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The 100th Monkey Phenomenon
In a Beach in Japan the
favourite diet of the monkeys was an apple like fruit. The fruit tasted
bad since it fell down on the sand and got covered with sand particles.
One day one of the monkeys discovered that by dipping the fruit in the
sea, the sand particles got washed and the fruit tasted much better.
Scientists observed that the monkey taught this technique to its family,
who in turn taught it to other friends. This continued and every day a few
more monkeys learnt the technique.
The rate of learning kept
increasing, albeit at a slow pace, till one day when suddenly all the
monkeys, not only on this beach but also on a distant island, learnt the
trick. When the number of enlightened monkeys reached a critical mass,
the process of learning became a self-propogating chain reaction.
Social change in human order also works like the 100th monkey phenomenon.
At this critical juncture
in history, when the world is suffering from scepticism in faith and there
is a deep void in the minds of men, India must lead the way in guiding the
planet out of chaos by sharing with the world its profound wisdom of the
ages.
Like the peripatetic sages
and seers of yesteryears, who were the harbingers of peace and harmony,
technology today is the medium to take India’s sagacious message to the
world.
India can .....India must.
Introduction to Multimedia
Production
After the invention of the
printing press, it is the advent of multimedia that has changed the way we
learn and comprehend. Integration of multiple media such as visual
imagery, text, audio, video, graphics and animation together multiply the
impact of the message.
Multimedia differs
fundamentally from the conventional media like slides and films. While,
conventional media are linear (one event follows another in a sequence),
multimedia is non-linear - it has the capacity for branching in different
directions and establishing linkages between different sections or
components of the programme. The non-linear attribute provides the
end-user the luxury of viewing the multimedia presentation at their
convenience and pace.
Delivering multimedia
content through internet
Websites on internet are
making CD-ROMs redundant as a medium for delivering multimedia. This is
because of the economies of reach that the internet offers, coupled with
the facility of day to day updation and instant worldwide reach. The pace
at which technological innovation is increasing bandwidth and making
instant download of real audio and real video feasible, soon internet will
take over CD-ROMs for delivering multimedia content.
In the field of Humanities,
especially for a country with a rich heritage like India, effective use of
multimedia can go a long way in preserving the ancient culture for
posterity and disseminating information to sensitise the audience.
This paper is meant as a
guide for people who want to accept the challenge of being a part of the
multimedia industry. It explores the steps involved in the production of a
multimedia application.
This Paper is divided into
four sub-sections:
PART - A
A-1 : Introduction to
Multimedia Production Managment
1968: an auditorium is full
of sales managers watching a projected presentation at a large convention
center. The presentation consists of filmstrips, synchronised tape
recorders and overlapping slide projectors. The presentation is called
multimedia.
1978: Two teenagers are
engrossed pulling at an electronic game paddle, which in turn slams a tiny
electronic ball across a video playing field, coupled with sounds of boops
and beeps. Their game is advertised as multimedia.
1988: A pop music artist is
performing a concert in which computers not only generate the music but
also control the lighting and accompanying video. The bow of the artist’s
violin sends digital signals that trigger the computers. The performance
is described as multimedia.
1998: A family returns home
and the father in his home office plugs digital pictures into a business
presentation, while the mother learns a second language from an
interactive software programme and the children hook on to internet
seeking help with their homework. Multimedia has become part of everyday
life.
2008: Virtual reality on
the internet, interactive televisions ..., its Nostradamus’ guess.
The word multimedia is a
very elastic term but broadly it refers to the integration of multiple
media - such as visual imagery, text, video, audio, sound and
animation - which together can multiply the impact of the message.
A-2: The Process of
Production Management
The production of
interactive multimedia applications is a complex one, involving multiple
steps. This process can be divided into the following phases:
A-2.1 : Conseptualisation
The process of making
multimedia starts with an "idea" or better described as
"the vision" - which is the conceptual starting point. The
starting point is ironically the visualisation of the ending point - the
multimedia experience that the targeted end-user will have.
Conceptualisation involves identifying a relevant theme for the multimedia
title. We, at Magic, prefer choosing themes that are socially important
and exciting to work on. Other criteria like availability of content,
how amenable is the content to multimedia treatment and issues like
copyright are also to be considered.
A-2.2 : Development
Defining project goals and
objectives
After a theme has been
finalised for a multimedia project, specific goals, objectives and
activities matrix must be laid down.
Goals:
In multimedia production goals are general statements of anticipated
project outcomes, usually more global in scope.
Objectives: Specific
statements of anticipated project outcomes.
Activities:
These are actions, things done in order to implement an objective.
Specific people are responsible for their execution, a cost is related to
their implementation and there is a time frame binding their development.
Defining the Target
Audience
A very important element
that needs to be defined at this stage is the potential target audience of
the proposed title since, this will determine how the content needs to be
presented.
A-2.3 : Reproduction
It is the process of
intelligently mapping out a cohesive strategy for the entire multimedia
project, including content, technical execution and marketing. Based on
the goals and objectives, the three pillars of multimedia viz. Hardware,
software and user participation are defined. At this stage the multimedia
producer begins to assemble the resources and talent required for creating
the multimedia application. The Production Manager undertakes the
following activities.
A-2.4 : Production
Once all the preproduction
activities have been completed, the multimedia application enters the
production phase. Activities in this phase include:
Defining the Target
Audience
A very important element
that needs to be defined at this stage is the potential target audience of
the proposed title since, this will determine how the content needs to be
presented.
A-2.3 : Preproduction
It is the process of
intelligently mapping out a cohesive strategy for the entire multimedia
project, including content, technical execution and marketing. Based on
the goals and objectives, the three pillars of multimedia viz.
Hardware, software and user participation are defined. At this stage
the multimedia application. The Production Manager undertakes the
following activities:
A-2.4 : Production
Once all the preproduction
activities have been completed, the multimedia application enters the
production phase. Activities in this phase include:
A-2.5 : Postproduction
In this phase, the
multimedia application enters the alpha and beta testing process. Once the
application is tested and revised, it enters the packaging stage. It could
be burned into a CD-ROM or published on the internet as a website.
A-2.6 : Developing
documentation
User documentation is a
very important feature of high-end multimedia titles. This includes
instructions for installing, system requirements, developing
acknowledgments, copyrights, technical support and other information
important for the user.
A-3 : The Multimedia
Production Team
The production of
fine-quality, high-end interactive multimedia applications such as -
educational applications, interactive web sites, interactive information
kiosks, interactive training - is the work of a team of specialists.
Typically, the team consists of:
The organisation structure
of a multimedia development team is illustrated in Figure-1.
Figure-1 : Organisation
Structure of a
Multimedia Development Team
Source:
Multimedia - Production, Planning and Delivery
John
Villamil and Louis Mollina, Macmillan Publishing
A-3.1 : Production Manager
The role of the production
manager in a multimedia production is to define, coordinate and facilitate
the production of the multimedia project. Capabilities of a good
production manager include, knowledge of the basic principles of
multimedia authoring, skillful proposal writing, good negotiating skills,
conversant with relevant legal issues, good communication skills, budget
management skills, experience in human resources management and overall
business management.
A-3.2 : Content Specialist
The Content Specialist is
the member of the production team who is responsible for performing all
necessary research concerning the content of the proposed application.
Programme content can be described as the specific information, data,
graphics or facts to be presented through the multimedia production.
A-3.3 : Script Writer
Video and film scripts
present a linear sequence of events. In multimedia production, the medium
has the capability of presenting events in a non-linear fashion by
branching in different directions and establishing linkages between
different sections or components of the programme. The scriptwriter of a
multimedia production needs to visualise this almost three-dimensional
environment and integration of virtual reality into the
programme.
A-3.4 : Text Editor
The content of a multimedia
production, like a book or a film, needs to flow in a logical fashion
and the text must be structurally and grammatically correct. Text
and narration will be integrated as part of the application and the
development of documentation for the application must be considered. All
of the text related elements need to be revised by the text editor.
A-3.5 : Multimedia
Architect
The multimedia architect is
the team member responsible for integrating all the multimedia building
blocks (graphics, text, audio, music, video, photos and animation) by
using an authoring programme. An authoring programme is a piece of
software that allows integration of all the multimedia elements into a
comprehensive presentation.
A-3.6 : Computer Graphic
Artist
The computer graphic artist
is responsible for the graphic elements of the programme - such as
backgrounds, buttons, photo collages - and the manipulation and editing of
pictures, 3-D objects, logos, animation, renderings and the like.
A-3.7 : Audio and Video
Specialists
The audio and video
specialists are needed when intensive use of narration and digitised video
are integrated into a multimedia presentation. The audio specialist is
responsible for recording and editing: narration; selecting, recording or
editing sound effects; recording and editing music. (Music composition and
performance is the responsibility of a musician). The video specialist is
responsible for video capturing, editing and digitizing. The individual is
responsible for taking pictures, scanning pictures or slides and editing.
A-3.8 : Computer Programmer
The task of the computer
programmer in a multimedia development team is the programming of code
lines or scripts in the authoring language. These code lines are used to
code and develop special functions or capabilities of the authoring
programme, such as generating random numbers for determining size and
shape of video windows.
PART - B
Production Planning
"Goal Resources =
Production Plan"
B-1 ; Defining the
Production Schedule
A Timeline, defining
the activities needed, the person responsible for each activity and the
start/end time of each activity should be developed. This establishes the
standard with which to compare progress, ascertain deviations from plan
and take timely corrective action.
B-2 : Devising a Technical
Plan
A technical plan addresses
the needs of the production and the needs of the end user. It defines how
an end user will experience the project and accordingly lays down the
system requirement conditions like screen requirement, CD-ROM speed,
memory requirement and hard disk requirement.
B-3 : Project Budgeting
Once the project timeline
or schedule is ready, the next step is to prepare the project budget. This
is essential as time and money are not infinite resources.
Some production costs can
be estimated on the following basis:
If the project requires the
development of video footage or audio recording, a detailed budget for
these two activities needs to be developed separately, as the complexities
involved in the development of these two components imply taking into
consideration a number of specific costs.
Typical Budgeting Heads
B-4 : Planning the
Structure
It involves the following
steps:
B-5 : Goals and Objectives
Defined
The following critical
questions need to be addressed, while formulating the goals and objectives
of the multimedia application.
B-6 : Programme Content
Programme Content can be
defined as the specific message, data, facts or information to be
presented. The content specialist provides the programme content to the
multimedia architect, who in turn prepares the narration, text, bullets,
charts and tables that will be presented in the title.
The potential multimedia
application users have different expectations, information needs,
attention spans and learning styles. The application to have the necessary
impact on its varied target audience needs to effectively and logically
integrate the multimedia building blocks. The integration of a variety of
multimedia elements appeals to different learning styles and helps the
audience comprehend and retain the information.
Multimedia building blocks
include:
B-7 : The Multimedia
Application Script
The Application Script is a
written description of the proposed multimedia project. The purpose of the
script is to describe the actions of all components. The script helps the
development team have a clear understanding of the purpose of the
programme.
B-8 : Outlining
Multimedia differs
fundamentally from the conventional media like films and slide shows is
conventional media are linear (one event follows another in a sequence),
while multimedia is a non-linear medium - it has the capacity for
branching. The simplest way to define branching is to develop an outline.
The major headings in the outline become the options available to the user
in the main menu of the programme. When a user selects a heading, the
subheadings associated with the selected major heading are displayed.
B-9 : Logic Flowchart
The logic flow chart is
very important, especially if the title is interactive. It provides a road
map of the proposed application for the authoring team. The flow chart
illustrates the choices that the user will have in each screen. The degree
of complexity of these flow charts depends on the type of application to
be developed.
B-10 : Programme Storyboard
The storyboard is a graphic
representation of the proposed multimedia project. It is an extension of
ideas presented in the script.
B-11 : Production Script
for Text, Audio and Video
The next step in the
production of the interactive multimedia application is the development of
specific and detailed scripts (descriptions) for text, audio (narration,
music or sound effects) and video.
B-12 : Hardware Issues
For any multimedia
production it is imperative to consider and finalise the "tools"
and equipment necessary to develop and play back the application. Hardware
issues include deciding, securing the fastest CPU and RAM and largest
monitors that is affordable, sufficient disk storage for all working files
and records, file sharing for collaborative work via networks or e-mail
and establishing a file back-up system.
B-13 : Authoring Software
Selection
Selection of appropriate
authoring software depends on what is the in-house team expertise, what
are the funds required to acquire new software and to train the manpower
and what are the demands of the new title being developed. For e.g. for a
business or training related application it would be better to use an
authoring programme that has built-in spread sheet and chart capabilities.
Two most widely used authoring applications today are Macromedia. Director
and Macromedia Authorware.
PART - C
Managing Production and
Post Production
This involves managing the
production process and planning and managing content acquisition.
C-1 : Managing the
Production Process
The prime role the
production manager is to keep the project on-time and on-budget.
For this detailed Timeline/PERT charts need to be developed and an
effective tracking system needs to be designed and implemented to
keep constant track of what is going on. A good tracking system should
monitor and keep record of the following project development aspects :
C-2 : Managing Content
Acquisition
C-2.1 : What is Content
Content is the
"stuff" around which an application is developed. It is the
text, narration, graphics, colors, backgrounds, videos and animation. In
other words, content are all the elements that compose a multimedia
application.
Content has a value
and a cost. Cost refers to the monetary price incurred to acquire
or develop content, while value refers to its merit, usefulness,
importance, or significance. A balance has to be struck between the value
and cost of the content against the production budget and the desired
outcomes.
Content acquisition is one
of the most time-consuming and budget intensive activities during the
development of a multimedia application. The multimedia producer has to
determine if it is feasible to incorporate the suggested content based on
its cost and value; determine the alternatives; evaluate the legal
implications of using proposed content; and, determine the best strategy
to develop or modify the desired content.
C-2.2 : Content
Identification, Selection, Development and
Acquisition
Content either has to be
sourced or if it is not available then it has to be created. This implies
that the source must be identified, selected and the content acquired, or
it must be developed. Mostly, budgetary constraints define whether content
is developed, purchased or borrowed. Copyright issues are the next
most important constraint that influence content generation.
The main responsibility of
content development lies with the Content Specialist, Script Writer or
Computer Graphic Artist. The content specialist undertakes the following
tasks:
The responsibilities of the
Script Writer are the following:
If content is not readily
available then it needs to be developed. The creation of story, graphics,
or the composition of music are examples of content development. Sometimes
content needs to be adapted to meet the needs of the application. This
includes editing and manipulation of existing graphics, photos, video,
sound or text.
C-2.3 : Copyrights
Producers and users of
multimedia programmes need to be aware of and abide by the copyright law.
Multimedia productions, by definition, combine a variety of elements from
varied sources. It is essential to know how the use of these materials is
affected by legal constraints. It is also important to acquire copyrights
for own production, after its completion.
PART-D
Testing and Delivering
Multimedia Application
D-1 : The Evaluation
Process
Testing of a multimedia
title is essential so that the final application adheres to international
quality standards and is not infested with bugs, technical snags,
inaccurate information or simple grammatical or typographical errors.
The process of evaluating
(testing) and revising a multimedia application project is dynamic and
constant. It involves both internal and external evaluation.
D-2 : Internal Evaluation
The happens within the
multimedia development group, through internal discussions for evaluating
the aspects of the application:
The prime responsibility of
this function lies with the production manager and can be most effective
if the team members are open to positive criticism of their peers.
D-3 : External Evaluation
The following are the
components of external evaluation:
D-3.1 : Alpha Testing
Alpha testing takes place
when the project is considered a working model i.e. it is not finished but
it is functional. The purpose of Alpha testing is to determine if the
general direction and structure are adequate and what changes are
necessary. Members of the Alpha-testing group should include a balance of
friends and critiques.
D-3.2 : Focus Group Testing
After revising the
application based on the feedback of the Alpha test, another possible
strategy is to present the application to a focus group. These groups are
composed of individuals who represent the expected audience of the
project. Standardized forms should be used for requesting comments and
suggestions from the Focus Group.
D-3.3 : Beta Testing
Once the project is in a
final draft form, copies should be made available to a group of potential
users called a beta-testing group. Here again, standardised questionnaires
should be used for collating feedback.
Quality Assurance (QA) is
the formal name given to the process of beta testing. When the beta
version of a multimedia application is released and the functionality
testing starts, the QA process has formally begun. Beta testers check all
possible paths of navigation and log all events that strike them as
unusual. In addition they do things that users will not usually do like
multiple mouse clicking, dragging things around and entering unneeded
keystrokes. The idea is to look for things that do not work. Beta testing
can be done in-house or it can be outsourced to a professional lab,
depending on financial resources and product secrecy issues. Beta testing
includes:
D-4 : Project Revision
After the tests are over
the production manager and the multimedia architect should discuss the
merits of each of the comments and suggestions offered by the evaluating
group. Based on the feedback the application should be revised,
incorporating the valid changes suggested. The application revision
sequence is presented in the Figure-2 below:
Figure-2 : Multimedia
Application Revision
Source
: Multimedia – Production, Planning and Delivery
John
Villamil and Louis Mollina, Macmillan Publishing
D-5 : Developing
Documentation
User documentation is a
very important feature of high-end multimedia titles. While designing the
application documentation, the following information should be provided :
This information can be
provided to the user in the form of a Read-Me file, which is a
self-contained read-only document contained in the application itself. The
other way is to develop a printed User's Manual for the information to the
user.
D-6 : Delivering the
Multimedia Application
High-end multimedia
applications that are text and graphic heavy are best delivered on a
CD-ROM. The other effective way of delivery is on an internet website.
D-7 : Burning a CD-ROM
Before recording a CD-ROM,
it must be ensured that the application and supporting Files after they
are recorded on the CD-ROM. Read and Write CD-ROM drives will allow
editing in the near future. The process of burning a CD-ROM is similar to
recording on any type of drive hard disc or floppy diskette.
The issue of which CD-ROM
format should be used has to be considered before burning a CD-ROM.
Formats to choose from include-ISO 9660 Standard, Hierarchical File System
(HFS) Hybrid, Global Hybrid Mixed Mode. Of these the standard format
standard format sanctioned by the International Standards Organisation is
ISO 9660. This standard has several file structure variations to
accommodate the needs of different operating systems and file types.
D-6.2 : Delivery through
internet website
Multimedia content is being
widely disseminated through internet. Although currently bandwidth
problems, requirement of a number of plug-ins to play real audio and real
video, long download time and other problems exists that hamper the
delivery of multimedia applications through internet, the pace of
technological improvement will soon pave the way for easy and effective
delivery.
One major advantage that
internet will have over CD-ROMs is that are amenable to continuous
updation and hance the content does not get outdated.
D-6.3: Integration of
CD-ROM and Internet
The relationship between
CD- ROM and internet is similar to the relationship between computer’s
hard drive and ROM. On the ROM, the information once recorded cannot be
changed, while on the hard disc information can be written over and over
again.
A more effective way of
delivering a multimedia application is an integration of the two mediums
of CD-ROM and Internet. A particular application if developed on the
CD-ROM, has an embedded link to a website where regular updates are
available. Vice-versa, if the application is developed as a website where
information keeps accumulating, then as the archive becomes substantial it
can be reproduced on a CD-ROM for convenience viewing.
Concluding Remarks
Building the Technology
Bridge
Interactive multimedia
technology is the ideal medium for an exciting voyage of rediscovering our
roots. An understanding of our country’s ancient and rich heritage
provides a perspective for the present. This leads to an appreciation of
the "whole" and helps build bridges of understanding with
the past and a conduit for improving the future.
A word about Magic
Software. Established in 1990, Magic is today a young team of fifty
professionals from a wide spectrum of disciplines like – visual
communications designers, animation designers, editors, social science
specialists, engineering and software professionals and even musicians.
Deeply fascinated by Indian philosophy, over the years we have pioneered
blending India oriented content and state-of-the-art technology, to create
CD-ROMS titles like indiaMystica, indiaMusica, indiaFestiva and
Mahabharata. We are now launching a series of websites around the
mystique of India. Our website hindiguru.com is a high-end interactive
website for teaching Hindi on-line. Excitement of innovation is our
driving force.
Visionaries at Indira
Gandhi National Center for the Arts (IGNCA), deserve all praise for
organising the timely conference on "Multimedia in Humanities".
On behalf of the young team at Magic Software, I would like to express our
sincere gratitude to Dr. Kapila Vatsyayan and Mrs. Neena Ranjan, for
giving us this chance to make this presentation.
IGNCA has undertaken a
colossal task in digitally preserving the culture and heritage of India.
It would be our privilege to be associated in their endeavour to
creatively use electronic technology for generating awareness about the
wisdom of our ancient heritage and preserving it for posterity.
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Reference : http://ignca.nic.in/clcnf180.htm | |||
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