Perspectives on Multimedia : Communication, Media and Information Technology

Robert Burnett, Anna Brunstrom, Anders G. Nilsson





The uses of multimedia are rapidly increasing. Its power to present information in ways not previously possible and its integration of resources, allow for the creation of rich learning environments. Perspectives on Multimedia: Communication, Media and Information Technology provides a critical examination of the latest multimedia developments and approaches, such as Interface Technology and QoS architectures.

Topics covered include:

  • The key concepts intrinsic to digital forms of multimedia: integration, interactivity, hypermedia, immersion, narrativity and hybridity.
  • The development of Information Technology (IT) usage in society and in the business community.
  • How modern IT enables private companies and public organisations to support business operations, create new business opportunities, and to promote more proactive service management.
  • Multimedia from a computer science perspective and how computer science provides the technical foundation for the computer software and hardware that drives the information age.

Gives a broad range of perspectives on key issues for interactive multimedia in organisations and industry today. This book will be of interest to practitioners involved in multimedia development in an organisation, management consultants giving professional advice on digital solutions and information technology matters to their customer organisations and academics focusing on business and technical aspects of multimedia frameworks. 

Table of Contents:



1. Multimedia: Back To The Future! (by Robert Burnett).

1.1 Introduction.

1.2 Multimedia as Art and Science.

1.3 Secret History of Multimedia.

1.4 Multimedia as Art and Performance.

1.5 Summing Up.

1.6 References.

2. Alternative Approaches to Interface Technology (by Steve Gibson).

2.1 Introduction.

2.2 Cybernetic Systems.

2.3 'Hands-free' Tracking Systems.

2.4 MIDI Instruments as Visual Triggers.

2.5 Conclusions.

2.6 References.

3. Transparency, Standardization and Servitude: the Paradoxes of Friendly Software (by Andreas Kitzmann).

3.1 Introduction.

3.2 Digital Promises.

3.3 Find Where Everything Is.

3.4 The Question of Practice.

3.5 References.

4. Business Modelling as a Foundation for Multimedia Development-Concerning Strategic, Process and Systems Levels in Organizations (by Anders G. Nilsson).

4.1 Business Modelling-Some Needs in Practice.

4.2 Business Modelling-Thre e Levels of Development Work.

4.3 Business Modelling and Multimedia.

4.4 Business Modelling-Systematic Work in Phases.

4.5 Business Modelling of Values, Operations and Objects.

4.6 Business Modelling for Multimedia-Main Messages.

4.7 References.

5. How Should Interactive Media Be Discussed For Successful Requirements Engineering? (by Lennart Molin and John S¨oren Pettersson).

5.1 Specifying Requirements.

5.2 Requirements Work In Multimedia Systems Development.

5.3 Ozlab-A Simple Tool for Prototyping Interactivity.

5.4 Challenges for Multimedia Requirements Work.

5.5 Writing Requirements vs Visualizing Requirements.

5.6 Requirements Specification By Content Professionals.

5.7 Concluding Remarks.

5.8 References.

6. Evaluating Interactive Multimedia in an Inexpensive and Timesaving Way-Illustrated by Business Case Studies (by Louise Ulfhake).

6.1 Background.

6.2 The Multimedia Case Studies.

6.3 Evaluation Methods.

6.4 What to Evaluate.

6.5 Evaluation of the Structure.

6.6 Evaluation of the Interaction.

6.7 Evaluation of the Usability.

6.8 Evaluation of the Productivity.

6.9 Conclusion.

6.10 References.

7. Conceptual Modelling for Creating Multimedia Databases (by Lars Erik Axelsson).

7.1 Introduction.

7.2 The ISO Report.

7.3 Conceptual Modelling in a Multimedia Environment.

7.4 Conclusions.

7.5 References.

8. Adding Security to QoS Architectures (by Stefan Lindskog and Erland Jonsson).

8.1 Introduction.

8.2 An Overview of QoS.

8.3 Introducing Security in QoS Architectures.

8.4 Further Readings.

8.5 Concluding Remarks.

8.6 Acknowledgments.

8.7 References.

9. Partially Reliable Multimedia Transport (by Katarina Asplund and Anna Brunstrom).

9.1 Introduction.

9.2 Transmission Control Protocol-TCP.

9.3 Design of PRTP.

9.4 Performance Evaluation.

9.5 Further Reading.

9.6 Concluding Remarks.

9.7 References.

10. Bit Error Tolerant Multimedia Transport (by Stefan Alfredsson and Anna Brunstrom).

10.1 Introduction.

10.3 Performance Evaluation.

10.4 Experiment Results.

10.5 Further Readings.

10.6 Concluding Remarks.

10.7 References.

11. Transcoding of Image Data (by Johan Garcia and Anna Brunstrom).

11.1 Introduction.

11.2 JPEG Coding.

11.3 JPEG Compression Transcoding.

11.4 Robust JPEG Transcoding.

11.5 Further Reading.

11.6 Concluding Remarks.

11.7 References.

About the Authors.




- 數字多媒體的關鍵概念:整合、互動性、超媒體、沉浸感、敘事性和混合性。
- 信息技術在社會和商業界的使用發展。
- 現代信息技術如何使私營公司和公共組織能夠支持業務運營、創造新的商機,並促進更積極的服務管理。
- 從計算機科學的角度看多媒體以及計算機科學如何為驅動信息時代的計算機軟件和硬件提供技術基礎。


1. 多媒體:回到未來!(Robert Burnett撰)。
1.1 簡介。
1.2 多媒體作為藝術和科學。
1.3 多媒體的秘密歷史。
1.4 多媒體作為藝術和表演。
1.5 總結。
1.6 參考文獻。
2. 界面技術的替代方法(Steve Gibson撰)。
2.1 簡介。
2.2 控制系統。
2.3 “無手”追踪系統。
2.4 MIDI樂器作為視覺觸發器。
2.5 結論。
2.6 參考文獻。
3. 透明度、標準化和奴役:友好軟件的悖論(Andreas Kitzmann撰)。
3.1 簡介。
3.2 數字承諾。
3.3 找到一切的地方。
3.4 實踐問題。
3.5 參考文獻。
4. 商業建模作為多媒體開發的基礎-關於組織中的戰略、流程和系統層面(Anders G. Nilsson撰)。
4.1 商業建模-實踐中的一些需求。
4.2 商業建模-三個發展層面。
4.3 商業建模和多媒體。
4.4 商業建模-階段性的系統性工作。
4.5 關於價值、運營和對象的商業建模。
4.6 多媒體的商業建模-主要信息。
4.7 參考文獻。
5. 如何成功進行互動媒體的需求工程討論?(Lennart Molin和John S¨oren Pettersson撰)。
5.1 指定需求。
5.2 多媒體系統開發中的需求工作。
5.3 Ozlab-一個簡單的互動原型工具。
5.4 多媒體需求工作的挑戰。
5.5 書面需求與視覺化需求。
5.6 內容專業人員的需求規範。
5.7 總結。
5.8 參考文獻。
6. 以廉價且節省時間的方式評估互動多媒體-以商業案例研究為例(Louise Ulfhake撰)。
6.1 背景。
6.2 多媒體案例研究。
6.3 評估方法。
6.4 評估內容。
6.5 結構評估。
6.6 互動評估。
6.7 可用性評估。
6.8 評估。