If you ever wanted to know what multimedia is all about and how to flex your creative muscles and create your own, well here it is, and all in one book! Written in response to demands for a comprehensive text that teaches many of the technologies and skills related to multimedia, Multimedia: Concepts and Practice teaches real-world applications that build your student's experience and skills! In Multimedia: Concepts and Practice, the student is brought on a progressive learning journey where "one technology and application builds on the next." This is the same progressive learning process that Stephen McGloughlin uses for his own multimedia classes. Interspersed throughout the text are tips and notations from the author's own 17-plus years of commercial experience in the field developing multimedia products for companies such as Intel, Hewlett Packard, Olympus, Tower Records, and more. Students receive hands-on instruction in multimedia graphic design and interface building, 3D modeling and animation, digital video editing and creation, morphing, digital sound editing, multimedia authoring, web page creation and design, multimedia product creation, and more!Features: *Chapter 17 (Careers in Multimedia) is available on the Companion Web site. This site (www.prenhall.com/mcgloughlin) is noted in the text by a web icon and features links to additional support materials such as multimedia software demos, magazines and product reviews, digital portfolios, exercises, and faculty downloads. *The accompanying CD-ROM contains an interactive multimedia supplement to the book, image and sound files for working through the book's hands-on component, multimedia examples such as video clips and short movies, evaluation copies of multimedia application authoring tools, and more! A CD icon directs students to the book's CD-ROM. *The Master Project is a continuing project that students build as they progress through the book. At the end of the project, students will have created a multimedia resume, which they can use to advance their multimedia careers and demonstrate their multimedia skills! *Outstaning pedagogy includes Avoiding Pitfalls, Tips, Notes, Sidebars, Critical Thinking Challenges, and a hands-on Exercise in every chapter.
"synopsis" may belong to another edition of this title.
A computer is like an old Testament god; lots of rules and no mercy.
As a teacher, I like quotations. They can provide a succinct perspective that would take paragraphs to spell out.
You'll agree that the usability and reputation of computers have advanced considerably in recent times—especially in contrast to Joseph Campbell's opinions of some years ago. Computing today is a much better state of affairs, a fact attributable almost entirely to developments in and use of multimedia technology. We, as humans, like things elegantly simple, but computers are inherently complex. To bring together these opposing forces we use the art of multimedia and the interface.
Everything should be made as simple as possible, but not simpler.
Without an easy-to-use interface for your computer application, you would be propelled back to those difficult early years of text-based computing technology, and you would most likely share the sentiments of Joseph Campbell. To use modern fast and powerful computers and software applications without the benefit of multimedia technology is inconceivable. If you doubt this premise, then take a look at the Internet, for instance. It had been around for many years, unknown and in everyday use in governmental and educational institutions, as a text-based communications tool, until an easy-to-use interface in the form of the Internet browser unlocked the immense potential of the media-rich World Wide Web. The rest is unquestionable history. The Internet's success is just one example of the power of multimedia. Today, multimedia capability and enhancement are a basic expectation of every new computer purchaser—and at the turn of the last century, over 11,000 new computers were purchased every hour of every day!
I think there is a world market for maybe five computers.
See what I mean about quotations?
WHAT IS MULTIMEDIA: CONCEPTS AND PRACTICE?
Any sufficiently advanced technology is indistinguishable from magic.
This book is designed specifically to guide you through the many, and often complex, technologies that collectively come together to create multimedia applications. Multimedia really refers to the creation and bringing together of many media elements and components into a computer-based presentation or application.
The skills and technologies of computer graphic design, 3D modeling and animation, digital sound recording and editing, digital video capture and manipulation, Internet content and application development, multimedia application authoring, and a little computer programming are all required of the complete multimedia developer. Above and beyond these hands-on skills, the multimedia creator also needs project management skills of greater depth than most computer-related development projects require. While a broad and all-encompassing field, multimedia is also fun and exciting, and it can provide the developer with both a lucrative source of income and a tremendous sense of creative accomplishment.
In this book you will find a good introduction to the creative and application-development technologies that fill the multimedia producer's toolbox. It is important to note that in-depth coverage of any one of these tools could fill a book equal to the size of the one you're reading. The intent of this book is not to make you an expert in using each of these tools, but to give you a good start in the right direction for each technology. It is intended to show the new multimedia developer how these tools work together in a harmony that can produce a product greater in value than the sum of it's individual parts. Thereafter it is up to the multimedia developer to use those resources provided by this book, its companion CD-ROM, its Web site and other publications to peruse more specialized knowledge in those areas that are of most interest.
As an instructor, I have found that students in my introductory multimedia courses always seem to gravitate toward one or two technologies in the multimedia range that most appeals to them. They may be more turned on by computer 3D modeling and animation. Perhaps their passion lies in digital video editing and in morphing. In any case, their further pursuit and specialization in these interests always provide a more rewarding and more rounded experience in the context and understanding of the other technologies that comprise multimedia. I have designed and built this book to fulfill that need and to provide a good and solid springboard from which to jump into the chosen deep end.
HOW TO USE THIS BOOK
I choose a block of marble and chop off whatever I don't need.
Multimedia: Concepts and Practice is cumulative. It presents in six parts a progressive journey through the world of multimedia development. Principles and some history of the field first provide a sense of place in Part 1. In Part 2, the theory of interface design is then illustrated with actual hands-on interface creation through image editing and graphic design tools and techniques. The creation of 3D imagery using common graphic design tools segues into computer 3D modeling and animation in Part 3. Manipulating digital video follows in Part 4, which brings up the technology of special effects and morphing. Digital sound editing, required of most digital video products, is covered in Part 5, just before Part 6, Multimedia Integration, Authoring and Application Development, which brings it all together.
Once you have created your media components for your production, you will need to assemble them into the final multimedia product. After the final product is created, the question "What can I do now with my newfound skills?" remains. This question is answered in the final chapter for this book, Multimedia as a Way of Life, found on the book's Web site at http://www.prenhall.com/ mcgloughlin.
Besides providing a progressive path through the field of multimedia, this book has also been structured to provide a valuable reference on which you can depend throughout your multimedia career.
Exercises and critical thinking challenges at the end of each chapter are designed to reinforce the chapters subject matter. As the book progresses, so does the Master Project—a cumulative "big picture" project that follows the cumulative learning and adds sequentially towards a final multimedia production for the reader.
WEB SITE (http://www.prenhall.com/mcgioughlin)
AND SOFTWARE USAGE
It would appear that we have reached the limits of what it is possible to achieve with
Since multimedia encompasses so many technologies, the number of software applications and tools required of the complete multimedia developer is large. In recognition of the limited resources of most readers, especially those starting out in this field, you will find throughout this book tremendous emphasis on multiple software options. While some recognized (and expensive) "industry standard" applications are discussed, much effort has been put into providing instruction and guidance on more affordable but equally suitable alternatives.
The software industry is fast paced and ever changing. It is inconceivable that this book in print only could maintain a complete current version set of the many software tools described herein. Therefore great care has been taken to write this book to the fundamental features and capabilities of each application. Even though versions of the software may change, the instruction will continue to be sound and current. The processes used with these applications are emphasized along with step-by-step instruction. These taught skills transcend software versions and are often valid for, and common to, many brands and manufacturers. Because this book addresses so many different software applications, you are encouraged to use the book's Web site—http://www.prenhall.com/ mcgloughlin—for resources and references about the latest versions of these applications.
The Web site is designed to complement and add value to the text. It also provides links to download demonstration versions of the software applications used throughout the book. Both as the author and as a multimedia instructor, I do not usually encourage the use of demonstration versions of software applications other than for evaluations of their purchase-worthiness. Every demonstration version of every software application is restricted in one way or another. Some are tremendously restricted, as in the case of Adobe's Photoshop, where the ability to save your work is disabled, and some are less so with Jasc's Paint Shop Pro, where some features are disabled, but the "evaluator" is provided with a working version for a defined time period. None of these demonstration versions are suitable tools for the serious multimedia developer. Once you evaluate and compare them, be prepared to invest in the full product, both to gain the most value from this text and for use as professional tools in your multimedia development endeavors. Please note that this book is written for those using the full versions with full capabilities.
The dynamic companion Web site to Multimedia: Concepts and Practice is referenced throughout the text with a Web icon. The Web site features the following:
"About this title" may belong to another edition of this title.
Book Description Prentice Hall, 2001. Paperback. Book Condition: New. Bookseller Inventory # DADAX0130575062