The Convergence of Computers and Video
= Digital Fusion
Digital fusion - multimedia* - desktop
media - is described as the convergence of computing, television,
audio, printing and telecommunications. Each of the components
has been significant. 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 education and business (Arnett
& Greenberg, 1989). (*Not to be confused with the multimedia
shows of the 70s-80s which were slide and film live presentations.)
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 promises to make desktop video as significant in the
90s as desktop publishing was in the 80s. Spurred by personal
computing, desktop publishing brought to millions of users the
ability to create high-quality printed materials at low cost.
The result has been a phenomenal rise in the amount of printed
matter which is an irony in an age of electronic information.
Impact of Multimedia Computing
The fusion of these technologies will radically
change how communications occur in most organizations. The demand
for computers, high-capacity data communications and storage
will soar as publishing of electronic documents rises. Fiber
optic networks and optical storage systems are the interstate
highways and warehouses of the information age. Fiber optic can
transmit voice, video and data by light wave signals. With a
fiber optic infrastructure, video can be exported from a studio
or imported to the home. Other technologies are being explored
which will also provide the bandwidth required to carry voice,
data and video. These include Asynchronous Transfer Mode (ATM)
and integrated services digital network(ISDN).
Computer users will have greater control
over the information they receive from news, information and
entertainment services. Interactive educational and reference
systems will offer students new ways to learn and research but
at a high market price, unless industry and government work put
the technology into schools and libraries.
Audiovisual, graphic production and communications
skills will become increasingly valuable in education, business
and social circumstances, shifting power structures away from
"left brain" (details) achievers toward a middle ground.
Nicholas Negroponte, MIT Media Lab director, says that to regard
some students as "learning disabled" may disappear
in favor of regarding their schools as "teaching disabled"
because they do not have interactive audio-visual educational
systems.
More information will be available about
institutions and individuals. The ability to defend the right
to privacy will continue to erode. Accelerating information overload
will drive the demand for digital storage of more kinds and amounts
of information, as well as expert systems and related technologies
to sort through the variety of sources. The obsolescence of intellectual
property rights will continue as an even greater problem. Digital
communication networks that treat information as a commodity
will rise; individuals and corporations will make information
and services available in a free market. Electronic mail is close
to becoming a standard mode of communication rather than "snail
mail."
Digital Fusion
Digital fusion has given computers the
ability to communicate and TV the ability to manage information.
Importantly, digital fusion will give control to the non-specialist.
Just as desktop publishing opened publishing to ordinary people,
desktop video will also open video to ordinary people. This includes
productions done by elementary school children and university
professors.
The future is being shaped by new hardware
and software that apply the personal computer's low-cost information
management capabilities to television's uncanny ability to motivate
and communicate. TV is not just video images. It is a complete
commercial mass communications form, which includes sound, music,
computer graphics and animation, as well as highly developed
styles of editing and production.
The merger of computer and video technologies
spells an economic challenge at the core of the U.S.'s serious
trade conflicts with Japan according to Arnett and Greenberger
(1989). The predominantly U.S. based personal computer industry
will be forced to compete or cooperate with the largely Japanese
consumer electronics industry as the two find themselves pushing
toward similar goals.
The technological merger feeds upon itself.
Driving the demand is the need to deal with the proliferation
of information flowing from the same technologies that are being
joined: computers, TV, printers and telephones (Arnett &
Greenberger,1989). TV, which makes us laugh and cry, brings feeling
to the coldness of data processing. The computer, which helps
us manage information, encourages us to stop and think in the
midst of - and as an antidote to - television's frantic and frequently
captivating stimulation. Using TV was a matter of choosing one
of a few channels. Information overload has made watching TV
more complex, with the addition of cable channels, tapes, camcorders,
remote controls and programmable VCRs. Yet, TV remains largely
superficial and unable to offer information on demand.
By joining TV and computers, we combine
the best aspects of each technology. 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 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, or need, 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.
A prime objective of multimedia computing
is for television's superficiality to become more appropriate
and function so that it would serve as an introduction, or motivator,
to the detailed information that the computer makes available
through its ability to store, search and retrieve. (Arnett &
Greenberger, 1989).
It is important to understand what motivates
the way that each form of media presents information. Printed
text (newspapers, magazines, books) allow you quickly scan to
see which items you want to read. Newspapers use the inverted
pyramid where the most important information is at the top of
the story or at the front of the issue; readers aren't expected
to read everything, but read as much as they like without worrying
about missing anything. This encourages readers to stop and think
about whether they want to learn more about the subject or go
on.
Television's organizational style encourages
one to watch everything, without scanning or considering whether
the appetite for it has been satiated. It does this through the
use of levels of emotional and sensory stimulation. The focus
on feeling and drama is not bad; but it is an incomplete perspective.
Analysis and action are discouraged by TV's goal to be exclusive
unto itself (Arnett & Greenberger, 1989).
Computers tend to present narrowly focused
information in the form of spreadsheets, databases or words.
It's hard to establish a relationship between different kinds
of computer information because the data format of each is likely
to be different
Hypermedia
Hypermedia, refers to software that can
accept information in a variety of formats - text, images, graphics,sounds
and video, and to link related things together interactively
to create a single multimedia presentation. Hypermedia became
the method that was used to create the Internet's World Wide
Web. Using code called HTML (Hypertext Markup Language) and another
programming language called Java, hypermedia can branch to a
motion video presentation within a window on the computer screen,
to text, or any combination of information that moves, rotates,
or transforms itself through inventive software programming.
Interactive documents represent a fundamental
shift in the way computers are used because interactivity demands
that the computer become the delivery medium. An interactive
document requires the user's active participation or it stops.
Like television, a multimedia document can present an overview
with sensory and emotional information; like a newspaper, it
lets one browse and choose how much information is wanted; like
a computer file, it will allow the re-use of parts and add others
to create new documents; and it allows and facilitates communication
with others.
These capabilities lend themselves to a
four-layer structure for multimedia information products. They
are: an audiovisual surface, an information navigation system,
information content, and creative tools (see chart). For a student,
the four layers would correspond to hearing lectures, research,
reading and writing. For a shopper, they correspond to watching
advertising, shopping, purchasing and using products (Arnett
& Greenberger, 1989).
As the Web became an important part of
information dissemination for people, companies and other organizations,
new software programs were developed that divided the computer
screen into frames. Using a frame, a content section could always
be visible, along with other hot buttons that could take the
user to other places on the site or to related sites. Interestingly,
while frames were meant to make the use of a web site easier,
it was found that users needed a great deal of sophistication
to follow the information to a destination that they wanted rather
than just "surfing" the Web. In particular, users who
were not reading at adult levels or where English was not their
first language, found the frames to be more confusing than helpful.
When a higher level of educational structure was provided at
the sites which provided literacy training, the users were able
to easily use Internet for their lessons.
The Audiovisual Surface
Audiovisual introductions, using video
or graphics, are effective because they make few assumptions
about the viewer's interests and motivations. An audio-visual
introduction helps viewers find something in which they are interested,
or motivates them to become interested. For example,the first
thing that happens on an ABC News videodisc is that Peter Jennings
appears and explains what the disc is about and how it works.
After the introduction, the user decides
where to go within the multimedia document. This could range
from a single database or text file to all of the world's databases
accessible by telephone. The challenge here is to determine which
to search. The computer's storage and programmability turn indexes
into active, two-way links among parts of a document or even
between different documents. A reference to "Hamlet"
in a book about politics can trigger on demand a link directly
to the text of "Hamlet", and back. Powerful hypermedia
software can create these kinds of contextual links, but there
is a tremendous amount of manual labor involved. Global indexing
and linking requires standards that are only beginning to be
discussed by the international standards organization.
Content
ABC videodiscs which are viewed with a
Macintosh computer and HyperCard, were developed to give teachers
a compelling way to present information about recent events ahead
of new textbook editions. They do not replace text; computer-stored
text supplements the video. Television's motivational power draws
the students into reading. Users play the disc interactively,
using computers that provide the ability to access simultaneously
the graphic or textual information. ABC produced a videodisc
on the California earthquake in two weeks and sold it six weeks
after the quake; it has produced discs on the 1988 presidential
campaign and the Israeli-Palestinian conflict.
More exciting is the use of videodiscs
by students to create video reports which will not require skill
in computers or video. Rich material is available from ABC and
WGBH's interactive NOVA series. DVD - digital video disc - is
the newest way to provide video. DVD discs are significantly
smaller than the LP format of the older videodisc. CD-ROMS are
now read and write for costs that are entering consumer and school
costs. For many students, the transformation from being a passive
television consumer to being a creator of a viewable production,
will be a watershed event. Students effectively become "programmers"
in the computer and television meanings of the term and are likely
to become more discerning and critical television viewers, just
as improved writers become better readers (Arnett & Greenberger,
1989).
Access to content on the Internet has increased
the speed with which students can learn about new events. It
has opened the door to the world for everyone.
The graphic user interface has an importance
that is often overlooked in that it provides a kinesthetic component.
The mouse adds movement to the computer interface. Using the
mouse to put something on the screen, helps you remember it,
just as it is easier to remember a phone number if you punch
in the numbers with your fingers. The kinesthetic component involves
motor-skills to move the mouse and type words, linguistic skills
to create the words, visual graphic skills (seeing the graphic
element on the screen), and visual linguistic skills to read
the words on the screen (Arnett & Greenberger, 1989). Research
is showing that the more areas of the brain that are involved
in learning, the easier it is to retrieve the information in
the future.
Creative Tools
This is the most active layer. There are
two kinds of production: one is production that happens entirely
inside the computer, such as writing, creating graphics or animation;
the second involves capturing real-world events, such as sounds
and images, and storing them on computer disks. In this step,
the materials that have been gathered may be synthesized, new
material may be created and a new production results. To combine
source materials software tools are needed. This software is
likely to be increasingly "object-oriented," because
it allows users to deal with information realistically (Arnett
& Greenberger, 1989).
The difference between a computer paint
program and a draw program is object orientation. When the user
paints with the computer, the only information stored is whether
a dot (pixel) is, black, white or a color. To change the pixel,
it has to be erased and re-painted. In an object-oriented program,
the computer stores the mathematical description of the object
(such as a circle or square); changing the position or size is
done without erasing the old one.
Apple's HyperCard uses on-screen buttons
and text fields that are programmed by the stack's author in
an endless number of situations. (A stack is a completed file
that runs under HyperCard). Graphics can be imported. HyperCard
has a degree of object orientation that lets users copy function
buttons from one HyperCard stack to another, yet retain their
functions. It allows ordinary users to create customized programs
when they would not have considered programming with structured
languages and gives them control that previously was beyond their
reach. Reusability means that users do not have to reinvent the
wheel for each program. A typical stack is like a pile of index
cards that can be linked together for quick reference. The top
card might show a television; clicking on the fine-tune button
takes the user rapidly (with visual and sound effects) to another
card that explains fine-tuning. Clicking on a return arrow sends
the user back to the main card.
The next iteration of HyperCard was the
use of the same conventions as an interface for the Internet.
First came Mosaic which made all of us realize how useful the
Internet could be when the Interface was user-friendly and masked
the technology so that the content became easily accessible and
easy to acquire. Next came NetScape and Navigator. The use of
Internet has become even more useful with multitasking programs
that allow Internet to be accessed while the user is working
in a word processing application.
Critics of multimedia argue that the average
user will never be able to create quality productions. This argument
overlooks present and future computer capabilities, as well as
acceptance of lowered quality levels. Given the content of personal
communication, the demand for production quality goes down (Arnett&
Greenberger, 1989). Example: home video of children; the video
may be jumpy, but the viewer is so interested in the content
that he or she does not focus on the production values. There
will always be a need and desire for higher quality provided
by professional applications and hypermedia offers professionals
faster, easier and less expensive ways of doing production.
Data Storage
Information is stored on magnetic and optical
discs and magnetic tape. Some forms of storage are removable
such as floppy disks, CD-ROM discs and DVD discs. Large capacity
drives such as Zip and Jazz drives carry enormous amounts of
information and have taken the place of other storage media for
some jobs. Some kinds of removable discs can be written onto.
CD-ROM used to fit this criteria and because of that it was used
extensively for publishing. Since most computers, including laptaps,
are now built with CD-ROM drives, and some are being built with
DVD drives, it seems likely that this type of media will continue
to be at the center of the market. Removable media are useful
for distribution and storage. Non-removable (or fixed- storage
systems, such as hard disk drives), are useful for local storage
of data.
Multimedia systems demand high-capacity
data storage because of the huge amount of data necessary for
high-quality color image, animation, audio, video, and the need
to keep it in a digital electronic format to preserve interactivity.
Using the most advanced video compression systems, it's possible
to store just over an hour of digital video on the highest capacity,
widely available kind of disk, CD-ROM. Technology presented us
with DVD so now we can play a full-length movie. Computer drives
are now large enough to store libraries of images and other information
which should support most multimedia productions. What is really
needed is the ability to store libraries of images and other
information. The average computer's disk drive cannot store more
than a few minutes of digital video data.
Four-layer Model of Multimedia Products
and Systems
Every multimedia product doesn't include
all four layers. For multimedia computing to achieve its greatest
potential, products will have to be designed to fit into this
framework, to address basic market needs (Arnett & Greenberg,
1989).
I. Audiovisual Surface - Viewing, Browsing
Offers overviews and motivation