Interactivity in
Multimedia Applications
I. Introduction
Living in this
twenty-first century where computer plays a very major role in human live and
the technologies keep rapidly changing, has also driven the development of
multimedia which is one of the most significant areas in computing to be more
and more advance since it was first introduced to the world.
Nowadays, the term
“Multimedia” is no longer unfamiliar to the people no matter he or she is an
amateur or expert in computing. Most of the people would think of video,
animation, or games when it comes to multimedia. Video, animation, and games
are some examples of multimedia, this is the evidence that people have some
basic knowledge about multimedia even they do not have a clear understanding
about multimedia though.
Multimedia are involved
in variety areas and plays as a very important role in some areas such as
business, journalism, industry, medicine, and others. Especially in computing,
multimedia has raised up the availability of hardware and software component
and has brought the user to the whole new computer world.
One of the reasons why
multimedia is such an important element in computing is because multimedia is
the most attractive, effective, convenient, and is the only way that has been
using to help the users to communicate or interact with the computer since it
was introduced until today. Helping the users to communicate and interact with
the computer while operating it, is what people call as “interactivity”
nowadays.
So, what exactly is
multimedia, what do we mean by “Interactivity”, what are some examples of
multimedia application, how do users interact with the multimedia application
actually? All those questions will be answered in this blog post
II. Multimedia and Multimedia Applications.
In order to have a better
understanding about the topic for this blog post which is “Interactivity in
Multimedia Applications”, we must first understand what multimedia is and what
some examples of multimedia application are.
1.
Multimedia
According to the Dave
Marshall (Marshall, 2001), multimedia is the
computer information which can be represented through audio, video, and
animation in addition to traditional media such as text, graphics, drawing, or
images.
In general, multimedia is
the way of presenting information by using a computer system with the
combination of text, sound, and graphics. Text refers to writing, worksheet, or
typography. Sound refers to speech, music, or noises. While graphics refers to
pictures, animation, or videos.
Text, sound, and graphics
are the three basic elements in multimedia which are essential, necessary, and
indispensable for the people in presenting any information.
Figure 1.1: Three Basic Elements in Multimeda |
2.
Multimedia Applications
Application, as known as
Application Program, is a computer program or software designed to perform some
specific task for the user (techtarget.com, 2013).
Dave Marshall (Marshall, 2001) explained that multimedia application
is an application which uses a collection of multiple multimedia sources such
as text, graphic, images, sound/audio, animation and/or video.
In addition, multimedia
application is the computer software which producing, editing, combining,
recording, entertaining, presenting information, or any other activities with
the use of text, sound, and graphics.
Today, most of the
application or computer software are considered as multimedia application as
these applications use lots of text, sound, or graphics to present the
information to the users. There are lots of multimedia application available
for the users, from free of charge to paid applications.
Adobe Photoshop, Adobe
Flash, CorelDraw, Microsoft Word, Microsoft PowerPoint, CyberLink PowerDVD,
Windows Media Player, these are some examples of famous multimedia applications
nowadays.
Figure 1.2: Examples of Multimedia Applications |
III. Interactivity in Multimedia Application
In computers,
interactivity is the dialog that occurs between a human being (or possibly
another live creature) and a computer program (techtarget.com,
2013). The term “Interactivity” can also be explained as the process
where the user communicating, operating, or interacting with a computer
program.
Interactivity is about
two-ways communication between the user and the application where the user
inputs some data into the application and the application itself generate and
present the useful information back to the user.
Interactivity involve
three essential stages of Input – Process – Output. Input stage is where the
user inputs or key in some gathered data into the application. Process stage is
the stage where the application processing the data inputted by the user and
convert it into some useful information for the user. The process of converting
input to output is known as System Transformation. Output stage is where the
application presenting or displaying the generated information to the user.
Therefore, in order for
the user to interact with the application, input and output devices are needed
as the bridge to connect between the user and application.
1.
Input Devices
Input devices are one of the hardware component in a computer that allows
its user to input data or instruction. Below here are some input devices
nowadays:
- Keyboard
- Pointing Devices
- Mouse
- Pointing stick
- Game Controllers
- Gamepads
- Joystick
- Motion-sensing controller
- Image and Video-input devices
- Scanner
- Web cam
- Camera
- Audio-input devices
- Microphone
Figure 2.1: Input Devices |
2.
Output Devices
Output devices are computer hardware component that conveys or displays
information to the user. Here are some output devices:
- Monitor
- Printers
- Speaker
- Projector
Figure 2.2: Output Devices |
Based on user interaction,
multimedia applications can be classified into two categories (techtarget.com, 2013):
- Batch/Background Program
Batch program is program that run automatically in the
background without immediate user involvement which means no interactivity
between user and application occurred. Operating system, antivirus program, and
email system are some examples of batch program.
Figure 2.3: Batch Programs that run automatically in the background |
- Interactive Program
Interactive program is
define as program which need interaction or input from the user in order for
the program to operate or perform some tasks thus generate and present the
result to the user.
Interactive program runs
on the foreground opposed to batch program which runs on the background. Most
of the multimedia application nowadays are interactive program and some example
of interactive program are Photoshop, Flash, After Effect, and other multimedia
application.
Figure 2.4: Adobe Photoshop as Interactive Program running on the foreground |
IV.
Linear and
Non-Linear Interactivity
1. LINEAR INTERACTIVITY
Linear interactivity is one type of
interactivity where the users are allowed to interact with the application
without operating, controlling, or modifying the content of the application at
the same time. Commonly, the users are passive or non-active in linear
interactivity as they are unable to control or arrange the sequence of the
multimedia content. Example of this interactivity is movies which use a
combination of text, sound, and graphics while the users are unable to control
or modify the sequence of events.
Figure 3.1 : Example of Linear Interactivity |
2.
NON-LINEAR
INTERACTIVITY
Non-linear interactivity is another type of
interactivity where the users are allowed to interact with the application and
its content according to the users’ desires. In other words, Non-linear
interactivity establishes two-way communication between the users and the
applications.
For example, hypertext, which is the text
that contains the link that connected or directed to another sources or
screens. When the users click on the hypertext, it will navigate the users to
the source that connected to the hypertext. By doing so, the sequence and the
progress of multimedia content is controlled and modified by the users. Another
example is hypermedia which is the tool that similar to the hypertext but it
connects to audio or video.
Figure 3.2 : Hypertext as example of Non-Liner Interactivy |
V. Level of Interactivity
According to Craig
Mitchell (Mitchell, 2003), there are five levels
of interactivity. Each of these levels build up on previous levels.
Level 1: Passive
At Passive
Level, the users are unable to interact with the application thus there is no
interactivity. The users is not allowed to do anything other than watch a text,
image, or video.
The users of
the application is unable to respond to the application itself and is not been
given choices or involved in arranging or modifying the multimedia content.
In summary, users play as passive receiver of
information in this level. Youtube video or Powerpoint presentation would be
the example of passive level interactivity.
Level 2: Navigational
At
Navigational Level, the users are given the option to move from one screen or
source to another information sources by using tools such as menus, hypertexts,
hypermedia, search engines, or commands.
In case of
basic logic game, the users are given choices such as up or down, left or
right, X or O. Even though the users are able to navigate or are given choices,
yet the users still limited, restrained, and only be able to view the
information of the chosen choices.
Level 3: Functional
At Functional
Level, the users interact with the application to accomplish or complete a goal
or set of goals. The goal can be winning the game in case of game application
or can be ordering a product in case of online shopping.
At this
level, the user will receive feedback from the application during the
interaction progress. Game score, reward, advice, or progress chart are some
examples that will be received by the users.
Level 4: Adaptive
At Adaptive
Level, users are offered with far higher level of creative control. The
application is adapted to the users and the goals. At previous level, users can
only interact with the application by following the rules or based on the
option given.
However, at
this level of interactivity, the users are more flexible. The rules can be
changed and option can be added by the users. In case of computer games, the
players can reach new levels, create new jobs, or establish new worlds as well
as alter the game rules and determine the interactions with other users. Thus
the players are not just playing the game but at the same time, shaping the
game, altering the tasks and rules, and creating new outcomes.
Level 5: Hyperadaptive
At Hyperadaptive Level, the application
interacting with the users yet at the same time, adapting and readapting itself
to the users as the users’ goals, knowledge or mindset changing.
Hyperadaptive application evolves as their
users evolve. The application can acts as the mentor of the users as well.
It is said when the users are able to create or
make media and remake their associations, the users have also created a
hyperadaptive environment as well.
VI. Interactive
Multimedia Application
There are lots of interactivity occur in WWW as well. Typing link or command on the web browser, clicking on images using mouse, are considered as input forms of interactivity. The displayed webpages, images, videos, are considered as output forms of interactivity.
Another example is web application which allows the user to use some application or software right on the web without having to download or install them. Using online word processor or online spreadsheet to type or edit work and print it out afterward, upload a images and edit it with online image editing application then save it on the computer, these are some examples of interactivity in web application.
Games,
as one of the most important multimedia application nowadays, are said to be
the best example of user-application interaction. The reason is because games
are designed to interact with the player and games require great amount of
interactivity or user input in order to complete the games.
Take a
chess game for example, normally there are two players which are the user and
the AI (Artificial Intelligence) player. The user will need to move the 16
chess pieces whether it is king, queen, rook, bishop, knight, or pawn to
checkmate the AI’s king in order to complete the game.
User’s
chess piece movement is considered as the input from the user and based on the
user input, the AI player moves its chess piece as well. AI’s chess piece
movement is displayed through the monitor which is considered as the output
generated by the game application.
Generally,
there would be a lots of interactivity occur in order to finish the one round
of game. Therefore, games are the top best multimedia application which involve
significant user interaction.
Figure 4.1: Microsoft Chess Titans |
Another
example of multimedia application that require interactivity is web browser.
Web browser is the application or program that allows the user to visit or
browse for webpages and use web application on WWW (World Wide Web). Mozilla
Firefox, Google Chrome, Apple Safari, Windows Internet Explorer, Opera, these
are some example of famous web browser.
There are lots of interactivity occur in WWW as well. Typing link or command on the web browser, clicking on images using mouse, are considered as input forms of interactivity. The displayed webpages, images, videos, are considered as output forms of interactivity.
Another example is web application which allows the user to use some application or software right on the web without having to download or install them. Using online word processor or online spreadsheet to type or edit work and print it out afterward, upload a images and edit it with online image editing application then save it on the computer, these are some examples of interactivity in web application.
Figure 4.2: User interacting with the search engine by type in the keyword and the search engine display the result based on the user input |
IV. Reflection and Conclusion
Throughout the research,
we learnt that interactivity is about how the user interact with the
application by inputting the data while application convert the data and
present it back to the user in the most useful format.
In general, input from
the user and output from the application determine how the interactivity going
on. The input from the user determine how the output is going to be, thus it
can be inferred that the perfection and completeness of an output is determined
based on how well the user select the data to be inputted, how good the user
use the application, and how familiar the user to the application.
If the user do not know
how to select or input data to the application, definitely there is no any
interactivity will occur. Same case, if the user do not know how to use or
operate the application, then obviously there is whether no output will be
generated or the poor quality output will be generated.
As most of the
application or software nowadays is multimedia application which the user
interaction is essential, a basic knowledge about operating these multimedia
application is needed for the student or those who have been working with these
multimedia application as the result of a work is determined by the knowledge
of the multimedia application itself.
In conclusion, learning
and understanding the interactivity and the multimedia application is
necessary, especially for student. As the learning and understanding about
interactivity in multimedia application can be applied to the learning progress
or upcoming assignments.
- Marshall, D., 2001. CM0340 Chapter 1: Introduction to Multimedia [pdf]. Available at : <http://www.cs.cf.ac.uk/Dave/Multimedia/PDF/01_CM0340_Introduction.pdf> [Accessed 17 September 2013].
- What is application? - Definition from WhatIs.com. 2013. What is application? - Definition from WhatIs.com. [ONLINE] Available at: <http://searchsoftwarequality.techtarget.com/definition/application> [Accessed 20 September 2013].
- What is interactivity? - Definition from WhatIs.com. 2013. What is interactivity? - Definition from WhatIs.com. [ONLINE] Available at: <http://searchsoa.techtarget.com/definition/interactivity> [Accessed 21 September 2013].
- Panitia ICT. Learning Area 4: INTERACTIVITY OF MULTIMEDIA (Lesson 22). 2010. Learning Area 4: INTERACTIVITY OF MULTIMEDIA (Lesson 22). [ONLINE] Available at: <http://learningarea4a.blogspot.com/2010/07/interactivity-of-multimedia-lesson-22.html> . [Accessed 04 October 2013].
- Mitchell, C., 2003. Multimedia Interactivity in Worship, Learning and Mission [rtf]. Available at: <http://craigmitchell.typepad.com/mountain_masala/files/interactivity.rtf>. [Accessed 04 October 2013].