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CGMB113/ CITB 123: MULTIMEDIA TECHNOLOGY CHAPTER FOUR MULTIMEDIA PRODUCTION 1 SARASWATHY SHAMINI Adapted from Notes Prepared by: Noor Fardela Zainal Abidin.

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Presentation on theme: "CGMB113/ CITB 123: MULTIMEDIA TECHNOLOGY CHAPTER FOUR MULTIMEDIA PRODUCTION 1 SARASWATHY SHAMINI Adapted from Notes Prepared by: Noor Fardela Zainal Abidin."— Presentation transcript:

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2 CGMB113/ CITB 123: MULTIMEDIA TECHNOLOGY CHAPTER FOUR MULTIMEDIA PRODUCTION 1 SARASWATHY SHAMINI Adapted from Notes Prepared by: Noor Fardela Zainal Abidin © UNITEN 2004/2005

3 2222 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

4 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. 3

5 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. 4 The Multimedia Development Process (Issues)

6 The Multimedia Project MM project depend on three component. ▫ Producer - the creator of the product. ▫ Consumer - the sponsor. ▫ Product - including content, function and technology 5

7 Multimedia Development 1.Planning 2.Requirement and Architecture 3.Navigation Structure 4.Storyboarding 5.Content Production 6. Authoring 7. Prototyping 8. Evaluation 9. Testing 10. Deployment 11.Maintenance 6 Multimedia Development involves:

8 (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. 7

9 (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 8

10 (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. 9

11 (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. 10

12 (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. 11

13 (2) Requirement and Architecture 12 Requirements analysis Architecture Design System Hardware and Software Planning Authoring Specification Platform

14 (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 13

15 (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… 14

16 (3) Navigation Structure 15

17 (3) Navigation Structure 16

18 (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. 17

19 (4) Storyboarding 18

20 (4) Storyboarding 19

21 20 Arahan Pengarangan Carta Alir, Suara,Teks dan Video Arahan Grafik Teks, Grafik, Bunyi dan Animasi Objek, / Carta ALir T(Teks), G(Grafik), V(Video), B(Bunyi), S(Suara), A(Animasi) Muka Surat : 12 T1 : Kumpulan Intuitif T2 : “Sila klik pada gambar …” T3 : Kumpulan ini banyak T4 : 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 T1T1 S1= T3 S2=T4 Mula Paparkan T1-T2, G1,G2, GK1-GK2 Papar T3 bunyikan S4 GK1 GK2 GK1 T2T2 G2 GP2 Papar T4 Bunyikan S4 Frame seterusnya GP1 Semak jawapan setelah pelajar klik ikon GK1 atau GK2 20

22 (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. 21

23 (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. 22

24 (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. 23

25 (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. 24

26 (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. 25

27 (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. 26

28 (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 27

29 (6) Authoring Some issue in choosing tool ▫ Level of interactivity required ▫ Platform requirement ▫ interaction with other software and system 28

30 (7) Prototyping Prototyping can be used to: ▫ Test product ideas ▫ Evaluate Soft. Capabilities ▫ Evaluate design Strategies ▫ Test story lines ▫ Assess Content effectiveness 29

31 (7) Prototyping 30 Requirements analysis Architecture Design System Hardware and Software Planning storyboarding Prototype development Content production Authoring

32 (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. 31

33 (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. 32

34 (8) Evaluation 33 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 problem Formative evaluates throughout entire product development

35 (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 34

36 (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 35

37 (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. 36

38 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. 37

39 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. 38

40 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. 39

41 40 Cost Analysis & Justification PositionLowAverageHigh Producer4590225 Manager6090150 Content Specialist60105150 Storyboard Artist456090 Clerical Support182445 Graphic Artist4560150 Voice Talent4590120 AV Specialist244575-225 Programmer4590135 Instructional Designer 90135180 Rate of payment for multimedia project development (Example) *IN Malaysian Ringgit / Hour

42 Reference Vaughan Tay, Multimedia: Making It work. 7 th Edition. McGraw Hill 41


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