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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Multimedia Literacy (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Learning Objectives Understand how multimedia is transforming the entertainment industry by moving from passive to interactive art forms Recognize how multimedia techniques are being used to create cinematic special effects (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 2
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Learning Objectives (cont.)
Question the ethics of digital cinema Understand how realistic and violent video arcade games have become Recognize how virtual reality is making interactive environments more immersing and persuasive (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 3
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Overview Cinema Video Games Virtual Reality (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 4
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Cinema Multimedia computers are used to create realistic special effects in movies or even produce complete movies Watching a movie, although multimedia computers have been used to produce a movie, is not a multimedia experience unless you can interact with the movie (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 5
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Cinema - Morphing One image is transformed into another in a seamless, uninterrupted segment Morphing software combines photographic realism with freedom of artist-controlled creativity (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 6
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Cinema - Superimposition
Process of laying one image over the other One image will be aligned over the other and a third image will be created (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 7
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Cinema - Animation Sequence of computer created still images shown in rapid succession Produces the illusion of motion Some movies are completely computer generated Toy Story and Toy Story 2 Antz Shrek (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 8
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Cinema – Digital Recasting
Ability to cast classic actors with actors of today by Classic films are digitized Classic actors are extracted from their original environment These actors are then colorized and if needed, modified Actors are now mixed into a digital video showing current actors and events (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 9
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Video Games Video games are very realistic by using Digital audio Actual photographs Digitized characters Laser input devices 3-D mice Mass market video game hits are unfortunately often violent and/or offensive (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 10
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Interactive Movies Are movies that let the user influence how the story unfolds Often real actors appear through superimposition Screens are 3-D photorealistic worlds 3-D graphic produced with Straylight’s PhotoVR technology (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 11
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
Virtual Reality The use of a computer to immerse the user into a simulated experience so authentic it seems real Needs special hardware Visual displays Tracking devices Mobility devices 3-D eyewear and infrared transmitter (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 12
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(c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved.
More Virtual Reality Stereoscopic images produced by CrystalEyes Image changes according to position of your head (c) 2001 by The McGraw-Hill Companies, Inc. All rights reserved. 13
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