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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.
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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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956:, to expand the design and safety standards of their cars. By using a game engine and virtual reality glasses, these companies are able to test the safety features and the design of the car before a prototype is even made. Building a car virtually reduces the time it takes to produce new vehicles, cutting down on the time needed to test designs and allowing the designers to make changes in real time. It also reduces expenses since, with a virtual car, making real-world prototypes is no longer needed.
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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
719:. Video has become an intrinsic part of many concerts and theatrical productions in the modern era and has spawned content creation opportunities for many media professionals. Although multimedia display material may be volatile, the survivability of the content is as strong as any traditional medium.
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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
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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
832:. The results state that respondents show a substantial increase in academic knowledge, confidence, and attitude. Multimedia also benefits students because it brings experts online, fits students' schedule, and allows students to choose courses that suit them.
816:, communicative media, adaptive media, and productive media. Contrary to long-standing belief, multimedia technology in social work education existed before the prevalence of the internet. It takes the form of images, audio, and video into the curriculum.
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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
282:, Tay Vaughan declared, "Multimedia is any combination of text, graphic art, sound, animation, and video that is delivered by computer. When you allow the user – the viewer of the project – to control what and when these elements are delivered, it is
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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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427:. These different types of media convey information to their target audience and effectively communicate with them.
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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.
2069:"Use of Multimedia Technology in the Doctor-Patient Relationship for Obtaining Patient Informed Consent"
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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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1903:"Multimedia Instruction & Language Learning Attitudes: A Study with University Students"
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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).
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Izquierdo, JesĂşs; Simard, DaphnĂ©e; Pulido, MarĂa 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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1224:. Lecture Notes in Computer Science. Vol. 5889. pp. 209–226.
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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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1549:"David Roberts | Loughborough University - Academia.edu"
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1464:"Tips and Tools for Crafting a Multimedia Presentation"
1405:"August 1994 / Commentary / R.I.P. Commodore 1954-1994"
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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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1634:Andresen, Bent B.; van den Brink, Katja (2013).
1771:"Multimedia Learning and Social Work Education"
1429:Chang, Morris (2005). "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
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1967:(1): 1149–1164.
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1156:Non-linear media
890:their writings.
772:educational game
669:creative service
529:Non-linear uses
370:Leda Luss Luyken
46:
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21:
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2722:Film production
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2618:Small appliance
2613:Major appliance
2593:Home automation
2583:Embedded system
2538:Audio equipment
2526:
2522:Washing machine
2447:Home theater PC
2403:Central heating
2398:Air conditioner
2390:
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2355:Nanoelectronics
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2262:Instrumentation
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1201:Web documentary
1196:Virtual reality
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1033:Virtual reality
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1020:Virtual reality
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986:molecular model
976:and scientific
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842:
810:narrative media
806:
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691:special effects
687:
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653:Commercial uses
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494:personalization
452:virtual reality
402:
386:Performing arts
368:, for example,
228:Bobb Goldsteinn
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2682:Communications
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2138:External links
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984:can look at a
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741:cognitive load
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2487:Refrigerator
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2370:Piezotronics
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2122:Military.com
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2638:electronics
2442:Home cinema
2380:Spintronics
2320:Atomtronics
2233:Electronics
1491:Data Mining
1355:Smithsonian
1326:Smithsonian
1131:Multi-image
1106:Audiovisual
1078:mobile game
968:mathematics
821:social work
804:Social work
770:multimedia
768:Interactive
717:art gallery
695:Video games
672:design for
611:mathematics
603:engineering
549:Multimedia
444:game system
382:interactive
360:media from
341:photography
292:Tempra Show
257:multi-media
218:Terminology
204:smartphones
2702:Multimedia
2696:Categories
2642:Multimedia
2632:technology
2507:Television
2437:Home robot
2427:Dishwasher
2389:Electronic
2179:Multimedia
2149:Multimedia
2127:2024-09-01
2004:2021-01-21
1682:6893982757
1640:. UNESCO.
1558:2017-01-18
1535:2017-05-17
1415:2024-01-21
1267:August 27,
1208:References
1191:Video Game
1074:Pokémon 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
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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
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2240:Branches
2188:Archived
2103:27780964
2054:27822404
1981:52058366
1121:Internet
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1011:Medicine
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934:training
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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
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664:pop-ups
440:network
335:footage
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1069:R.O.B.
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483:Online
429:Videos
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358:static
319:CD-ROM
145:Video
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93:Still
2676:Wired
2657:Radar
2482:Radio
1977:S2CID
1942:S2CID
1826:S2CID
1791:S2CID
1713:S2CID
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1617:S2CID
1289:(12).
1186:Video
1101:Audio
913:, or
911:mojos
753:Mayer
507:smell
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