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Definition and Uses of Multimedia Content

Nowadays, multimedia may denote a synergy of content forms...



The term "multimedia" was first introduced by singer and artist Bob Goldstein to promote the opening of his show called "Lightworks at L'Oursin" on July 1966 at Southampton, Long Island. Since then, the term and context of multimedia has taken on various meanings, including presentations that consist of multi-projector slide shows, timed to an audio track.

 Nowadays, multimedia can be defined as the synergy of content forms such as texts, audio, animation, video and others: a combination of different forms of content into a single presentation and is delivered electronically. Multimedia differs a lot from media that utilizes only basic computer displays like static content, wherein texts are only displayed, or the traditional printed material such as newspapers or books.

 Types of Multimedia
  •  Linear - content that is displayed without any navigational or interactive functions like a cinema presentation. 
  •  Non-linear - content that makes use of interactivity to proceed and to experience the entire multimedia content. Video games or the usual self-paced computer based training are common examples of non-linear multimedia. Hypermedia is considered a non-linear multimedia production.

Ways to Display Multimedia Content 
  •  Live Multimedia Content - this may be seen or experienced by the audience on stage. In this context, interactivity may take place by means of active interaction between the audience and the participants of the live multimedia presentation.
  •  Recorded Multimedia Content - this may be seen or experienced by end-users whenever or wherever they please. Interaction is possible via the navigational system being offered by the multimedia content. Recorded multimedia may also be broadcasted, transmitted, accessed by using electronic or computer devices. Recordings can either be analog or digital. Digital electronic multimedia recordings may also be downloaded easily or streamed.
  •  Online Multimedia Content - this maybe accessed by end users or surfers via the World Wide Web. With the advent of Web 2.0 and its extension Web 3.0, users are empowered to think, interact and to communicate with the system while they go through the entire multimedia material.

Uses of Multimedia Content
  •  Education - multimedia is commonly utilized to generate Computer-based Training Courses (CBTs) or significant sources of information such as encyclopedias or almanacs. With this type of multimedia, the software permits end-users to proceed through a series of presentations, texts concerning a specific subject, including graphics or pictures in different formats. The way teachers teach and students learn have been transformed by the use of multimedia content. It is easier to transmit information to students by making use of multimedia content because it makes things real, comprehensible and accessible to all. The use of multimedia applications in education and learning theories are without limits.
  •  Scientific Research - multimedia may be used mainly for simulations or modeling. For instance, researchers may observe and study the molecular model of a particular substance, manipulate it, and do some experiments in order to obtain and see results.
  •  Industry - multimedia content may be utilized to easily share information to stockholders, between managers, and to employees of the company. Multimedia may also prove to be valuable in training workers, in presenting and selling the company's product to the whole world via web-based technologies.
  •  Commercial - specially in advertising, compelling multimedia contents are produced to grab the attention of target buyers. Most often, the services of creative agencies are called for to produce business to business communication or inter-office communication via multimedia presentations in order to gain the desired effect to target viewers.
  •  Medicine - in this field, doctors may be trained by performing a virtual surgery or they may simulate the consequences of a particular ailment to persons who are affected by it. For this purpose, effective treatments may be developed to fight such kind of ailment.
  •  Engineering - engineers may utilize multimedia in any kind of computer simulations, ranging from entertainment to commercial, industrial or professional training. Software interfaces for multimedia content are commonly produced as a result of the joint forces of creative professionals and application engineers.
  •  Entertainment - multimedia is commonly utilized in the entertainment industry, most specially to generate special effects in movies and animations, in particular VFX and 3D animations. In the last two decades, multimedia games have become even more accessible because of the development of affordable electronic devices. In fact, multimedia games are available via software programs and are accessed either as CD-ROMS or via the Web. Multimedia software that permits end-users to be an active participant instead of passive recipients of all the information is called "Interactive Multimedia".
  •  Journalism - the advent of the digital technology and the World Wide Web have also transformed the traditional media outlets for news reporting. Journalists may now utilize various types of media to generate multimedia content to their news stories. Telling news stories with the use of the digital technology may catch the interest and engage in a positive
As a conclusion, multimedia makes use of electronic media devices that store all the information necessary in order for end-users to experience and to enhance at their pleasure the media content. Multimedia is commonly organized, planned, is broadcasted live or recorded, displayed and is accessed via information processing devices.





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