bitm 1113 sistem multimedia week 13 multimedia production process
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BITM 1113SISTEM MULTIMEDIA
Week 13Multimedia Production Process
Introduction
Multimedia design and development is a complex and harder-than-you-think proposition
Producing multimedia projects with quality, at a reasonable price, and on time calls for thinking things out ahead of time
A healthy multimedia production process is tailored to the type and scale of the individual project, but certain concepts apply no matter what you're developing
Multimedia Production Process
Pre-Production
Production
Post-Production
PRE-PRODUCTION
Concept Definition Design Production Plan Documentation Assembly Team Build Prototype Clear Rights Client-Signoff and Fundings
Concept Definition
Title goals Audience Title Genre - Doom type game,
nonprofit web site, kiosk, etc. Marketing requirements Budget parameters Schedule requirements
Design
Story/content/services Information architecture Visual and sound Technical Interaction Navigation
Production Plan
Storyboarding / Content outline Budgeting Scheduling Asset Management Staffing Payment Methods
PRODUCTION
Content Creation Content Processing Software Creation Integration of Content and
Software Revise Design Build Alpha Version First Testing and Bug Reporting Revise Software Build Beta Version
POST-PRODUCTION
Beta Testing and Bug Reporting Evaluate Bug Report Revise Software Release Golden Master Archive all Production Material Documentation
BITM 1113SISTEM MULTIMEDIA
Issues in Multimedia Application Development
InformationKiosk
Property
Tourism
Simulation
Marketing
Video Conferencing
Virtual WorldsTraining
Video Mail
Home Page Services
Finance
InteractiveEncyclopedia
MULTIMEDIAAPPLICATIONS
ElectronicCatalogues
Games
Media Combination
HumanResource
ApplicationArea
Legislation
End Users
ISSUES INMULTIMEDIAAPPLICATION
DEVELOPMENT
HardwareSoftware
• PC / Workstation• Input Devices• Conversion Devices• Output Devices• Computer Network
Hardware
• Text• Graphics / Image• Animation• Voice / Music• Video
Media Combination
• Authoring Tools
• Graphic Software
• Animation Software
• Software for Media Combination
Software
• Industry• School• Public Sector• Marketing• Documentation• Training
Application Area
• Technical Expertise• Creative Designers• Programmers• Media Experts• Graphic Designers• Script Writers• Audio/Video Engineers
Human Resource
• Public• Students• Professionals• Computer Literate• Teachers• Trainees
End Users
• Copyright
• Patent
• Intellectual Property
• Royalties
Legislation
Storage Considerations for Product Delivery
The choice of delivery media to be used for anymultimedia system depends on a number of factors.
SpeedMedia such as video and large graphic images placehigh demands on the data transfer rate of the mediaused.
CostHere not only should the cost of the data of the mediabe taken into account but also cost of recording data onto the chosen media
Storage CapacityMultimedia projects tend to require a large amountof storage capacity due to the use of video, soundand graphics.
Installed BaseThe choice of delivery media should also take intoaccount its popularity.
RewritabilitySome applications require periodical updating. Not alltypes of media can be rewritten to so again this mustbe taken into account
MULTIMEDIA NETWORKING
Week 14
BITM 1113 – Multimedia Systems
Multimedia, Quality of Service: What is it?
Multimedia applications: network audio and video(“continuous media”)
network provides application with level of performance needed for application to function.
QoS
http://www.ccnahub.com/ip-fundamentals/understanding-qos-concept/
MM Networking Applications
Fundamental characteristics:
Typically delay sensitive– end-to-end delay– delay jitter
But loss tolerant: infrequent losses cause minor glitches
Antithesis of data, which are loss intolerant but delay tolerant.
Classes of MM applications:
1) Streaming stored audio and video
2) Streaming live audio and video
3) Real-time interactive audio and videoJitter is the variability of packet delays within the same packet stream
Jitter is a variation in packet transit delay caused by queuing, contention and serialization effects on the path through the network.
Streaming Stored Multimedia
Streaming: media stored at source transmitted to client streaming: client playout begins
before all data has arrived timing constraint for still-to-be
transmitted data: in time for playout
Streaming Live Multimedia
Examples: Internet radio talk show Live sporting eventStreaming playback buffer playback can lag tens of seconds after
transmission still have timing constraintInteractivity fast forward impossible rewind, pause possible!
Interactive, Real-Time Multimedia
end-end delay requirements:– audio: < 150 msec good, < 400 msec
OK• includes application-level (packetization)
and network delays• higher delays noticeable, impair
interactivity session initialization
– how does callee advertise its IP address, port number, encoding algorithms?
applications: IP telephony, video conference, distributed interactive worlds
Multimedia Over Today’s InternetTCP/UDP/IP: “best-effort service” no guarantees on delay, loss
Today’s Internet multimedia applications use application-level techniques to mitigate
(as best possible) effects of delay, loss
But you said multimedia apps requiresQoS and level of performance to be
effective!
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Real-time interactive applications
PC-2-PC phone– instant messaging services are providing
this PC-2-phone
– Dialpad– Net2phone
videoconference with Webcams
Internet Phone: Packet Loss and Delay
network loss: IP datagram lost due to network congestion (router buffer overflow)
delay loss: IP datagram arrives too late for playout at receiver– delays: processing, queueing in network; end-
system (sender, receiver) delays– typical maximum tolerable delay: 400 ms
loss tolerance: depending on voice encoding, losses concealed, packet loss rates between 1% and 10% can be tolerated.
making the best of today’s best effort service scheduling and policing mechanisms next generation Internet: Intserv, RSVP, Diffserv
Multimedia Development Team
BITM 1113SISTEM MULTIMEDIA
Introduction Successful multimedia projects begin
with selecting “team player”. Selection is only the beginning of a
team building process that must continue through a project’s duration
Team building refers to activities that help a group and its members function at optimum levels of performance by creating a work culture incorporating the styles of its members.
Introduction
Consist of people who has various capabilities
Individual members can wear several hats
Consist of– Project Manager– Multimedia Designer– Interface Designer– Writer– Video Specialist– Audio Specialist– Multimedia Programmer– Producer
Project Manager
Center of the action Responsible for overall development and
implementation for project and day to day operation Budgets, schedules, creative sessions, time sheets,
illness, invoices, team dynamics. 2 major areas of responsibilities
– design– management
understand strengths and limitations of hardware and software
people skills and organizational skills
look and feel of a multimedia project should be pleasing, aesthetic, inviting and engaging
project should maintain visual consistency
navigation, icons, screen elements instructional designer shift point of view to be empathetic with
end users
Multimedia Designer
interface provides control to the power who use it
make sure user does not get left out
good ID will create a product that rewards exploration and encourages use
knowing authoring system is crucial
Interface Designer
they create character, action, point of view and interactivity
they write proposals, script for voice over and actors’ narration
they write text screens to deliver messages and develop characters designed for an interactive environment
multimedia writing is different from writing a film or video script
Writer
Video Specialist maybe 1 person and 1 camera/camcoder responsible for an entire team of
videographers, sound technicians, lighting designers, set designers, script supervisors, production assistants and actor.
Must be a seasoned professionals managing all phases of production from concept to final edit.
Understand the potentials and limitations of the medium
affect video production : get the most out of it Decide whether to build sets or shoot in front of
a blue screens Experts in editing software and machine
Person who make a multimedia program come alive
Designing and producing music, voice-over, narrations and sound effects.
Help from– composer– audio engineer– recording technicians
Responsible for locating and selecting suitable music and talent, scheduling recording sessions, digitizing and editing recorded material into computer files.
Audio Specialist
Integrates all the multimedia elements of a project into a seamless whole using an authoring system or programming language.
Range from coding simple displays of multimedia elements controlling peripheral devices
E.g: Lingo, Java, C++ Has ability to quickly learn and understand systems Programmer will build extensions to the authoring
and presentation suite in order to add the desired capacity/effect
Delivering quality programming on tight schedule
Multimedia Programmer
Interact with all levels of management, network teams and development teams to provide efficient project solutions
Managing documents and developing web projects
Producer
Team Members should:
• Join in group activities
• Be creative
• Open to change
• Stay alert
• Keep the vision in mind
The Team Culture is
• Everyone working together to achieve the task
• Respect for each other’s skills
• A sharing of success and failures
• Mutual support when needed
Types of MM Products (some examples)
• Education• Edutainment/Infotainment• Historical• Promotional
Costing MM Projects
• Labour Model• Content Model
Budget Template
Clients
• MM Novice (has not seen any MM products)• Some Experience (know what it is)• Experienced (have worked on a project before)• Those who think they are experts !!
Client & End-User
• Client is the person with the funds• End-User is the person who will be using the product
Delivery Platform Choices
• Machine Type• Type & speed of processor• Amount of RAM• Operating System & Version• CD-ROM/DVD Drive, screen resolution• Network Speed, Audio/Video & Sound handling
The Production Process
Concept Map
Storyboard
Resource Dev. Sheet
Testing Sheet
Testing should be done by:
• Novice
• Client
• End-Users
Task Sheet
Project Completion
On Project Completion:
• Gather all materials together task sheets, resource sheets, storyboards, budgets, correspondence and file together
• Conduct a post-mortem on the project to see how ‘actual time’ compare to ‘budgeted time’
• Make resource CD for archiving
Things to think about:
• Copyright laws
• Accessibility
• Equity Quality Assurance
• Certification by ISO
Take advantage of learning by mistakes
• Listen carefully to the client and ask open-ended questions
• Ensure daily backup of developmental materials
• Copy materials to another server as a reserve
• in case the development computer crashes
• Involve non-techie people with testing
• Test on lower level computers• Proof-read contents