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Multimedia

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environment, even though they are typically still physically located in the real world. Virtual reality finds applications across various fields, including gaming, education, healthcare, training, and entertainment. In gaming, users can be transported to fantastical worlds, experiencing games in a more immersive way. In education, VR can provide realistic simulations for training purposes, allowing users to practice skills in a risk-free environment. Healthcare professionals use VR for therapeutic purposes and medical training. The U.S. Air Force has shown using VR for training programs for their new pilots to simulate piloting an aircraft. This allows new pilots to learn in a safe environment and get comfortable before getting in a real aircraft.
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and can be stored easily. Another example is charts and graphs, as the presenters can show their audience the trends using data associated with their researches. This provides the audience a visual idea of a company's capabilities and performances. Audio also helps people understand the message being presented, as most modern videos are combined with audio to increase its efficiency, while animations are made to simplify things from the presenter's perspective. These technological methods allow efficient communication and understanding across a wide range of audiences (with an even wider range of abilities) throughout different fields.
755:. The idea of media convergence is also becoming a major factor in education, particularly higher education. Defined as separate technologies such as voice (and telephony features), data (and productivity applications), and video that now share resources and interact with each other, media convergence is rapidly changing the curriculum in universities all over the world. Higher education has been implementing the use of social media applications such as Twitter, YouTube, Facebook, etc. to increase student collaboration and develop new processes in how information can be conveyed to students. 845:
in classrooms has drastically changed with the prevalence of technology, making it easier for students to obtain language learning skills. Multimedia motivates students to learn more languages through audio, visual, and animation support. It also helps create English contexts since an important aspect of learning a language is developing their grammar, vocabulary, and knowledge of pragmatics and genres. In addition, cultural connections in terms of forms, contexts, meanings, and ideologies have to be constructed. By improving thought patterns, multimedia develops students'
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commercial advertisement to efficiently understand the demographic of a target audience. In recent years, a new trend of multimedia has arrived: a new sort of digital billboard placed on the side of buildings and usually wrapped around the side of them. These clips are made at differing angles to trick the brain into seeing them as 3-dimensional, like they're leaving the billboard entirely. This makes them eye-catching and therefore more likely to draw people's attention, which is, of course, very good for commercial purposes.
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commonly taught using chalkboards. Projected aids, such as the epidiascope and slide projectors, were introduced into classrooms around the 1960s. With the growing use of computers, the medical field has begun to incorporate new devices and procedures to assist in teaching students, performing procedures, and analyzing patient data. As well as providing that data in a meaningful way to the patients.
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computers were called "multimedia computers" because they represented advances in graphical and audio quality, such as the Amiga 1000, which could produce 4096 colors (12-bit color), outputs for TVs and VCRs, and four-voice stereo audio. Changes in removable storage technology during this time were also important, as the standard
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and evaluated in 9 disciplines. In each experiment, students' engagement and active learning have been approximately 66% greater than with the same material being delivered using bullet points, text, and speech, corroborating a range of theories presented by multimedia learning scholars like Sweller and
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With the spread and development of the English language around the world, multimedia has become an important way of communicating between different people and cultures. Multimedia technology creates a platform where language can be taught. The traditional form of teaching English as a Second Language
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education by Seabury & Maple in 1993, multimedia technology is utilized to teach social work practice skills, including interviewing, crisis intervention, and group work. In comparison with conventional teaching methods, including face-to-face courses, multimedia education shortens transportation
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Multimedia provides students with an alternate means of acquiring knowledge designed to enhance teaching and learning through various media and platforms. In the 1960s, technology began to expand into classrooms through devices such as screens and telewriters. This technology allows students to learn
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refers to the usage of multiple media of communication, including video, still images, animation, audio, and text, in such a way that they can be accessed interactively. Video, still images, animation, audio, and written text are the building blocks on which multimedia takes shape. In the 1990s, some
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are setting a precedent for the positioning of the newspaper industry in a globalized world. To keep up with the changing world of multimedia, journalistic practices are adopting and utilizing different multimedia functions through the inclusion of visuals such as varying audio, video, text, etc. in
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Multimedia refers to the integration of multiple forms of content such as text, audio, images, video, and interactive elements into a single digital platform or application. This integration allows for a more immersive and engaging experience compared to traditional single-medium content. Multimedia
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NES Robot back in 1984, which, with its array of accessories, was able to also provide users with the sensation of holding a firearm. These multimedia input devices are among the earliest of the augmented reality devices, allowing users to input commands to facilitate a different user experience. A
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From multimedia learning (MML) theory, David Roberts has developed a large group lecture practice using PowerPoint and based on the use of full-slide images in conjunction with a reduction of visible text (all text can be placed in the notes view' section of PowerPoint). The method has been applied
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Medical professionals and students have a wide variety of ways to learn new techniques and procedures through interactive media, online courses, and lectures. The methods of conveying information to students have drastically evolved with the help of multimedia. From the 1800s to today, lessons are
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News reporting is not limited to traditional media outlets. Freelance journalists can use different new media to produce multimedia pieces for their news stories. It engages global audiences and tells stories with technology, which develops new communication techniques for both media producers and
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settings is structured around the idea of creating a hands-on learning environment through the use of technology. Lessons can be tailored to the subject matter as well as personalized to the students' varying levels of knowledge on the topic. Learning content can be managed through activities that
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are a great visual example to use in multimedia presentations because they can create visual aids to the presenter's ideas. They are commonly used among education and many other industries to benefit students and workers, as they effectively retain chunks of information in a limited amount of time
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Within education, video games, specifically fast-paced action games, are able to play a big role in improving cognitive abilities involving attention, task switching, and resistance to distractors. Research also shows that, though video games may take time away from schoolwork, implementing games
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due to its capabilities concerning research, communication, problem-solving through simulations, and feedback opportunities. The innovation of technology in education through the use of multimedia allows for diversification among classrooms to enhance the overall learning experience for students.
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firms for advanced displays of information in a variety of necessary situations. Examples range from as common as holding more engaging presentations to providing trainees or new workers with more effective media to educate on a company's policies. Commercial multimedia developers may be hired to
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on multiple forms of content over time. Examples of these range from multiple forms of content on Web sites like photo galleries with both images (pictures) and titles (text) user-updated to simulations whose coefficients, events, illustrations, animations, or videos are modifiable, allowing the
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is a technology that creates a simulated environment, often using computer-generated imagery or a combination of real and virtual content, to immerse users in an interactive and lifelike experience. The aim of virtual reality is to make users feel as if they are physically present in a different
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Mayer's Cognitive Theory of Multimedia Learning suggests that "people learn more from words and pictures than from words alone." According to Mayer and other scholars, multimedia technology stimulates people's brains by implementing visual and auditory effects and thereby assists online users to
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In modern times, a multimedia device can be referred to as an electronic device, such as a smartphone, a video game system, or a computer. Each and every one of these devices has a main function but also has other uses beyond their intended purpose, such as reading, writing, recording video and
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applications as well, which often takes the form of the campaigning websites and commercials pushed out to the public. In addition, the prominence of data mining within multimedia platforms in order to adjust marketing techniques based on the data they mine is a crucial and notable practice of
640:, to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Requests for their skills range from technical to analytical to creative. Multimedia, but more impressively in the modern day, the 355:
motion imagery. Multiple forms of information content are often not considered modern forms of presentation, such as audio or video. Likewise, single forms of information content with single methods of information processing (e.g., non-interactive audio) are often called multimedia, perhaps to
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and software engineers. Multimedia helps expand the teaching practices that can be found in engineering to allow for more innovative methods to not only educate future engineers but to help evolve the scope of understanding of where multimedia can be used in specialized engineer careers like
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In an attempt to examine the impact of multimedia technology on students' studies, A. Elizabeth Cauble & Linda P. Thurston conducted research in which Building Family Foundations (BFF), an interactive multimedia training platform, was utilized to assess social work students' reactions to
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Commercialization and marketing of products by companies in the modern day rely on increasingly more advanced displays of Interactive Multimedia for sophisticated tactics and customer retention. Advertising companies rely heavily on social interfaces and television to promote products, while
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took Kip Thorne's mathematical data and applied it into their own visual effects engine called "Double Negative Gravitational Renderer," a.k.a. "Gargantua," to create a "real" black hole used in the final cut. Later on, the visual effects team went on to publish a black hole study.
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by improving their capacity to understand the language. One of the studies, carried out by Izquierdo, Simard and Pulido, presented the correlation between "Multimedia Instruction (MI) and learners' second language (L2)" and its effects on learning behavior. Their findings, based on
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need their shorter, more concise methods to be as efficient and pleasing to the potential customers as possible. Using these platforms, they are able to express their message or persuade a targeted audience. External and internal office communications are often developed by hired
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may be intended to enhance the users' experience, for example, to make it easier and faster to convey information. Or in entertainment or art, combine an array of artistic insights that include elements from different art forms to engage, inspire, or captivate an audience.
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Head-mounted display (HMD): Users wear a headset that covers their eyes and ears, providing visual and auditory stimuli. These headsets are equipped with screens that display the virtual environment, and some may also have built-in speakers or headphones for audio.
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utilize and take advantage of multimedia platforms. This kind of usage of modern multimedia encourages interactive communication between students and teachers and opens feedback channels, introducing an active learning process, especially with the prevalence of
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are considered multimedia, as they meld animation, audio, and interactivity to give the player an immersive experience. While video games can vary in terms of animation style or audio type, the element of interactivity makes them a striking example of
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music-cum-visuals to debut as discothèque fare." Two years later, in 1968, the term "multimedia" was re-appropriated to describe the work of a political consultant, David Sawyer, the husband of Iris Sawyer—one of Goldstein's producers at L'Oursin.
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can hold on average 700 megabytes of data, while the maximum size a 3.5-inch floppy disk can hold is 2.8 megabytes, with an average of 1.44 megabytes. Greater storage allowed for larger digital media files and therefore more complex multimedia.
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learn efficiently. Researchers suggest that when users establish dual channels while learning, they tend to understand and memorize better. The mixed literature of this theory is still present in the fields of multimedia and social work.
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overlays digital content or output onto the real world using media such as audio, animation, and text. Augmented reality became widely popular only in the 21st century; however, some of the earlier versions of such were things like the
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courses (popularly called CBTs) and reference books like encyclopedias and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats.
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Motion tracking: Sensors track the user's movements, allowing them to interact with the virtual world. This can include head movements, hand gestures, and sometimes even full-body movements, enhancing the sense of immersion.
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Linear active content progresses often without any navigational control, only focusing on the user to watch the entire piece by involving higher levels of emotional and sensory stimulation based on what's being shown as a
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who blend techniques using different media that in some way incorporate interaction with the viewer. Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an
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Input devices: Controllers or other input devices are used to interact with the virtual environment. These devices can simulate hands or tools, enabling users to manipulate objects or navigate within the virtual space.
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audio, listening to music, and playing video games. This has led them to be called "multimedia devices." While previous media was always local, many are now handled through web-based solutions, particularly streaming.
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time, increases knowledge and confidence in a richer and more authentic context for learning, generates interaction between online users, and enhances understanding of conceptual materials for novice students.
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is one of the biggest computer industries in the world, and a core foundation of its success relies on the ability of multimedia designers to optimize user experience through interacting with their products.
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Newspaper companies all over the world are trying to embrace the new phenomenon by implementing its practices in their work. While some have been slow to come around, other major newspapers like
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Cao, Yingxia; Ajjan, Haya; Hong, Paul (July 2013). "Using social media applications for educational outcomes in college teaching: A structural equation analysis: Social media use in teaching".
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Computer processing: Powerful computers or gaming consoles are often required to generate and render the complex graphics and simulations needed for a convincing virtual experience.
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Activator Controller back in 1992, which allowed users to literally stand in an octagon and control in-game movement with physical movement, or to stretch back even further, the
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Badii, Atta; Fuschi, David; Khan, Ali; Adetoye, Adedayo (2009). "Accessibility-by-Design: A Framework for Delivery-Context-Aware Personalised Media Content Re-purposing".
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is utilized in various fields including education, entertainment, communication, game design, and digital art, reflecting its broad impact on modern technology and media.
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Cauble, A. Elizabeth; Thurston, Linda P. (July 2000). "Effects of Interactive Multimedia Training on Knowledge, Attitudes, and Self-Efficacy of Social Work Students".
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Pincus, Hanna; Wojcieszak, Magdalena; Boomgarden, Hajo (September 2017). "Do Multimedia Matter? Cognitive and Affective Effects of Embedded Multimedia Journalism".
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of learner motivation and attitudes," show that there is easier access to language learning materials as well as increased motivation with MI along with the use of
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Animation - the technique of creating moving images from still pictures, often used in films, television, and video games to bring characters and stories to life.
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Multimedia reporters who are mobile (usually driving around a community with cameras, audio and video recorders, and laptop computers) are often referred to as
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in movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online.
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Multimedia is a robust education methodology within the social work context. The five different types of multimedia that support the education process are
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Pierce, Glenn L.; Cleary, Paul F. (July 2016). "The K-12 educational technology value chain: Apps for kids, tools for teachers and levers for reform".
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Audio - Includes music, sound effects, and voiceovers that enhance the experience. Recent developments include spatial audio and advanced sound design.
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Learning theory in the past decade has expanded dramatically because of the introduction of multimedia. Several lines of research have evolved, e.g.,
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brings two key elements of musical composition and film into the world of painting: variation of a theme and movement of and within a picture, making
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Muttappallymyalil, Jayakumary; Mendis, Susirith; John, Lisha Jenny; Shanthakumari, Nisha; Sreedharan, Jayadevan; Shaikh, Rizwana B (3 October 2016).
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Video - Moving images that convey dynamic content. High-definition (HD), 4K, and 360-degree video are recent innovations enhancing viewer engagement.
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refers to multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information. In the
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In the intervening forty years, the word has taken on different meanings. In the late 1970s, the term referred to presentations consisting of
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at their own pace and gives teachers the ability to observe the individual needs of each student. The capacity for multimedia to be used in
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of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the
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Images - Static visual content, such as photographs and illustrations. Advances include high-resolution and 3D imaging technologies.
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about which the Smithsonian declared, "It is one of the first, if not the first, multi-media authoring systems on the market."
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in 1995. The institute summed up its rationale by stating, " has become a central word in the wonderful new media world".
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Chengbo, Wang; Hui, Xiao; Wen, Shiting (January 2019). "SPSE — a model of engineering multimedia learning and training".
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Fletcher, Curtis (2 October 2017). "The school of tomorrow: promoting electronic multimedia education in the 1960s".
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The term "video", if not used exclusively to describe motion photography, is ambiguous in multimedia terminology.
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into the school curriculum has an increased probability of moving attention from games to curricular goals.
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helped create one of the most realistic depictions of a black hole in film. The visual effects team under
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A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
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of the multimedia created forms the foundation for which most creative endeavors that take place online.
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Visual feasts of the mind: matching how we teach to how we learn | David Roberts | TEDxLoughboroughU
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Multimedia (multi-image) setup for the 1988 Ford New Car Announcement Show, August 1987, Detroit, MI
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use multimedia for a variety of purposes, ranging from fine arts, entertainment, commercial art,
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Enhanced levels of interactivity are made possible by combining multiple forms of media content.
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multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing,
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multimedia is increasingly becoming object-oriented and data-driven, enabling applications with
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extensions brought multimedia to the World Wide Web, and streaming services became more common.
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Han, Jiawei; Kamber, Micheline; Pei, Jian (2012). "Data Mining Trends and Research Frontiers".
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recognized the word's significance and ubiquitousness in the 1990s by awarding it the title of
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timed to an audio track. However, by the 1990s, 'multimedia' had taken on its current meaning.
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are presentations featuring multiple types of media. The different types of media can include
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is often used to describe the file format, delivery format, or presentation format instead of
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so that the actions made will be based on how the user interacts within the simulated world.
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may be used in a physical environment with special effects, with multiple users in an online
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released on July 6, 2016, which allows users to see a Pokémon in a real-world environment.
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Tobias, Sigmund; Fletcher, J. D.; Bediou, Benoit; Wind, Alexander P.; Chen, Fei (2014).
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Irby, Beverly J; Brown, Genevieve; Lara-Alecio, Rafael; Jackson, Shirley, eds. (2013).
1825: 1790: 1712: 1616: 1498: 1438: 949: 872: 779: 558: 462: 352: 247: 31: 1024: 469: 2291: 2276: 2118:"The Air Force's Virtual Reality Fighter Training Is Working Best for 5th-Gen Pilots" 2098: 2049: 1945: 1870:"The Use of Multimedia Technology in English Language Teaching: A Global Perspective" 1848: 1829: 1794: 1749: 1677: 1641: 1620: 1502: 1442: 1300: 1233: 1145: 1059: 925: 813: 498: 455: 207: 1980: 40: 2660: 2557: 2397: 2266: 2088: 2080: 2039: 2031: 1968: 1933: 1881: 1817: 1782: 1741: 1716: 1704: 1608: 1581: 1494: 1434: 1225: 1155: 771: 752: 369: 2184: 1901:
Izquierdo, Jesús; Simard, Daphnée; Pulido, María Guadalupe Garza (30 April 2015).
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Multimedia finds its application in various areas, including, but not limited to,
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software. This was a later, rebranded version of the 1985 DOS multimedia software
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Multimedia encompasses various types of content, each serving different purposes:
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Multimedia is heavily used in the entertainment industry, especially to develop
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enables virtual objects to be felt. Emerging technology involving illusions of
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Albarino, Richard (10 August 1966). "Goldstein's LightWorks at Southhampton".
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borrowed the terminology, reporting: "Brainchild of song scribe-comic Bob ('
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Multimedia may be broadly divided into linear and non-linear categories:
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Michalski, Andrzej; Stopa, Marcin; Miśkowiak, Bogdan (26 October 2016).
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Crossing the Border: International Journal of Interdisciplinary Studies
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Examples of individual content forms that can be combined in multimedia
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Air force officer using a VR headset to simulate piloting an aircraft
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Text - Fundamental to multimedia, providing context and information.
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may also be considered multimedia, considering that performers and
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International Journal of Computers in Adult Education and Training
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multimedia technology on variables of knowledge, attitudes, and
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Vaughan, Tay, 1993, Multimedia: Making It Work (first edition,
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Multimedia is also allowing major car manufacturers, such as
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This article is about the content format. For the album, see
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consumers. The Common Language Project, later renamed
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A recorded presentation may allow interactivity via a
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was coined by singer and artist Bob Goldstein (later '
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Multimedia can be recorded for playback on computers,
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History of Multimedia from the University of Calgary
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"Computer Architecture". 1907:Revista ElectrĂłnica de InvestigaciĂłn Educativa 1807: 684: 392:are multiple forms of both content and media. 2217: 1958: 1926:Journalism & Mass Communication Quarterly 1737:The Cambridge Handbook of Multimedia Learning 1252: 255:') Goldstein, the 'Lightworks' is the latest 1694: 1571: 1488: 1072:more modern example of augmented reality is 509:may also enhance the multimedia experience. 2224: 2210: 1768: 2092: 2043: 1995:"Manufacturing Cars with Virtual Reality" 1885: 1732:"Multimedia Learning with Computer Games" 1574:British Journal of Educational Technology 1461: 940:is often done as a collaboration between 920: 839: 758: 1598: 1307:), Osborne/McGraw-Hill, Berkeley, pg. 3. 1280: 1023: 963: 892: 762: 572: 468: 461:The various formats of technological or 399: 262: 245:On August 10, 1966, Richard Albarino of 442:, or locally with an offline computer, 14: 2694: 2115: 1697:Education and Information Technologies 1660: 628: 2205: 1428: 1845:The Handbook of Educational Theories 1637:'Multimedia in Education' Curriculum 1054: 960:Mathematical and scientific research 568: 545:is an example of non-linear content. 339:which is used to distinguish motion 27:Content using a combination of forms 1867: 1769:Ballantyne, Neil (September 2008). 1431:The Electrical Engineering Handbook 1347:National Museum of American History 1318:National Museum of American History 932:for anything from entertainment to 860:computer-assisted language learning 625:. Several examples are as follows: 24: 1499:10.1016/B978-0-12-381479-1.00013-7 1019: 652: 120: 111: 102: 67: 58: 49: 25: 2738: 2137: 1961:Multimedia Tools and Applications 1222:HCI and Usability for e-Inclusion 512: 477:is a live multimedia performance. 303:Gesellschaft fĂĽr deutsche Sprache 2335:Failure of electronic components 2172: 1810:Research on Social Work Practice 1439:10.1016/B978-012170960-0/50027-X 731:, multimedia is used to produce 436:Multimedia games and simulations 2231: 2109: 2060: 2011: 1987: 1952: 1917: 1894: 1861: 1836: 1801: 1762: 1723: 1688: 1654: 1627: 1592: 1565: 1541: 1515: 1482: 1455: 1422: 1397: 1385: 1368: 1339: 1310: 1293: 1274: 1253:Matthew Zuras (June 3, 2010), 1246: 1213: 803: 533:to control progress as with a 217: 36: 13: 1: 2116:Pawlyk, Oriana (2021-03-26). 2024:Nepal Journal of Epidemiology 1613:10.1080/07341512.2018.1482592 1207: 865: 623:spatial temporal applications 278:In the 1993 first edition of 2330:List of emerging electronics 2163:Resources in other libraries 1746:10.1017/CBO9781139547369.037 1527:, 2016-12-13, archived from 1407:. 1996-10-19. Archived from 1230:10.1007/978-3-642-10308-7_14 1141:Multimedia Messaging Service 722: 301:The German language society 7: 1181:Universal multimedia access 1083: 1010: 998:, where Executive Director 685:Entertainment and fine arts 290:." This book contained the 273:multi-projector slide shows 10: 2743: 2717:Film and video terminology 1887:10.3126/ctbijis.v1i1.10466 1822:10.1177/104973150001000404 1259:, Switched, archived from 662:and websites that utilize 280:Multimedia: Making It Work 29: 2530: 2388: 2305: 2239: 2197:Multimedia in Answers.com 2158:Resources in your library 1973:10.1007/s11042-018-6520-5 1787:10.1080/02615470802201655 1709:10.1007/s10639-014-9357-1 553:can be live or recorded: 307:German 'Word of the Year' 1938:10.1177/1077699016654679 1868:Pun, Min (23 May 2014). 1376:Ein Jahr, ein (Un-)Wort! 847:communicative competence 405:Multimedia presentations 384:multimedia form of art. 2573:Electromagnetic warfare 2073:Medical Science Monitor 1176:Transmedia storytelling 856:socio-educational model 733:computer-based training 539:computer-based training 2543:Automotive electronics 2492:Robotic vacuum cleaner 2452:Information technology 2257:Electronic engineering 2036:10.3126/nje.v6i3.15870 1661:Collis, Betty (1991). 1601:History and Technology 1256:Tech Art History, Part 1136:Multimedia cartography 1029: 969: 942:creative professionals 928:may use multimedia in 921:Multimedia Engineering 898: 840:Language communication 774: 759:Educational technology 704:Interactive multimedia 700:interactive multimedia 582: 478: 284:interactive multimedia 268: 208:interactive multimedia 125: 116: 107: 72: 63: 54: 2477:Portable media player 2350:Molecular electronics 2345:Low-power electronics 1775:Social Work Education 1263:on September 30, 2018 1027: 991:Journal of Multimedia 967: 904:The Seattle Globalist 896: 766: 674:governmental services 577:A presentation using 576: 472: 400:Major characteristics 296:VirtulVideo Producer, 266: 232:Southampton, New York 124: 115: 106: 71: 62: 53: 2707:Communication design 2671:Terahertz technology 2652:Open-source hardware 2608:Consumer electronics 2578:Electronics industry 2340:Flexible electronics 2247:Analogue electronics 2181:at Wikimedia Commons 1740:. pp. 762–784. 1493:. pp. 585–631. 1433:. pp. 323–334. 1394:, January 1–7, 1996. 1161:Postliterate society 945:software engineers. 930:computer simulations 819:First introduced to 2647:Nuclear electronics 2472:Networking hardware 2375:Quantum electronics 2360:Organic electronics 2282:Printed electronics 2252:Digital electronics 2085:10.12659/MSM.894147 938:software interfaces 886:The Washington Post 745:multimedia learning 634:Creative industries 629:Creative industries 524:cinema presentation 490:end-user innovation 45: 2625:Marine electronics 2598:Integrated circuit 2517:Video game console 2315:2020s in computing 2297:Thermal management 2190:2009-10-20 at the 1586:10.1111/bjet.12066 1553:lboro.academia.edu 1030: 970: 926:Software engineers 899: 873:The New York Times 854:'s theory of the " 780:multi-disciplinary 775: 712:multimedia artists 583: 479: 463:digital multimedia 269: 126: 117: 108: 73: 64: 55: 41: 32:Multimedia (album) 2689: 2688: 2666:Radio electronics 2292:Schematic capture 2277:Power electronics 2177:Media related to 2144:Library resources 1854:978-1-61735-867-8 1755:978-1-139-54736-9 1647:978-5-7777-0556-3 1508:978-0-12-381479-1 1448:978-0-12-170960-0 1239:978-3-642-10307-0 1146:Multimedia search 1060:Augmented reality 1055:Augmented reality 814:interactive media 678:nonprofit service 569:Usage/Application 559:navigation system 499:haptic technology 456:augmented reality 312:In common usage, 253:Washington Square 164: 163: 160: 159: 16:(Redirected from 2734: 2727:1960s neologisms 2661:Radio navigation 2558:Data acquisition 2267:Microelectronics 2226: 2219: 2212: 2203: 2202: 2176: 2132: 2131: 2129: 2128: 2113: 2107: 2106: 2096: 2064: 2058: 2057: 2047: 2015: 2009: 2008: 2006: 2005: 1991: 1985: 1984: 1967:(1): 1149–1164. 1956: 1950: 1949: 1921: 1915: 1914: 1898: 1892: 1891: 1889: 1865: 1859: 1858: 1840: 1834: 1833: 1805: 1799: 1798: 1766: 1760: 1759: 1727: 1721: 1720: 1692: 1686: 1685: 1667: 1658: 1652: 1651: 1631: 1625: 1624: 1596: 1590: 1589: 1569: 1563: 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1918: 1899: 1895: 1866: 1862: 1855: 1841: 1837: 1806: 1802: 1767: 1763: 1756: 1728: 1724: 1693: 1689: 1665: 1659: 1655: 1648: 1632: 1628: 1597: 1593: 1570: 1566: 1557: 1555: 1547: 1546: 1542: 1534: 1532: 1521: 1520: 1516: 1509: 1487: 1483: 1473: 1471: 1462:The Vibe Team. 1460: 1456: 1449: 1427: 1423: 1414: 1412: 1403: 1402: 1398: 1390: 1386: 1373: 1369: 1359: 1357: 1344: 1340: 1330: 1328: 1315: 1311: 1298: 1294: 1279: 1275: 1266: 1264: 1251: 1247: 1240: 1218: 1214: 1210: 1205: 1201:Web documentary 1196:Virtual reality 1086: 1057: 1033:Virtual reality 1022: 1020:Virtual reality 1013: 986:molecular model 976:and scientific 962: 923: 868: 842: 810:narrative media 806: 761: 725: 691:special effects 687: 655: 653:Commercial uses 631: 571: 515: 494:personalization 452:virtual reality 402: 386:Performing arts 368:, for example, 228:Bobb Goldsteinn 220: 156: 149: 141: 97: 89: 82: 35: 28: 23: 22: 15: 12: 11: 5: 2740: 2730: 2729: 2724: 2719: 2714: 2709: 2704: 2687: 2686: 2684: 2683: 2682:Communications 2673: 2668: 2663: 2654: 2649: 2644: 2639: 2633: 2627: 2622: 2621: 2620: 2615: 2610: 2603:Home appliance 2600: 2595: 2590: 2588:Home appliance 2585: 2580: 2575: 2570: 2565: 2560: 2555: 2553:Control system 2550: 2545: 2540: 2534: 2532: 2528: 2527: 2525: 2524: 2519: 2514: 2509: 2504: 2499: 2494: 2489: 2484: 2479: 2474: 2469: 2464: 2462:Microwave oven 2459: 2454: 2449: 2444: 2439: 2434: 2429: 2424: 2419: 2410: 2405: 2400: 2394: 2392: 2386: 2385: 2383: 2382: 2377: 2372: 2367: 2362: 2357: 2352: 2347: 2342: 2337: 2332: 2327: 2325:Bioelectronics 2322: 2317: 2311: 2309: 2303: 2302: 2300: 2299: 2294: 2289: 2284: 2279: 2274: 2269: 2264: 2259: 2254: 2249: 2243: 2241: 2237: 2236: 2229: 2228: 2221: 2214: 2206: 2200: 2199: 2194: 2182: 2166: 2165: 2160: 2154: 2153: 2142: 2141: 2139: 2138:External links 2136: 2134: 2133: 2108: 2059: 2030:(3): 588–592. 2010: 1986: 1951: 1932:(3): 747–771. 1916: 1893: 1860: 1853: 1835: 1816:(4): 428–437. 1800: 1781:(6): 613–622. 1761: 1754: 1722: 1703:(4): 863–880. 1687: 1676:(2): 136–149. 1653: 1646: 1626: 1607:(4): 428–440. 1591: 1580:(4): 581–593. 1564: 1540: 1514: 1507: 1481: 1454: 1447: 1421: 1396: 1384: 1381:Spiegel Online 1367: 1338: 1309: 1292: 1273: 1245: 1238: 1211: 1209: 1206: 1204: 1203: 1198: 1193: 1188: 1183: 1178: 1173: 1168: 1163: 1158: 1153: 1148: 1143: 1138: 1133: 1128: 1123: 1118: 1113: 1108: 1103: 1098: 1093: 1087: 1085: 1082: 1056: 1053: 1021: 1018: 1012: 1009: 984:can look at a 961: 958: 954:General Motors 922: 919: 867: 864: 841: 838: 805: 802: 760: 757: 741:cognitive load 724: 721: 686: 683: 654: 651: 630: 627: 587:advertisements 570: 567: 566: 565: 562: 547: 546: 537:or self-paced 527: 514: 513:Categorization 511: 401: 398: 364:media. In the 219: 216: 196: 195: 191: 190: 186: 185: 181: 180: 176: 175: 162: 161: 158: 157: 152: 150: 144: 142: 137: 134: 133: 131: 128: 127: 118: 109: 99: 98: 92: 90: 85: 83: 78: 75: 74: 65: 56: 26: 18:Multimedia art 9: 6: 4: 3: 2: 2739: 2728: 2725: 2723: 2720: 2718: 2715: 2713: 2710: 2708: 2705: 2703: 2700: 2699: 2697: 2681: 2677: 2674: 2672: 2669: 2667: 2664: 2662: 2658: 2655: 2653: 2650: 2648: 2645: 2643: 2640: 2637: 2634: 2631: 2628: 2626: 2623: 2619: 2616: 2614: 2611: 2609: 2606: 2605: 2604: 2601: 2599: 2596: 2594: 2591: 2589: 2586: 2584: 2581: 2579: 2576: 2574: 2571: 2569: 2566: 2564: 2561: 2559: 2556: 2554: 2551: 2549: 2546: 2544: 2541: 2539: 2536: 2535: 2533: 2529: 2523: 2520: 2518: 2515: 2513: 2510: 2508: 2505: 2503: 2500: 2498: 2495: 2493: 2490: 2488: 2485: 2483: 2480: 2478: 2475: 2473: 2470: 2468: 2465: 2463: 2460: 2458: 2455: 2453: 2450: 2448: 2445: 2443: 2440: 2438: 2435: 2433: 2430: 2428: 2425: 2423: 2420: 2418: 2414: 2411: 2409: 2408:Clothes dryer 2406: 2404: 2401: 2399: 2396: 2395: 2393: 2387: 2381: 2378: 2376: 2373: 2371: 2368: 2366: 2363: 2361: 2358: 2356: 2353: 2351: 2348: 2346: 2343: 2341: 2338: 2336: 2333: 2331: 2328: 2326: 2323: 2321: 2318: 2316: 2313: 2312: 2310: 2304: 2298: 2295: 2293: 2290: 2288: 2287:Semiconductor 2285: 2283: 2280: 2278: 2275: 2273: 2270: 2268: 2265: 2263: 2260: 2258: 2255: 2253: 2250: 2248: 2245: 2244: 2242: 2238: 2234: 2227: 2222: 2220: 2215: 2213: 2208: 2207: 2204: 2198: 2195: 2193: 2189: 2186: 2183: 2180: 2175: 2171: 2170: 2164: 2161: 2159: 2156: 2155: 2150: 2145: 2123: 2119: 2112: 2104: 2100: 2095: 2090: 2086: 2082: 2079:: 3994–3999. 2078: 2074: 2070: 2063: 2055: 2051: 2046: 2041: 2037: 2033: 2029: 2025: 2021: 2014: 2000: 1996: 1990: 1982: 1978: 1974: 1970: 1966: 1962: 1955: 1947: 1943: 1939: 1935: 1931: 1927: 1920: 1912: 1908: 1904: 1897: 1888: 1883: 1879: 1875: 1871: 1864: 1856: 1850: 1846: 1839: 1831: 1827: 1823: 1819: 1815: 1811: 1804: 1796: 1792: 1788: 1784: 1780: 1776: 1772: 1765: 1757: 1751: 1747: 1743: 1739: 1738: 1733: 1726: 1718: 1714: 1710: 1706: 1702: 1698: 1691: 1683: 1679: 1675: 1671: 1664: 1657: 1649: 1643: 1639: 1638: 1630: 1622: 1618: 1614: 1610: 1606: 1602: 1595: 1587: 1583: 1579: 1575: 1568: 1554: 1550: 1544: 1531:on 2021-10-30 1530: 1526: 1525: 1518: 1510: 1504: 1500: 1496: 1492: 1485: 1469: 1465: 1458: 1450: 1444: 1440: 1436: 1432: 1425: 1411:on 1996-10-19 1410: 1406: 1400: 1393: 1388: 1382: 1378: 1377: 1371: 1356: 1352: 1348: 1342: 1327: 1323: 1319: 1313: 1306: 1305:0-07-881869-9 1302: 1296: 1288: 1284: 1277: 1262: 1258: 1257: 1249: 1241: 1235: 1231: 1227: 1223: 1216: 1212: 1202: 1199: 1197: 1194: 1192: 1189: 1187: 1184: 1182: 1179: 1177: 1174: 1172: 1169: 1167: 1164: 1162: 1159: 1157: 1154: 1152: 1151:New media art 1149: 1147: 1144: 1142: 1139: 1137: 1134: 1132: 1129: 1127: 1124: 1122: 1119: 1117: 1114: 1112: 1109: 1107: 1104: 1102: 1099: 1097: 1094: 1092: 1089: 1088: 1081: 1079: 1075: 1070: 1066: 1061: 1052: 1049: 1045: 1041: 1037: 1034: 1026: 1017: 1008: 1005: 1004:Paul Franklin 1001: 997: 993: 992: 987: 983: 979: 975: 966: 957: 955: 951: 946: 943: 939: 935: 931: 927: 918: 917:journalists. 916: 912: 907: 905: 895: 891: 888: 887: 882: 880: 875: 874: 863: 861: 857: 853: 848: 837: 833: 831: 830:self-efficacy 825: 822: 817: 815: 811: 801: 797: 794: 793:digital media 790: 786: 781: 773: 769: 765: 756: 754: 748: 746: 742: 737: 734: 730: 720: 718: 713: 709: 705: 701: 696: 692: 682: 679: 675: 670: 665: 661: 650: 647: 643: 642:interactivity 639: 635: 626: 624: 620: 617:, scientific 616: 612: 608: 604: 600: 599:entertainment 596: 592: 588: 580: 575: 563: 560: 556: 555: 554: 552: 551:presentations 544: 540: 536: 532: 531:interactivity 528: 525: 520: 519: 518: 510: 508: 504: 500: 495: 491: 488: 487:collaborative 484: 476: 471: 467: 464: 459: 457: 453: 449: 445: 441: 437: 433: 430: 426: 422: 418: 414: 410: 406: 397: 393: 391: 387: 383: 379: 375: 371: 367: 363: 359: 354: 350: 348: 342: 338: 336: 330: 329: 323: 320: 315: 310: 308: 304: 299: 297: 293: 289: 285: 281: 276: 274: 265: 261: 258: 254: 250: 249: 243: 241: 237: 233: 229: 225: 215: 213: 210:. 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UNESCO. 1558:2017-01-18 1535:2017-05-17 1415:2024-01-21 1267:August 27, 1208:References 1191:Video Game 1074:PokĂ©mon GO 1000:Kip Thorne 897:journalism 866:Journalism 638:journalism 579:PowerPoint 543:Hypermedia 535:video game 425:animations 314:multimedia 288:hypermedia 240:intermedia 224:multimedia 212:hypermedia 2630:Microwave 2502:Telephone 2391:equipment 2365:Photonics 1946:148407202 1830:142893647 1795:144578023 1621:149685793 1126:Kraftwerk 1091:Animation 982:scientist 879:USA Today 785:new media 729:education 723:Education 646:Microsoft 595:education 475:lasershow 448:simulator 366:fine arts 347:animation 222:The term 139:Animation 2680:Wireless 2636:Military 2568:e-health 2548:Avionics 2417:Notebook 2413:Computer 2306:Advanced 2240:Branches 2188:Archived 2103:27780964 2054:27822404 1981:52058366 1121:Internet 1111:Computer 1096:Artmedia 1084:See also 1011:Medicine 978:research 934:training 619:research 615:business 607:medicine 413:graphics 378:ModulArt 374:ModulArt 353:rendered 2432:Freezer 2094:5085339 2045:5082488 1717:7745071 1468:vibe.us 1392:Variety 1283:Variety 915:mobile 852:Gardner 664:pop-ups 440:network 335:footage 248:Variety 200:laptops 147:footage 2712:Design 2563:e-book 2497:Tablet 2457:Cooker 2422:Camera 2308:topics 2146:about 2101:  2091:  2052:  2042:  1979:  1944:  1851:  1828:  1793:  1752:  1715:  1680:  1644:  1619:  1505:  1470:. 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Index

Multimedia art
Multimedia (album)



Text
Audio
images



Animation
footage
Interactivity
laptops
smartphones
interactive multimedia
hypermedia
Bobb Goldsteinn
Southampton, New York
Dick Higgins
intermedia
Variety
Washington Square

multi-projector slide shows
Gesellschaft fĂĽr deutsche Sprache
German 'Word of the Year'
CD-ROM
Video

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