DEFINITION MULTIMEDIA AND EXAMPLES
Multimedia is a means of (media) in which
there are a mix (a combination of) various forms of information elements, such
as text, graphics, animations, video, interactive and sound as a support to
achieve the goal of conveying information or just provide entertainment for its
target audience.
Multimedia is often used in entertainment
such as games. Multimedia word itself is derived from the multi (Latin) which
means a lot and katamedia (Latin) meaning something that is used to convey
something.
Multimedia can be categorized into two
kinds, namely mulitimedia linear and interactive multimedia. Linear Multimedia
is a multimedia that is not equipped with any control equipment that can be
operated by the user. Multimedia is running sequential (sequential / straight),
for example: TV and movies. While a multimedia interactive multimedia is
equipped with a controller (or aids, computer, mouse, keyboard, etc.) that can
be operated by the user, so the user can choose what they want to proceed.
Examples such as gaming applications. Interactive multimedia combine and
synergize all media consisting of text, graphics, audio, and interactivity
(draft).
Multimedia can be presented in several
methods, among others:
- Based paper (Paper-based), for example:
books, magazines, brochures.
- Based light (light-based), for example:
slideshows, transparency.
- Based sounds (Audi-based), for example:
CD players, tape recorders, radio.
- Based moving images
(moving-image-based), for example: a television, VCR (Video Cassette Recorder,
movies.
- Based Digital
(Digilatally-based), for example: the computer.
Multimedia has
several advantages when compared to other media such as books, audio, video or
television. The most prominent advantages possessed multimedia is interactivity.
Bates (1995) emphasize that among other media interactivity multimedia or other
computer-based media is the most obvious (overt).
Real interactivity
here is interactivity that involves physical and mental of the current user
tries multimedia program. For comparison a book or television media actually
provide interactivity, only the interactivity is vague (covert) because it only
involves mental user
Mental interactivity
is interactivity where the user is trying to understand the material by capturing
the information displayed, process and store it in the brain. The success of a
user performs a mental interactivity depends on how well designed learning
instruction.
Physical
interactivity in multimedia learning vary from the most simple to the complex.
Interactivity simple example, pressing a keyboard or click with the mouse to
move the page (display) or enter answers of an exercise given by the computer.
Interactivity complex example of activity in a simple simulation in which the
user can vary a particular variable or in a complex simulation in which the
user moves a joystick to simulate the movement of aircraft piloting.
Multimedia
excellence in media interactivity is inherently capable of forcing the user to
interact with the material both physically and mentally. Of course the ability
of this force depends on how effective the learning instruction is able to
attract users to try actively learning presented. An example is a multimedia
learning program which contains material on the oscilloscope shown in Fig.1
below. By using the learning multimedia users will be invited directly to try
and use the oscilloscope simulation available. By contrast, if the same
material is presented with a book or video. In this case the user only passive
(physical) see how to use the oscilloscope display. Mental activity (absorbs
users how to use and adjust the oscilloscope) may occur but the physical
activity (in this case to try for themselves how to set the oscilloscope) does
not occur. Put another thing - in the case of a simulation - using learning
multimedia users will try out firsthand how something happened.
Reference : www.google.com
Reference : www.google.com