EMPIRICAL STUDY ON THE IMPACT OF COMPUTER SCIENCE IN MULTIMEDIA
A multimedia computer system is one that can create, import, integrate, store, retrieve, edit, and delete two or more forms of digital media elements, such as audio, image, full motion video, and text data.
Multimedia computer systems may also be capable of analysing media materials (for example, counting the number of occurrences of a word in a text file). A multimedia computer system might be single-user or multi-user.
Networked multimedia computer systems can send and receive digital multimedia materials over a single computer network or across many computer networks.
As multimedia computer systems improve, they may become intelligent systems by leveraging expert system technology to aid users in selecting, retrieving, and editing multimedia data.
This study examines four forms of multimedia computer systems: hypermedia, multimedia databases, multimedia message systems, and virtual reality systems.
It investigates the potential benefits and drawbacks of using multimedia computer systems as public access computer systems that library clients can use directly.
One, without a doubt, multimedia computer systems will have a dramatic impact on internal library systems; nevertheless, this area is beyond the scope of the current project effort.
The four system types proposed in this paper are meant to offer the reader with a conceptual framework for thinking about the burgeoning field of multimedia computing.
1.1 BACKGROUND OF THE STUDY
Bob Goldstein (after Bobb Goldsteinn) coined the term “multimedia” to promote the July 1966 premiere of his “Light Works at Lourin” show in Southampton, Long Island. On August 10, 1966.
Variety's Richard Albarino borrowed the term, reporting that “the Light works is the latest multimedia music-cum-visuals to debut as discotheque fare, two years later, in 1968,
the term multimedia” was re-appropriated to describe the work of a political consultant, David Sawyer, the husband of Iris Sawyer, one of Golstein's producers at L'oursin.
The word has taken on many connotations during the last four decades. The word was first used in the late 1970s to describe presentations that consisted of multi-projector slide exhibitions synced to an audio track.
Tay Vaughan declared in the first edition of MC-Graw-hills multimedia, making it work, published in 1993, that “multimedia is any combination of text, graphic art, sound animation, and video that is delivered by computer when you allow the user,
the viewer of the project, to control what and when these elements are delivered, it is interactive multimedia.” When you provide a structure of linked elements for the user to navigate, interactive multimedia transforms into hypermedia.
In the 1990s, the German language association, Gesellschaft fir dews he spiracle, decided to recognise the word's significance and pervasiveness by naming it word of the year in 1995.
The institution summarised their reasoning by stating that (multimedia) has become a crucial word in the amazing realm of new media.
Early theatrical performances heightened public interest in multisensory experiences. Ancient Greek actors performed to music and the shouting and signing of a chorus.
Elaborately painted stages, scenery, and stage items (furniture, weapons) served as a backdrop for the play. The Greeks also used numerous technologies to increase the intensity of their dramatic performances. One (the Keraunoskopeion) imitated lightning, while another (the Bronstein) simulated thunder.
1.2 STATEMENT OF THE problem
Supporting multimedia applications across a computer network distributes the programme. In contrast to the conventional interaction between various forms of media (e.g., video and audio), multimedia systems may be required to render a range of media at the same time. There are two types of challenges here.
– Media Sequencing- playing frames in the correct order/time frame in video
– Synchronisation: Inter-media scheduling (for example, video and audio) Lip synchronisation is clearly vital for humans watching video and audio playback -Have you ever attempted viewing a (lip) sync film for an extended period of time?
1.3 OBJECTIVE OF THE STUDY
The study's goal is to provide a greater awareness and knowledge of many computer science specialisations, as well as to prepare for an active involvement in computer science research and development.
The goal of this project work is to offer people with a conceptual framework for thinking about the burgeoning field of multimedia computing. It has to be seen whether these categories evolve into substantial applications aid/or remain unique technologies.
1.4 RESEARCH QUESTIONS FOR HYPOTHESIS
i. How are computer multimedia systems maintained?
ii. Can multimedia components help with learning?
iii. How may multimedia systems be used in educational settings?
iv. Explain the term “hypermedia.”
v. What are the video data compression methods?
vi. Describe project managers' roles in the development of multimedia applications.
1.5 SIGNIFICANCE OF THE STUDY
These studies' conclusions will be beneficial to graduates and students of computer and multimedia science.
The findings will be used by students to adjust and improve their skills in the application and use of multimedia technologies.
The findings will be used by the educational institution to create instructional programmes that will encourage and promote self-employment after graduation.
The findings will be lucrative for unemployed grads since they will help them adopt the proper job-seeking attitudes.
1.6 SCOPE OF THE STUDY
To impress users, multimedia design technology employs a variety of characteristics such as animation, video, graphics, and audio. It has become a popular medium for informing and entertaining visitors about your organisation and its products.
Multimedia services imply the use of electronic media to enhance the experience of multimedia presentations. This service is viewed as an extension of the standard communication tool.
This service means that audio, video, animation, and image characteristics can be used to transmit online information.
Multimedia can be used to increase the impact and revenues of numerous fields and areas, such as medicine, education, business, entertainment, advertisements, communication networks, and so on. Its applications are limitless, depending on how its users install it.
Multimedia is widely employed in the realm of education, particularly for online courses and trainings. Students can view multiple multimedia presentations for a certain subject, complete with required graphics in an educational way, on this page.
Multimedia also allows for the creation of online encyclopaedias. Many educational websites have begun to combine instruction with pleasure in order to improve learning.
The development of animations and movies with special effects necessitates multimedia design, hence multimedia wages are very high in the entertainment business.
In multimedia technologies and various software programmes, several online promotional games are being produced. Many companies use it for a variety of objectives, including employee training, product sales, and advertising.
Multimedia is used in communication networks to identify requirements for ip-based multimedia communication in a business network environment, such as addressing, mobility, internetworking, security, and management.
1.7 LIMITATIONS OF THE STUDY
Computers and multimedia formats can greatly simplify information collecting and communication duties, but they can also make information storage and transmission dependent on computer network upkeep.
More particular, multimedia formats and the equipment that play or store them necessitate a continual supply of power as well as frequent upgrading, which might be difficult in more remote locations.
As technology advances, interoperability between devices can become an issue when moving or playing multimedia information.
Even a simple malfunction, server problem, or format change, as anybody who has hurriedly scrambled to connect a computer to an incompatible projector before a presentation knows all too well, can cause a presentation to be delayed or permanently harm the information contained in the format.
The expansion of multimedia formats and computing devices can result in large costs for school districts or businesses that implement multimedia programmes.
As the world increasingly relies on electronic gadgets and computers, the cost element can mean that organisations who are unable to keep up with technology due to financial or geographic isolation are swiftly left behind.
1.8 DEFINITION OF TERMS
MULTIMEDIA: Multimedia is the use of computers to convey text, audio, video, animation, interactive features, and still images in a variety of methods and combinations made possible by technological innovation.
QOS stands for quality of service.
SCENERY: The painted background used on a theatre stage to portray natural objects or structures.
INTERACTIVE: Enables information to be transferred continuously and in both directions between a computer and the user.
A NODE is a point where two lines or systems meet or cross.
WORKSTATION: A single computer in a networked computer system.