Introduction to Interactive Media Interactive Media Tools: Authoring Applications.

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Presentation transcript:

Introduction to Interactive Media Interactive Media Tools: Authoring Applications

Introduction to Interactive Media Methods to Integrate Media Programming –Languages specify how the media is presented and user interactions carried out. –Requires command of the language. –Is time consuming. Authoring –Applications specially designed to integrate and present media elements. –Developers can concentrate on design, interactivity, and functionality of the project.

Introduction to Interactive Media Authoring Applications Software designed for creation of multimedia projects. Applications are used to: –Assemble media elements –Synchronize content –Design user interface –Provide user interactivity

Introduction to Interactive Media Authoring Metaphors Authoring applications are grouped around three metaphors: –Card –Icon –Timeline Metaphors help orient developer to how the software organizes the media, sequences events, and presents final project.

Introduction to Interactive Media Card Metaphor Media is organized in sequential order on a stack of cards or slides. (PowerPoint) –Appropriate for static media that is normally experienced in sequence. Cards have two layers: –Background layer contains shared elements. Foreground layer contains content specific to that card or slide.

Introduction to Interactive Media Benefits of Card Metaphor Benefits of card layers. –Background content is created once, which saves development time. –Common background layer provides consistent design. –File sizes are minimized by sharing background elements.

Introduction to Interactive Media Icon Metaphor (Adobe Authorware) Icons define media and forms of interactivity. Icons are placed on a flowline to create the application structure. –Each icon has a dialog box with properties and parameters identified by the developer. –Flowlines let developers visualize and adjust the structure of the application. Branching routines add controls for user interaction.

Introduction to Interactive Media Icon Metaphor Flowline is a graphical representation of the relationships between components of the application.

Introduction to Interactive Media Timeline Metaphor Organizes media and interactivity as sequence of frames. –Each frame can have multiple layers. –Layers define the stacking order of the content to be displayed. Appropriate for dynamic media as the media can by synchronized precisely over time.

Introduction to Interactive Media Timeline Metaphor Popular timeline-based applications include Director and Flash. Best used when animation or video is central to the application.

Introduction to Interactive Media The Authoring Process

Introduction to Interactive Media Application Design Create Flowchart and Storyboards Authoring software can establish the order of the content on playback. Basic navigation structures include: –Linear or sequential –Hierarchical –Networked –Conditional.

Introduction to Interactive Media Importing Content Media is generally created in media- specific applications and imported into the authoring environment. –File formats for imported media are important. –Conversion utilities within the application are useful.

Introduction to Interactive Media Create and Edit Content All authoring applications include some tools for creating and editing media content. For example: –Text adjustments to font size and color. –Paint tools to add shapes and edit image features. –Sound adjustment on volume, duration. –Animation changes to speed and direction.

Introduction to Interactive Media Integrating, Synchronizing and Playback Techniques for integration are based on the metaphor (card, icon, timeline). Sounds, animations and transitions must be synchronized to present a unified flow of information. Playback of the content is often dependent on hardware factors. Timing controls can be established to ensure correct playback.

Introduction to Interactive Media Programming Provides more flexibility and control. –For projects with extensive interactivity, custom features. Two programming methods. –Script: series of commands specifying properties or behavior of an element in the project. Commands are interpreted as the project is executed. –Icon: dialog boxes allow the developer to specify parameters for icon's use. Does not require programming knowledge but does limit commands to icon parameters.

Introduction to Interactive Media Database Support Some projects may require access to a collection of related files to store and retrieve user input. –Tutorials have databases of related facts to test comprehension. –User stores answers for future reference and scoring. Authorware and Director applications offer an interface to a database.

Introduction to Interactive Media Preview, Test, Debug Projects are created in the development mode. –Necessary to preview the project as it will appear in the final product and test the components of the screen displays. –Authoring applications often have a preview mode to test the assembled project during development. Debugger tools can identify errors in program code.

Introduction to Interactive Media Project Delivery Projects are published so they play outside the authoring environment. Two approaches to publishing. –Project requires a separate player program to present the multimedia content. QuickTime, Flash, and MediaPlayer programs are free player downloads. –Project embeds the player in the multimedia project. Larger files, but project is a stand-alone application.

Introduction to Interactive Media Choosing and Authoring Application No single authoring tool is suitable for all projects. To select the right application: –Consider the subject (static or dynamic media). –Consider the media (source file formats compatible). –Consider delivery (where used, means of distribution). –Consider maintenance (expertise needed to revise content, frequent update cycles).