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"This book offers an in-depth explanation of multimedia technologies within their many specific application areas as well as presenting developing trends for the future"--Provided by publisher.
Any content, which integrates different content forms such as audio, animations, interactive content, images and video to convey a message is known as multimedia. It can be displayed, recorded, played and accessed by devices or tools like mobile phones, tablets, computers, televisions, etc. The two broad categories of multimedia technology are linear and non-linear. Linear multimedia technologies refer to the content progression without viewer navigational control whereas non-linear multimedia employs interactivity to control progression, like in video games. The usage of multimedia technology is constantly growing. It is used in advertising, journalism, designing video games, animations like VFX, computer-based education, etc. It is also used in technical fields like mathematical and scientific research, medicine and engineering. This book traces the progress in the field of multimedia technology and highlights some of its key designs and tools. Such selected concepts that redefine this vast subject have been presented herein. Those with an interest in multimedia technology and its applications would find this book helpful.
This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.
Digital multimedia is a new form of literacy and a powerful tool of creative expression available to nearly everyone. Introduction to Digital Multimedia presents the concepts needed to fully understand multimedia as well as create it. Throughout the text, the authors encourage readers to think critically about the nature of the tools and media they use in order to be more effective, efficient, and creative in their own project development. The text also provides a clear introduction to all the basic concepts and tools of digital multimedia, including the fundamentals of digital data and computer hardware and software, making it appropriate for a first course in computing as well as courses in specific multimedia topics. A multimedia timeline as well as a historical overview of the evolution of multimedia thought and technologies provide background on early visions and possible future innovations. Introduction to Digital Multimedia is the ideal text for those interested in delving into the vast world of multimedia computing.
Contemporary society resides in an age of ubiquitous technology. With the consistent creation and wide availability of multimedia content, it has become imperative to remain updated on the latest trends and applications in this field. Digital Multimedia: Concepts, Methodologies, Tools, and Applications is an innovative source of scholarly content on the latest trends, perspectives, techniques, and implementations of multimedia technologies. Including a comprehensive range of topics such as interactive media, mobile technology, and data management, this multi-volume book is an ideal reference source for engineers, professionals, students, academics, and researchers seeking emerging information on digital multimedia.
"This reference expands the field of database technologies through four-volumes of in-depth, advanced research articles from nearly 300 of the world's leading professionals"--Provided by publisher.
In this digital age, technology has become a very vital factor of development in all disciplines. Every day new software, devices and other technologies are being developed to improve lives in one way or another. Technology in its broadest terms could include the collection of tools, machinery, devices, modifications, arrangements and procedures used by humans. However, in the context of Educational Technology as presented in this book, it is understood as technologies that have arrived with the Information Revolution i.e. those associated with computers and Information Communication Technology. Examples of such technologies are electronics devices, computer, video, collaborative writing tools, social networking and the Internet. Innovative applications of technology in the classroom mean more than teaching basic computer skills and software programs in the class. It must happen across the disciplines and curriculum in ways that teaching and learning processes can be enhanced. It must also support active engagement, group participation, local and global collaboration, and interaction. This book presents innovative applications of educational technology tools in teaching and learning across various disciplines.
Contains the latest research, case studies, theories, and methodologies within the field of wireless technologies.
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Multimedia technologies and the internet are increasingly intrinsic to our daily lives, and into the future will continue to transform the way we live. Multimedia Engineering describes the latest advances in this technology applied to the Internet and WWW. It immerses the reader into the development of many practical internet/ multimedia systems, offering an insight into a range of engineering problems and solutions. It provides a broad coverage of internet/WWW and multimedia processing, as well as transmission and practical applications. Provides an overview of state-of-the-art technologies Addresses commerical, industrial and educational applications and security and privacy issues. Offers a detailed background into how the internet has been used to support multimedia communications Assumes a practical and descriptive problem-solving approach, featuring many worked-through examples Written by widely published authors with years of research in the field Multimedia Engineering will appeal to graduate and senior undergraduate students in electrical and electronic engineering, industrial, systems & computer engineering. It will also be of interest to electrical, computer and systems engineers and web developers interested in, or already engaged in, this emerging field.