Multimedia Making It Work

Multimedia Making It Work

by Tay Vaughn

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Product Details

ISBN-13: 9780078818691
Publisher: McGraw-Hill Osborne
Publication date: 01/28/1993
Pages: 477

About the Author

Tay Vaughan is a widely known multimedia authority. He has developed and produced projects for clients including Apple, Microsoft, Lotus, Novell, and Sun. Vaughan is president of Timestream, Inc., a multi-format design and publishing company.

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Chapter 2: Introduction to Making Multimedia

In Chapter 1, you learned what multimedia is, what it may become, and where you can experience it. In this chapter, you will be introduced to the workshop where it is made. This chapter provides guidance and suggestions for getting started. Chapters 4 through 15 deal with basic concepts and the tools required. Later, more detail is provided in Chapter 16. In Chapter 17, you will learn about producing, managing, and designing a project. In Chapter 19, you will learn about where to get material and content for your project, and in Chapter 20, you will learn how to test your work and ship it to end users. If you want to create multimedia yourself, from your own ideas and talents, check your skills against those described in Chapter 3. Chapters 15 and 18 discuss the tools and tricks for making multimedia for the Internet and the World Wide Web.

The Stages of a Project

Most multimedia and Web projects must be undertaken in stages. Some stages should be completed before other stages begin, and some stages may be skipped or combined. Here are the four basic stages in a multimedia project:

1. Planning and costing: A project always begins with an idea or a need that you refine by outlining its messages and objectives. Identify how you will make each message and objective work within your authoring system. Before you begin developing, plan what writing skills, graphic art, music, video, and other multimedia expertise will be required. Develop a creative graphic look and feel, as well as a structure and navigation system that will let the viewer visit the messages and content. Estimate the time needed to do allelements, and prepare a budget. Work up a short prototype or

2. Designing and producing: Perform each of the planned tasks to create a finished product.

3. Testing: Always test your programs to make sure they meet the objectives of your project, they work properly on the intended delivery platforms, and they meer The needs of your client or end user,

4. Delivering: Package and deliver the project to the end user.

What You Need

You need hardware, software, and good Idea!; TO Make. multimedia. To make good multimedia, you need talent and skill. You also need to stay organized, because as the construct] on work gets under way, all the little bits 'And pieces of multimedia content-the six audio recording of Alaskan Eskimos, the Christmas-two-years-ago snapshot of your niece, the 41 articles Still to scan with your optical character recognition (OCR) program will get lost under growing piles of paper, cassettes, videotapes, disks, phone messages, permissions and releases, cookies, Xerox copies, and yesterday's mail, Even in serious offices, where people sweep all flat surfaces of paperwork and rubber bands at five o'clock, there will be mess.

You will need time and money (for consumable resources such as disks and other memory, for telephoning and postage, and possibly for paying for special services and time, yours included), and you will need to budget these precious commodities (see Chapter 14).

You may also need the help of other people. Multimedia is often a team effort; artwork is performed by graphic artists, video shoots by video producers, sound editing by audio producers, and programming by programmers (see Chapter 3). You will certainly wish to provide plenty of coffee and snacks, whether working alone or as a team. Late nights are often involved in the making of multimedia.

***You have to have a real yearning to communicate because multimedia is creating, essentially, an entirely new syntax for communication. You must have an interest in human psychology because you need to anticipate the brainwaves of all the potential end users. What will they expect from the program now? What will they want to do with the program now? How can you integrate all the multimedia elements in a really elegant and powerful way? You should adapt a strategy that allows you to prototype and test your interactive design assumptions.***

Hardware

This book will help you understand the two most significant platforms for producing and delivering multimedia projects: the Macintosh OS from Apple and any Intel-based IBM PC or PC clone running Microsoft Windows. These computers, with their graphical user interfaces and huge installed base of many millions of users throughout the world, are the most commonly used platforms today for the development and delivery of multimedia.

Certainly, detailed and animated multimedia is also created on specialized workstations from Silicon Graphics, Sun Microsystems, and even on mainframes, but the Macintosh and the PC offer a compelling combination of affordability, software availability, and worldwide availability. Regardless of the delivery -vehicle for your multimedia-whether it is destined to play on a computer, on a television set-top box such as Sega, Nintendo, or Sony, or as bits moving down the data highway-most will probably be made on a Macintosh or on a PC.

When Windows is discussed in this book, it means Windows 95. Microsoft introduced Windows 95 with great fanfare in August 1995 to supercede Windows 3.1, and significant enhancements were made for managing multimedia elements. While it is difficult to conceive of a million of anything (pennies in a drawer, people in a city, bytes on a floppy disk), there are tens of millions of copies of Windows 95 now in use around the world. Windows 98 provides improved networking and Internet support and a business focus but is perhaps simply a stepping stone to future broad acceptance of Windows NT (see Chapter 4).

Hardware is discussed in greater detail in Chapter 4, and hardware peripherals such as monitors, disk drives, and scanners are described in Chapter 5. Audio hardware is discussed in Chapter 10, and video hardware is discussed in Chapter 13. The workings and requisite tools of the Internet are discussed in Chapters 14 and 15. . . .

Table of Contents

Chapter 1. What is Multimedia; Chapter 2. Text; Chapter 3. Images; Chapter 4. Sound; Chapter 5. Animation; Chapter 6. Video; Chapter 7. Making Multimedia; Chapter 8. Multimedia Skills; Chapter 9. Planning and Costing; Chapter 10. Designing and Producing; Chapter 11. Content and Talent; Chapter 12. The Internet and Multimedia; Chapter 13. Designing for the World Wide Web; Chapter 14. Delivering; Appendix

Tay Vaughan is a widely known multimedia authority. He has developed and produced projects for clients including Apple, Microsoft, Lotus, Novell, and Sun. Vaughan is president of Timestream, Inc., a multi-format design and publishing company.

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