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CGMB113/ CITB 123: MULTIMEDIA TECHNOLOGYCHAPTER FOUR
MULTIMEDIA PRODUCTION
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SARASWATHY SHAMINIAdapted from Notes Prepared by:
Noor Fardela Zainal Abidin© UNITEN 2004/2005
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Objectives
At the end of this chapter, students should be able to:• Recognize common issues involved in the process of
developing multimedia project• Determine the scope of a multimedia project• Discuss the process and elements of a multimedia
project• Identify tools and techniques to overcome project
management problems
The Multimedia Development Process (Issues)
•Concept Validity▫ Is this an idea that will sell?- important for
Commercial product.•Technology Dependence▫advance technology
•Availability of content▫ can we fill the disk with relevant and useful
content.•Tool selection▫need to pick the best tool for the production.
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•Authoring▫ to simplify the production process.
•Testing▫ should be scheduled within the product
development cycle.•Delivery and product support•Maintenance▫updated may be because- performance
improvement, error correction or new content availability.
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The Multimedia Development Process (Issues)
The Multimedia Project
•MM project depend on three component. ▫Producer - the creator of the
product. ▫Consumer - the sponsor. ▫Product - including content ,
function and technology
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Multimedia Development
1. Planning2. Requirement and
Architecture3. Navigation Structure4. Storyboarding5. Content Production
6. Authoring7. Prototyping 8. Evaluation9. Testing10. Deployment11.Maintenance
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• Multimedia Development involves:
(1) Planning
• Is the beginning phase of MM development and can make the difference in project success and failure.
•Planning will▫Define the project and product goal. ▫What is the version of the product? ▫Who will use it?. ▫How will they benefit from it?▫Specify project objectives. ▫Allocate personnel and equipment resources. ▫Who and what will be involved in design,
programming, testing and deployment of the product.
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(1) Planning
▫Scope and technical issue and content. What content, hardware and software are to be used to develop the product
▫Determine schedule . How long will each major activities require? How long will subtasks take to complete? What are the critical dependencies between activities
and tasks?▫Establish and monitor a project budget. ▫Manage risks that would hinder the project
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(1) Planning
•Fixed component describe the project, product, objective, and initial allocation of resources, schedule and budget.
•Dynamic component is tracking resources and project cost as the project unfolds.
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(2) Requirement and Architecture
•Defines and specifies the hardware and software required for a multimedia product.
•The requirement process specifies Program and hardware. Performance User interface. Hardware.
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(2) Requirement and Architecture
•Hardware & software interfaces. ▫Describe how the software to behave on the
hardware platform.•Requirement describe the expected behavior of
the hardware and software and form the basis from which the architecture is designed.
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(2) Requirement and Architecture
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Requirements
analysis
Architecture
Design
System Hardware
and Software Planning
Authoring
Specification
Platform
(2) Requirement and Architecture
•Some of the requirement of a MM product including Functional requirements User requirement Performance requirement
•The architecture transforms the requirements into a design by identifying or selecting
Specific software including the application development environment and operating system.
Specific hardware that supports the software How the software is installed onto the hardware How new software will be implemented to satisfy specific
requirements
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(3) Navigation Structure• Linear▫User navigate sequentially, from one frame to another
•Hierarchical▫User navigate along the branches of a tree structure that is
shaped by the natural logic content.•Non-Linear▫User navigate freely, unbound by predetermine routes
•Composite▫User can navigate freely, but occasionally some constraints
occurs. Such as movies…
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(3) Navigation Structure
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(3) Navigation Structure
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(4) Storyboarding
•Storyboarding is the process of defining the message and describing user interaction with content and the application.
•Storyboarding involves a complex effort to develop panels for screen layouts that describe content, flow and format.
•A storyboard is a pictorial and/or written synopsis of text, graphics, videos, animations, etc. shown in the order they will appear in the finished presentation.
• In other words all multimedia resources are identified.
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(4) Storyboarding
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(4) Storyboarding
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Arahan PengaranganCarta Alir, Suara,Teks dan Video
Arahan GrafikTeks, Grafik, Bunyi dan Animasi
Objek, / Carta ALirT(Teks), G(Grafik), V(Video), B(Bunyi), S(Suara), A(Animasi)
Muka Surat : 12
T1 : Kumpulan IntuitifT2 : “Sila klik pada gambar …”T3 : Kumpulan ini banyakT4 : Kumpulan ini sedikit
G1: Gambar latar dengan dua gambar Qanitah
G2 : Kotak ungu muda GK1 : Gambar 6 orang yang boleh diklik
GK2 : Gambar 4 orang yang boleh diklik
GP1 & GP2 : Ruang untuk meletakkan GH1-GH4
No. Papan Cerita : sbu1f1i1 (Ulangkaji / Penerangan)
Topik : Multimedia Dalam Pendidikan(Kenal No 1-10)
GK2
G1
T1
S1= T3S2=T4
Mula
Paparkan T1-T2, G1,G2, GK1-GK2
Papar T3bunyikan S4
GK1
GK2
GK1
T2 G2
GP2 Papar T4Bunyikan S4
Frame seterusnya
GP1
Semak jawapan setelah pelajar klik ikon GK1 atau GK2
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(5) Content Production
•Content production follows storyboarding so that the story ideas and concept can be turned into reality.
•Content defines the project information and material.
•Content can have low and high production value.•The basic building blocks of content are films,
videos, photographic collections, and textual information bases.
•Content can be either created or acquired.
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(5) Content Production
• Acquiring content can be very expensive and time-consuming.
• Financial planning and allocation of sufficient time are important aspects of content acquisition.
• Pre-existing content can be obtained from a variety of sources.
• The sources from where pre-existing contents can be acquired are:
Clip art collections - for simple and flexible content. Commercial stock houses - to ensure licensed work
devoid of copyright infringements.
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(5) Content Production
• Acquiring content can be very expensive and time-consuming.
• Financial planning and allocation of sufficient time are important aspects of content acquisition.
• Pre-existing content can be obtained from a variety of sources.
• The sources from where pre-existing contents can be acquired are:▫ Clip art collections - for simple and flexible content.▫ Commercial stock houses - to ensure licensed work devoid of
copyright infringements. Photo, sound library, and stock footage house - for specific or complex content.
▫ The National Archives in Washington - for a rich source of content, both copyrighted as well as in the public domain.
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(5) Content Production
• Rights must be required for using content▫ The rights should be licensed to use copyrighted material before a
project is developed.▫ Rights for unlimited use should be sought, as the content can be
altered any time.• When a work is created, certain rights are granted to its
creator.• An electronic right enables creators to publish work in a
computer-based storage and delivery medium or on the Web.
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(5) Content Production
• Public domain means either the work was never copyrighted or the expired copyright protection has not been renewed.
• Public domain material can be used freely without a license.• Copyright protection applies to original works of authorship
fixed in any tangible medium of expression.• The owner's permission must be obtained before a work is
used.
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(5) Content Production
• Various rights management technologies are emerging and competing to become an industry standard.
• Any text or image that is copied or incorporated requires the permission of the owner. Such incorporated work is referred to as derivative work.
• It is important to obtain a written agreement from every individual contributing to the work.
• Developing projects includes designing interfaces, writing text, programming codes, and producing musical scores, sound effects, and video.
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(6) Authoring
•Authoring is a process of assembling the content into the multimedia software development environment following the map provided by the storyboard
•Two kinds of authoring that occur▫Content assembly - the content is put together and
linked to other content▫Functional programming - software is created to
provide specific behavior
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(6) Authoring
•Some issue in choosing tool ▫Level of interactivity required▫Platform requirement▫ interaction with other software and system
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(7) Prototyping
•Prototyping can be used to:▫Test product ideas▫Evaluate Soft. Capabilities▫Evaluate design Strategies▫Test story lines▫Assess Content effectiveness
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(7) Prototyping
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Requirements
analysis
Architecture
Design
System Hardware
and Software
Planning
storyboarding Prototype
development
Content production
Authoring
(8) Evaluation
•Evaluation is the process that tests and assesses a MM product to make sure it is what was ordered and it does what it supposed to do.▫ It starts the moment storyboards and requirements
analysis activities begin. • In-process evaluation that occurs during
development, called formative evaluation•Evaluation conducted following the authoring
process is called summative evaluation.
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(8) Evaluation
•Usability testing focuses on operation and performance of the product from the end user’s perspective.
•Usability testing may be applied to:▫Prototype versions of the product▫Data elements such as graphics, audio, video
segment and animation clips.
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(8) Evaluation
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Requirements
analysis
Architecture
Design
System Hardware
and Software
Evaluation
storyboarding
Content production
Authoring Summative evaluation provides immediate feedback about the authoring activity to immediately correct problemFormative evaluates
throughout entire product development
(9) Testing
•Alpha testing - product is evaluated relatively early in the development phase, to review application concept, format, user interface, and page layout.
•Beta testing - product is evaluated prior to final release mainly to find bug and content mistake.
•Alpha testing is usually done in-house or with end users who agree to keep their comments and experiences confidential
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(10) Deployment
•Releasing the product to the end user. •Task involve such as:▫Documentation for the product ▫Mass production of CDROM▫Packing of product ▫Marketing the product▫Mass production of hardware ▫Installation of the software ▫Training of personnel to use the software
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(11) Maintenance
•The process in which a product can evolve and grow with emerging technology or to meet user demands.▫ complete redistribution of the product ▫Distribution of portions of the product
•maintenance activities may be accomplished a new development cycle for planning through authoring and evaluation.
•Documentation of old version is important.
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Costing of a MM Production
•Multimedia project cost based on ▫Content cost▫Labor cost▫Equipment costs▫Talent and production cost ▫Facility and location costs▫Marketing and production cost ▫Maintenance and support costs▫Labor and content cost tend to be the highest single
cost items.
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Cost Modeling
•There are two basic models to follow when estimating costs▫ Labor driven cost ▫Cost/Content driven model
• Labor cost▫base on the amount of labor and time estimated for the
project▫Estimate the number of hours for each labor category
• The key to this approach is knowing how much labor costs run and having a reasonable estimate of the overall product effort.
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Content Modeling
•The content model is based on what it costs to create a single page and the cost per element content.
•This model assume that you can estimate number of pages and amount of content, example▫Number of pages for the entire product including page
title, menus, content, help etc. A per page price can be assigned that account for design,
programming, testing and management.▫Number of element of content.
This may be measured as 100 words of text, a single graphic, or minutes of video.
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Cost Analysis & Justification
PositionPosition LowLow AverageAverage HighHigh
Producer 45 90 225
Manager 60 90 150
Content Specialist
60 105 150
Storyboard Artist 45 60 90
Clerical Support 18 24 45
Graphic Artist 45 60 150
Voice Talent 45 90 120
AV Specialist 24 45 75-225
Programmer 45 90 135
Instructional Designer
90 135 180
Rate of payment for multimedia project development (Example)
*IN Malaysian Ringgit / Hour
Reference
•Vaughan Tay, Multimedia: Making It work. 7th Edition. McGraw Hill
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