Multimedia
Multimedia is an evolution
of technology as well as a convergence which brings together
hardware and software. It has been called digital fusion - the
merger of digital technologies based on the use of computers.
The technologies that are converging are computing, television,
printing and telecommunications. Bringing them together results
in the whole having greater impact than each individual part
and is one of the industry's most significant developments. The
convergence of digital technologies and their use will impact
the future of teleconferencing, distance learning and business.
In 1950, Douglas Englebart was one of the
few people in the world who thought computers could or should
display information on screens. That idea swept him into the
mainstream of computer design and opened the door to virtual
reality (Rheingold, 1991, p 75). Englebart felt that if we could
find ways to use audiovisual media to match human perceptual
and cognitive capabilities with computers' representational and
computational capabilities, humans would be able to increase
the power of our most important innate tools for dealing with
the world - our ability to perceive, think, analyze, reason,
and communicate (p. 73).
Desk-Top Training:
Desk-top training or "just in-time training" is evolving
out of the interest in multimedia as the convergence of technologies
continues. The end result of the convergence which brings together
hardware and software will be training received at the individual's
desktop. The term "just-in-time" training implies that
much of the training in the future will not occur until the employee
needs the information. In the desktop environment, the employee
will be able to retrieve the information to complete a current
task.
This ability will be harnessed through
the merger of digital technologies based on the use of computers.
The technologies that are converging are computing, television,
printing and telecommunications. Bringing them together results
in the whole having greater impact than each individual part
and is one of the industry's most significant developments. The
convergence of digital technologies and their use will impact
the future of teleconferencing, distance learning, and business.
By joining TV and computers, the best aspects
of each technology are combined. The result is a powerful communications
and information system that joins TV's ability to introduce and
highlight a subject with the computer's ability to provide in-depth
information tailored to immediate needs. The computer changes
existing media by helping one find, store, search, and re-use
many kinds of information. Interactivity is the term to describe
this ability to control what is happening. Two-way communications
have the highest level of interactivity, whether the communication
is with a person or with a machine.
The recently introduced AT&T Videophone
has given even more credibility to the future of just-in-time
training. Compressed Labs, Inc. is introducing a product called
Cameo. It is essentially a video phone which operates in a computer
environment. Through a small camera mounted on the computer screen,
a video picture of the operator is taken and compressed through
a small codec. The video motion picture is sent to the person
who is called who has the same equipment and a video picture
of that person is transmitted back. The video picture appears
in a small window on the computer screen. Computer files can
be exchanged and viewed during the video conversation. The first
Cameo product is Macintosh based but an IBM version is expected
to be released in several months.
A fiber optic infrastructure throughout
the U.S. is one of the final enabling technologies that will
link learners, instructors and access to information. However,
before a national system is in place, sophisticated systems will
be in place in companies linking training technologies with individual
learners at their desktop.
Multimedia systems are those that are able
to control some or all of the tasks associated with creation,
development, production, and post production via a single easy-to-use
universal graphic console. Multimedia will make desktop video
as significant in the '90s as the '80s desktop publishing.
At its most basic level, multimedia involves
the human senses - especially sight and hearing, and give users
a sense of interactive control over the computer. Programs include
realistic graphics, animation, movement, music, sound, images,
text, and digitized realistic voice. At its most sophisticated
level, it is the beginning of the use of virtual reality (VR)
the revolutionary interactive technology that creates the completely
convincing illusion that one is immersed in a computer generated
artificial world.
Virtual Reality:
VR technology resembles and is partially derived from flight
simulators. VR is loosely defined as putting users into a computer-generated
environment, rather than merely reacting to images on a screen.
Full "immersion" VR can include a helmet that senses
head movement and changes the view seen through small TV screens
mounted in front of each eye along with gloves that allow users
to touch objects in the virtual world. VR has left the hands
of philosophers and engineers and has the potential to transform
business and society.
For years, people have been looking forward
to personal computers that could combine text, graphics, animation,
sound, music, voice, and video in education, training and business
programs. Some computers and some programs used several media,
but very few could handle all. While "just-in-time training"
enabled by multimedia and digital telecommunications has been
talked about for several years, the reality is that microprocessors
aren't yet powerful enough to generate live-action video images
that lure adults.
Emerging Standards:
Storing the video signal is a problem as it takes a 300 megabyte
hard disk to store just 10 seconds of digital video. Compression
is the answer to storage problems. Future digital-video products
will offer compression ratios of 50:1 to 200:1. JPEG (Joint Photographic
Expert Group) is an industry standard for still-image compression
that is moving into full-motion video. MPEG (Moving Pictures
Experts Group) has a three-part compression standard for professional
and consumer applications - digital video, digital audio and
systems compression. MPEG compression compresses similar frames
of video, tracks elements which change between frames and discards
the redundancies. This allows full-motion video to be sent at
DC-ROM data rates - around 160K per second.
A multimedia personal computer (MPC) standard
describes a PC that can run Microsoft's Windows efficiently because
the system software beneath multimedia would be "Windows
with Multimedia Extension." The specification calls for
added audio and CD-ROM hardware).
Each form of media presents information
differently and motivates its use. Printed materials encourage
scanning, reading as much as is necessary, then making a decision
to learn more or go on. Television has been described as a passive
medium because it does not encourage scanning, analysis, action,
or making a decision to move on; instead it encourages the user
to watch the entire piece by involving higher levels of emotional
and sensory stimulation. Computers tend to present focused information
through words, spreadsheets, databases or other kinds of formats.
The purpose of multimedia is to combine all of these so that
the benefits of each can be used in a desktop environment.
Hypermedia:
is software that allows the user to interactively manipulate
information in a variety of formats - text, images, animation,
graphics, sounds, digitized voice, and video. Together, it is
called multimedia which can branch to a motion video presentation
within a window on the screen, to text, or any combination including
a live video telephone connection, perhaps with a content expert.
Interactive documents represent a shift in computer use because
it becomes the delivery platform. An interactive document requires
the user's participation or it stops. A hypermedia document can
present an overview with sensory and emotional information to
involve the user (like television), encourage text scanning,
analysis, action, or move on to new material (like print), or
let the user re-use parts and add others to create new documents
and communicate with others (like a computer). These capabilities
lend themselves to a four-layer structure: the audiovisual surface,
an information navigation system, information content, and creative
tools.
Control:
When people watch children play electronic games and see the
concentration and total motor involvement, they wonder why the
game isn't math, "They've missed the point" says Nicholas
P. Negroponte, director of the Media Laboratory at MIT. "You
need to realize the key ingredient is control and not the sound
and electronic fireworks. Everyone likes control. The computer
is the medium that allows that control (TechTrends, 1988)."
The Media Lab was formed in 1984 based
on Negroponte's vision that all communication technologies were
going through a joint metamorphosis which could only be understood
properly if treated as a single subject, and only advanced properly
if treated as a single craft. He has kept the efforts focused
on the human and how humans converse. The way to decide what
needs to be done is through exploring the human sensory and cognitive
system and the ways that humans most naturally interact. Join
this and you grasp the future (Brand, 1988, p. 11). The Media
Lab is committed to making the individual the driver of new information
technology by focusing on "idiosyncratic systems" that
adapt to the user, by encouraging computation in real time means
the human can interact live, "converse" with the machine,
oblige it to function in human terms (p 255). Negroponte coined
the term "idiosyncratic system" to distinguish a PC
from a personalized computer, one that knows its user and can
invoke all the inferences to handle vagaries and inconsistencies
(p. 153).
Multimedia is successful because it reaches
many learning styles. The variety of methods used in multimedia
ensures that the content is grounded for the learner in many
ways which assists retrieval, retention and application. The
multiple impressions assist the memory system so that new information
is moved from short term memory into long term memory through
maintenance and elaborative rehearsal.
Kaleida
is the multimedia joint venture between IBM and Apple. The two
companies will develop new microprocessors and software needed
to move personal computing into the next century. Kaleida will
try to expedite the arrival of multimedia computing by making
it easier for outside companies to write software that combines
video, sound and graphics. By the mid-1990s, it could be licensing
products to Apple and IBM, which share nearly 40 percent of the
PC market.
A Snapshot of the Field
The promise of multimedia is to move more
information more easily by doing it electronically and to provide
more resources to everyone. The enabling technologies are not
all in place, but it is becoming clear that the true multimedia
platform is more likely to be something different. It will house
a microprocessor, but we probably won't think of it so much as
a computer as we will think of it as a telecommunications instrument.
To date, we have been told by the technology
experts that multimedia will become a market only when the telephone
companies provide us with a national fiber optic infrastructure
capable of handling the massive bandwidth that each of us will
need.
However, we may not have to wait five,
ten or 15 years for multimedia to become a telecommunications
reality.
Bell Atlantic is working on a prototype
that it calls Project Edison. It uses a digital technology called
ADSL - for asynchronous digital subscriber loop. Through the
Project Edison prototype, Bell Atlantic is creating a technology
that will enable us to have multimedia - voice, data, and video
- available over the traditional copper cable (or twisted pair)
that is already in place.
The proper use of information requires
that you keep moving it so that it can eventually combine with
other information into new patterns, new ideas, and ultimately,
new solutions to problems.
Multimedia has strong implications for
education but to reap its true benefits requires a network and
resources to tap its vast potential.
References
Brand, Stewart (1987). "The Media
Lab, Inventing the Future at MIT." Viking, New York, p 11.
Rheingold, Howard (1991). "Virtual
Reality." Summit, New York.
TechTrends (October, 1988). "Nicholas
P. Negroponte." Vol 33, No. 5, pp 11-13.
from "The Distance
Learning Technology Resource Guide," by Carla Lane