Multimedia Computing

Multimedia Computing

Multimedia Computing


Multimedia exists in a variety of formats such as text, audio, images and video used in computing devices such as phones, computers and other interactive devices. These are in the form of websites, e-books, e-journals, audiobooks, phonograph, magnetic recordings, digital image files that come in five different formats such as tiff, jpeg, gif, png and raw image files, blogs, webinars, events etc. This is delivered using devices like CD-ROM, Flash drives, internet, etc.

Text is the most common form of multimedia. It is being used by word processing software, electronic – books, journals and other types of information exchanges. This when conveyed in other formats with random pop-up boxes that communicate meanings or related text with selective font styles. Audio is yet another basic form of multimedia which comparatively increases attention among participants and makes information more effective and comprehensible. It is provided in different formats, one of the familiar ones include the red book audio, which has global standards and is accepted as IEC 908. It can be used widely and produces high-quality sound. Analogous to red book audio we have another audio format available which is the Windows wave file that can be operated on the Windows OS.

This wave file has the required data in digital format with a header that contains information about the playback rate, and it is used to play the sound which is supported by a microphone. Another type of audio format is the Musical Instrument Digital Interface or MIDI for short developed by musical instrument manufacturers. It can be defined as a set of messages that denote the musical note being played which can be sequenced rather than the usual digitalized format. Static graphic images are normal pictures or drawings that help in easy comprehension and content memorization.

The animation is an interesting feature of multimedia technology. It is mostly used to convey content in a more meaningful and effective way to reach out better. It is used in applications like advertising, movies, educational content, demos, etc. Full motion videos are the most powerful existing multimedia technology. It is content what we see in YouTube.

It helps in enhancing the learning capability of individuals by conveying subject matter in a more productive way. Multimedia is mostly used in the education sector, training, science and technology, business, games and industries, communication, medicine etc.

It is popular because of its ingenuity, inclination, reasonable cost, wide acceptance, understandability and universality. However, it does have some drawbacks which include inaccessibility, something that could possibly draw your attention away, operating cost overheads, extensive, require training to understand technology update at times, compliance and support issues (Pavithra, 2018). This digital information is prone to misapplication and attacks like duplication, transformation, modification, and diffusion. This can be rectified using techniques like copyright protection, authentication, and safeguarding against material duplication. T

his can be implemented by using the technique of watermarking. It is used for the purpose of protecting digital content of these multimedia output from imminent attacks by intruders while at the same preserving the quality of the watermark images (Mohammed, Al-fatlawi, & Kamil, 2019).

References:


Mohammed, G. N., Al-fatlawi, A. A. H., & Kamil, A. T. (2019). Combined DWT-DISB based image watermarking optimized for decision making problems. 7(3), 1009–1020. Retrieved from http://pen.ius.edu.ba/index.php/pen/article/view/633

Pavithra. (2018). Multimedia and its applications. 10, 271–276. Retrieved from https://www.researchgate.net/publication/329417059_MULTIMEDIA_AND_ITS_APPLICATIONS
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