications that
use multiple modalities, including text, images,
drawings (graphics), animation, video, sound
including speech, and interactivity.
- Graphics, visualization, HCI, artificial intelligence,
computer vision, data compression, graph theory,
networking, database systems all have
contributions to make in multimedia.
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1.1.1 Components of
Multimedia
• Multimedia involves multiple modalities of text,
audio, images, drawings, animation, and
video.
Examples of how these modalities are put to use:
1. Video-conferencing
2. Tele-medicine
3. A web-based video editor that lets anyone create a
new video by editing, annotating, and remixing
editable professional videos on the cloud
4. Geographically-based, realtime augmented-reality,
massively multiplayer online video games
5. Shapeshifting TV, where viewers vote on the plot path
6. A camera that suggests 3what would be the best
Li, Drew, & Liu type
© Springer 2021
of next shot for developing good storyboards

Fundamentals of Multimedia 3rd ed., Chapter 1

7. Cooperative education environments that allow


schoolchildren to share a single educational game
using two mice at once
8. Searching (very) large video and image databases
for target visual objects, using semantics of objects
9. Compositing of artificial and natural video into hybrid
scenes
10. Visual cues of video-conferencing participants,
taking into account gaze direction and attention
11. Making multimedia components editable — allowing
the user side to decide what components, video,
graphics, and so on are actually viewed —
making components distributed
12. Building “inverse-Hollywood” applications that can
recreate the process by which a video was
4 Li, Drew, & Liu © Springer 2021
made.

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Multimedia Research Topics and


Projects
• To the computer science researcher, multimedia consists of
a wide variety of topics:
1. Multimedia processing and coding: multimedia
content analysis, content-based multimedia
retrieval, multimedia security, audio/image/video
processing, compression, etc.
2. Multimedia system support and networking:
network protocols, Internet, operating systems,
servers and clients, quality of service (QoS), and
databases.
3. Multimedia tools, end-systems and applications:
hypermedia systems, user interfaces, authoring
systems, multi-modal interaction and integration:
“ubiquity” — web-everywhere devices, multimedia
education including Computer Supported Collaborative
Learning, and design and5 applications of virtual
Li, Drew, & Liu © Springer 2021

environments.

Fundamentals of Multimedia 3rd ed., Chapter 1

2. Multimedia: Past and


Present
1. Early History of Multimedia

1. Newspaper: perhaps the first mass


communication medium, uses text, graphics,
and images.
2. Motion pictures: conceived of in 1830’s
in order to observe motion too rapid for
perception by the human eye.
3. Wireless radio transmission:
Guglielmo Marconi, at Pontecchio, Italy, in
1895.
4. Television: the new medium for the 20th
century, established video as a commonly
available medium and 6has since changed the
Li, Drew, & Liu © Springer 2021
world of mass communications.

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5. The connection between computers and ideas about


multimedia
covers what is actually only a short period:
• 1945 – Vannevar Bush wrote a landmark article describing what
amounts to a hypermedia system called Memex.

 Link to full V. Bush 1945 Memex article, “As We May Think”

• 1965 – Ted Nelson coined the term hypertext.

• 1967 – Nicholas Negroponte formed the Architecture Machine


Group.

• 1968 – Douglas Engelbart demonstrated the On-Line


System (NLS), another very early hypertext program.

• 1969 – Nelson and van Dam at Brown University created an early


hypertext editor called FRESS.

• 1976 – The MIT Architecture Machine Group proposed a project


entitled Multiple Media — resulted in the Aspen Movie Map,
the first hypermedia videodisk, in 1978.
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Fundamentals of Multimedia 3rd ed., Chapter 1

• 1985 – Negroponte and Wiesner co-founded the MIT Media Lab.

• 1989 – Tim Berners-Lee proposed the World Wide Web

• 1990 – Kristina Hooper Woolsey headed the Apple Multimedia


Lab.

• 1991 – MPEG-1 was approved as an international standard for


digital video
— led to the newer standards, MPEG-2, MPEG-4, and further
MPEGs in the 1990s.

• 1991 – The introduction of PDAs in 1991 began a new period in


the use of computers in multimedia.

• 1992 – JPEG was accepted as the international standard for


digital image compression — led to the new JPEG2000 standard.

• 1992 – The first MBone audio multicast on the Net was made.
8 Li, Drew, & Liu © Springer 2021

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• 1993 – The University of Illinois National Center for


Supercomputing Applications produced NCSA Mosaic—the
first full-fledged browser.

• 1994 – Jim Clark and Marc Andreessen created the


Netscape program.

• 1995 – The JAVA language was created for platform-


independent application development.

• 1996 – DVD video was introduced; high quality full-length


movies were distributed on a single disk.

• 1998 – XML 1.0 was announced as a W3C Recommendation.

• 1998 – Hand-held MP3 devices first made inroads into


consumerist tastes in the fall of 1998, with the introduction of
devices holding 32MB of flash memory.

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Fundamentals of Multimedia 3rd ed., Chapter 1

1.2 Hypermedia, WWW, and


Internet
• A hypertext system: meant to be read nonlinearly, by
following links that point to other parts of the
document, or to other documents (Fig. 1.1)

• HyperMedia: not constrained to be text-based, can


include other media, e.g., graphics, images, and
especially the continuous media, sound and video.

- The World Wide Web (WWW) — the best


example of a hypermedia application.

• Multimedia means that computer information can be


represented through audio, graphics, images, video, and
animation in addition to traditional media.
10 Li, Drew, & Liu © Springer 2021

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Fig 1.1: Hypertext is nonlinear


11

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Fundamentals of Multimedia 3rd ed., Chapter 1

HTML (HyperText Markup


Language)
• HTML: a language for publishing Hypermedia on the
WWW — defined using SGML (Standard
Generalized Markup Language):
1. HTML uses ASCII, it is portable to all different (possibly
binary incompatible) computer hardware.
2. The current version of HTML is version 4.01.
3. The next generation of HTML, HTML5, is still
under development.

• HTML uses tags to describe document


elements:
– <token params> — defining a starting point.
– </token> — the ending point of the element.
– Some elements have no ending tags.

12

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• A very simple HTML page is as follows:

<html> <head>
<title>
A sample web page.
</title>
<meta name= "Author" content= "Cranky
Professor">
</head> <body>
<p>
We can put any text we like here,
since this is a paragraph element.
</p>
</body> </html>

• Naturally, HTML has more complex structures and can be


mixed in with other standards.

13 Li, Drew, & Liu © Springer 2021

Fundamentals of Multimedia 3rd ed., Chapter 1

XML (Extensible Markup


Language)
• XML: a markup language for the WWW in which
there is modularity of data, structure and
view so that user or application can be able
to define the tags (structure).

• Example of using XML to retrieve stock information


from a database according to a user query:
1. First use a global Document Type Definition
(DTD) that is already defined.
2. The server side script will abide by the DTD rules
to generate an XML document according to the query
using data from your database.
3. Finally send user the
14
XML Style Sheet (XSL)
Li, Drew, & Liu © Springer 2021
depending on the type of device used to display the
information.

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• In addition to XML specifications, the following XML-


related specifications are standardized:
• XML Protocol. Used to exchange XML information
between processes. It is meant to supersede HTTP
and extend it as well as to allow interprocess
communications across networks.
• XML Schema. A more structured and powerful
language for defining XML data types (tags). Unlike a
DTD, XML Schema uses XML tags for type
definitions.
• XSL. This is basically CSS for XML. On the other hand,
XSL is much more complex, having three parts:
XSL Transformations (XSLT), XML Path
Language (XPath), and XSL Formatting Objects.
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Fundamentals of Multimedia 3rd ed., Chapter 1

• An example of an XML document structure


— the definition for a small XHTML
document:
<?xml version="1.0" encoding="iso-8859-
1"?>
<!DOCTYPE htmlPUBLIC "- //W3C//DTD XHTML
1.0”
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-
transition.dtd">
<html xmlns="
http://www.w3.org/1999/xhtml">
... [html that follows the above
mentioned XML rules]
</html>
16 Li, Drew, & Liu © Springer 2021

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1.2.3 Multimedia in the New


Millennium
• 2000 WWW size was estimated at over 1 billion pages.
• 2001 The first peer-to-peer file sharing system, Napster,
was shut down by court order. Coolstreaming
was the first large-scale peer-to-peer streaming
system, attracting over 1 million users by 2004. First
commercial 3G wireless network.
• 2003 Skype: free peer-to-peer voice over the Internet.
• 2004 Web 2.0 promotes user collaboration and
interaction. Examples include social networking,
blogs, wikis.
- Facebook founded.
- Flickr founded .
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Fundamentals of Multimedia 3rd ed., Chapter 1

• 2005 YouTube created.


Google launched
online maps
• 2006 Twitter created: 500 million users in 2012, 340 million
tweets per day.
- Amazon launched its cloud computing platform.
-Nintendo introduced the Wii home video game
console -- can detect movement in three dimensions.
• 2007 - Apple launched iPhone, running the iOS mobile
operating system.
- Google launched Android mobile operating system.
• 2009 - The first LTE (Long Term Evolution) network was
set, an important step toward 4G wireless
networking.
-James Cameron’s film, Avatar, created a surge on the
interest in 3D video. 18 Li, Drew, & Liu © Springer 2021

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• 2010 - Netflix migrated its infrastructure to the Amazon’s


cloud computing platform.
- Microsoft introduced Kinect, a horizontal bar with full-
body 3D motion capture, facial recognition and voice
recognition capabilities, for its game console Xbox 360.

• 2012 - HTML5 subsumes the previous version, HTML4.


HTML5 is a W3C “Candidate Recommendation”; it is
able to run on low powered devices such as
smartphones and tablets.

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Fundamentals of Multimedia 3rd ed., Chapter 1

• 2013 - Twitter offered Vine, a mobile app that enables its


users to create and post short video clips.
-Sony released its PlayStation 4 a video game console,
which is to be integrated with Gaikai, a cloud-based gaming
service that offers streaming video game content.
- 4K resolution TV started to be available in the consumer
market.
• 2015 YouTube launched support for publishing and
viewing 360- degree videos, with playback on its website
and its Android mobile apps.
-AlphaGo, a computer program that plays the board
game Go, became the first program to beat a human
professional player. Its core technology Deep Learning
attracted significant attention and have seen success in
multimedia content understanding and generation.

20 Li, Drew, & Liu © Springer 2021

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• 2016 HoloLens, a pair of mixed reality smartglasses


developed and manufactured by Microsoft, started to
be available in the market.
Pokémon Go, an augmented reality (AR) mobile game,
was released and credited with popularizing location-
based and AR technologies.
Netflix completely migrated to the Amazon AWS cloud
platform, and Skype moved to the Microsoft Azure
platform.

• 2017 TikTok, a video-sharing social networking service for


creating and sharing short lip-sync, comedy, and talent
videos, was launched for the global market (it’s
Chinese version, Douyin, was launched in 2016).

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Fundamentals of Multimedia 3rd ed., Chapter 1

• 2018 The world’s first 16K Ultra High Definition (UHD)


short video film, Prairie Wind, was created.
5G cellular systems started deployment, providing
enhanced mobile broadband and ultra low latency access.
The WiFi 6 (802.11ax) standard was released,
offering theoretical maximum throughput of 1 Gbps.

• 2020 Due to the outbreak of corona virus (COVID-19)


around the world, work/study from home became a
norm in early 2020. Multimedia-empowered
online meeting and teaching tools, e.g., Zoom, Google
Class, and Microsoft Teams, saw booming use
during this period.

22 Li, Drew, & Liu © Springer 2021

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1.3 Multimedia Software Tools: A


Quick Scan
• The categories of software tools briefly examined
here are:

1. Music Sequencing and Notation


2. Digital Audio
3. Graphics and Image Editing
4. Video Editing
5. Animation
6. Multimedia Authoring
7. Multimedia Broadcasting
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Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.1 Music Sequencing and


Notation

• Cakewalk by Bandlab.
–The term sequencer comes from older
devices that stored sequences of notes
(“events”, in MIDI).
– Can insert digital-audio WAV files as well.

• Finale, Sibelius.
–Composer-level notation systems; these
programs likely set the bar for excellence, but
their learning curve is fairly steep.
24 Li, Drew, & Liu © Springer 2021

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1.3.2 Digital Audio


• Digital Audio tools deal with accessing and editing the
actual sampled sounds that make up audio:

- Adobe Audition (formerly Cool Edit): a very


powerful and popular digital audio toolkit;
emulates a professional audio studio —
multitrack productions and sound file editing, along
with digital signal processing effects.

- Sound Forge: a sophisticated PC-based program for


editing audio WAV files.

- Avid Pro Tools: a high-end integrated audio


production and editing environment —
MIDI creation and manipulation; powerful
audio mixing, recording, and editing software. Fill
effects depend on purchasing
25 a dongle. Li, Drew, & Liu © Springer 2021

Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.3 Graphics and Image


Editing

• Adobe Illustrator: a powerful publishing tool from


Adobe. Uses vector graphics; graphics can be
exported to Web.
• Adobe Photoshop: the standard in a tool for
graphics, image processing and manipulation.
Allows layers of images, graphics, and
text that can be separately
manipulated for maximum flexibility, and its set of
filters permits creation of sophisticated
lighting effects.
• GIMP: a free and open-source graphics editor
alternative to Photoshop.
26 It supports
Li, Drew, & Liu ©many
Springer 2021

bitmap formats, such as GIF, PNG, and JPEG. It also


supports vector-based formats.

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1.3.4 Video Editing


• Adobe Premiere: an intuitive, simple video
editing tool for nonlinear editing, i.e., putting
video clips into any order:
- Video and audio are arranged in “tracks”.
- Provides a large number of video and
audio tracks, superimpositions and virtual
clips.
- A large library of built-in transitions, filters
and motions for clips  effective multimedia
productions with little effort.

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Fundamentals of Multimedia 3rd ed., Chapter 1

Video Editing (cont’d)

• CyberLink PowerDirector: Another popular


nonlinear video editing software; provides a rich
set of audio and video features and special
effects and is easy to use. Not as
“programmable” as Premiere.
• Adobe After Effects: A powerful video editing
tool that enables users to add and change
existing movies. Can add many effects: lighting,
shadows, motion blurring, layers.

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Video Editing (cont’d)


• iMovie: a video editing tool for MacOS and iOS
devices. It is versatile, convenient for video
editing and creation of movie trailers.
iMovie on iPhones is especially handy and
popular. Later versions of iMovie also support 4K
UHD video editing.
• Final Cut Pro: a video editing tool by Apple
for the MacOS. It allows the input of video and
audio from numerous sources, and
provides a complete environment, from
editing and color correction to the final output of
a video file.
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Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.5 Animation
• Multimedia APIs:
- Java3D: API used by Java to construct and render
3D graphics, similar to the way in which the Java Media
Framework is used for handling media files.
1. Provides a basic set of object primitives (cube,
splines, etc.) for building scenes.
2. It is an abstraction layer built on top of
OpenGL or DirectX (the user can select
which).

- DirectX: Windows API that supports video,


images, audio and 3-D animation.

- OpenGL: created in 1992, highly portable; is still most


popular 3D API.
30 Li, Drew, & Liu © Springer 2021

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• Animation Software:
- Autodesk 3ds Max (formerly 3D Studio Max):
rendering tool that includes a number of
high-end professional tools for character
animation, game development, and visual effects
production, e.g., for Sony Playstation.
- Autodesk Maya: it is a complete modeling,
animation, and rendering package; runs
on Windows, MacOS and Linux.
- Blender: a free and open-source alternative to the
paid Autodesk suite of tools. It also offers a
complete modeling, animation, and rendering
feature set, as well as python scripting
capabilities.

• GIF Animation Packages: a simpler approach to


animation
— looping through several31 images, allowsLi, Drew,
very & Liu © Springer 2021

quick development of effective small animation


for the web.

Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.6 Multimedia Authoring

Tools that provide the capability for creating


a complete multimedia presentation,
including interactive user control, are called
authoring programs.

• Adobe Animate (formerly Adobe Flash): allows


users to create interactive presentations for
many different platforms in many
different formats, such as HTML5 and
WebGL. The content creation process in Animate
follows the score metaphor — a timeline
arranged in parallel event sequences, much
like a musical score consisting of musical
32 Li, Drew, & Liu © Springer 2021
notes.

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• Adobe Director (formerly Macromedia


Director): a multimedia application
authoring platform, uses movie metaphor. It
includes a built-in scripting language, Lingo.
Although not supported by Adobe since 2017, it
is still being used to date.
• Adobe Dreamweaver: web page authoring tool
that allows users to produce multimedia
presentations without learning any HTML.
• Software Development
Kits: Unity Engine
and Unreal Engine
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Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.7 Multimedia
Broadcasting
• OBS, XSplit: two widely used broadcasting tools.
OBS is free and open-source, while XSplit is
proprietary and paid.

These tools can be thought of as an entire


broadcasting production studio in digital form.

They offer built-in support for switching between


different cameras and other multimedia sources
for real-time broadcasting. Users can broadcast
live video feeds to websites like YouTube Live,
Mixer, Twitch, and various other live streaming
websites. 34 Li, Drew, & Liu © Springer 2021

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1.4 Multimedia in the


Future
• Innovations now or in the near future:
- Better camera-based object tracking technology
- Video shot detection and video
classification for online video
- 3D capture technology for acquiring
dynamic facial expression, and synthesizing
realistic facial animation
- Multimedia applications aimed at handicapped
persons
- Crowdsourcing -- Amazon’s “Mechanical Turk”
- Deployment of “Digital35fashion” + Wearable
Li, Drew, & Liu © Springer 2021

computing

Fundamentals of Multimedia 3rd ed., Chapter 1

1.4 Multimedia in the Future


(cont’d)
“Grand challenge” problems, which act as a type of
state- of-the-art for multimedia interests:
• Social Event Detection for Social Multimedia:
discovering social events planned and
attended by people.
• Sports Video Annotation: using video
classification to label video segments
with certain actions such as strokes
in table tennis, penalty kicks in soccer games,
etc.
• GameStory: a video game analytics challenge in
which e-sport games often involving
millions of players and 36 viewers are analyzed.
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• Live Video Streaming: requiring ultra low end-


to-end latency. The main challenge is the
QoE (Quality of Experience), due to
the latency constraint.
• Violent Scenes Detection in Film: automatic
detection.
• Preserving Privacy in Surveillance Videos:
methods obscuring private information (such
as faces on Google Earth).
• Deep Video Understanding: understanding the
relationships between different entities from a
long duration movie. The relations can be
family, work, social and other types.

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Fundamentals of Multimedia 3rd ed., Chapter 1

• Large-scale Human-centric Video Analysis:


analyzing various crowd and complex events
such as getting off a train, dining in a busy
restaurant, earthquake escape, etc.
• Searching and Question Answering for the
SpokenWeb: searching for audio content within
audio content by using an audio query, matching
spoken questions with a collection of spoken
answers.
• Multimedia Recommender Systems: improving the
quality of recommender systems to produce
items more relevant to users’ interests.
Applications include movie/news
recommendation, etc.
38 Li, Drew, & Liu © Springer 2021

19
Advantages of Multimedia

Enhancement of Text Only Messages:


Multimedia enhances text only presentations
by adding interesting sounds and compelling
visuals.

Improves over Traditional Audio-Video


Presentations: Audiences are more attentive to
multimedia messages than traditional
presentations done with slides or overhead
transparencies.

Gains and Holds Attention: People are more


interested in multimedia messages which
combine the elements of text, audio, graphics
and video.

Multimedia is Entertaining as Well as


Educational.
Disadvantages of Multimedia

Information overload:
Because it is so easy to use, it can contain too much
information at once.

Takes time to compile: Even though it is flexible, it


takes time to put the original draft together.

Expensive: Multimedia makes use of a wide range of


resources, which can cost you a large amount of
money.

Too much makes it impractical: Large files like video


and audio has an effect of the time it takes for your
presentation to load. Adding too much can mean
that you have to use a larger computer to store the
files. In case you want to upload it onto the Internet,
there are a few factors to keep in mind, for example
bandwidth and the user’s abilities.
Use of Multimedia

The technology used for business, education


and entertainment.

Business: multimedia exists in the form of


advertisements, presentations,
videoconferencing ,voice mail etc

Educations: multimedia tools for learning are


widely used to learn easily and quickly when
they are presented information with the virtual
effect.

Entertainment: Home PCs equipped with CD-


ROMs and game machine hooked up with TV
screens have brought home entertainment to
new levels. Interactive maps at public places
like libraries museums airports and the
standalone terminal. Virtual reality helps us feel
a real life like experience. Games using virtual
reality effect are very popular.

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