Multimedia Development Team II

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Transcript Multimedia Development Team II

BITM 1113
SISTEM MULTIMEDIA
Week 13
Multimedia Production Process
Introduction
Multimedia design and development is a complex and harderthan-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
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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
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Concept Definition
Title goals
 Audience
 Title Genre - Doom type game, nonprofit web site, kiosk,
etc.
 Marketing requirements
 Budget parameters
 Schedule requirements
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Design
Story/content/services
 Information architecture
 Visual and sound
 Technical
 Interaction
 Navigation
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Production Plan
Storyboarding / Content outline
 Budgeting
 Scheduling
 Asset Management
 Staffing
 Payment Methods
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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
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POST-PRODUCTION
Beta Testing and Bug Reporting
 Evaluate Bug Report
 Revise Software
 Release Golden Master
 Archive all Production Material
 Documentation
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Issues in Multimedia Application
Development
BITM 1113
SISTEM MULTIMEDIA
Video
Simulation
Conferencing
Marketing
Services
Home Page
Electronic
Catalogues
Interactive
Encyclopedia
MULTIMEDIA
APPLICATIONS
Property
Tourism
Video Mail
Games
Information
Kiosk
Training
Finance
Virtual Worlds
Media
Combination
End Users
ISSUES IN
MULTIMEDIA
APPLICATION
DEVELOPMENT
Legislation
Human
Resource
Application
Area
Software
Hardware
Hardware
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PC / Workstation
Input Devices
Conversion Devices
Output Devices
Computer Network
Media Combination
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Text
Graphics / Image
Animation
Voice / Music
Video
Software
• Authoring Tools
• Graphic
Software
• Animation
Software
• Software for
Media
Combination
Application Area
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Industry
School
Public Sector
Marketing
Documentation
Training
Human Resource
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Technical Expertise
Creative Designers
Programmers
Media Experts
Graphic Designers
Script Writers
Audio/Video Engineers
End Users
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Public
Students
Professionals
Computer Literate
Teachers
Trainees
Legislation
• Copyright
• Patent
• Intellectual Property
• Royalties
Storage Considerations for Product Delivery
The choice of delivery media to be used for any
multimedia system depends on a number of factors.
Speed
Media such as video and large graphic images place
high demands on the data transfer rate of the media
used.
Cost
Here not only should the cost of the data of the media
be taken into account but also cost of recording data
onto the chosen media
Storage Capacity
Multimedia projects tend to require a large amount
of storage capacity due to the use of video, sound
and graphics.
Installed Base
The choice of delivery media should also take into
account its popularity.
Rewritability
Some applications require periodical updating. Not all
types of media can be rewritten to so again this must
be taken into account
MULTIMEDIA NETWORKING
BITM 1113 –
Multimedia Systems
Week 14
Multimedia, Quality of Service: What is it?
Multimedia applications:
network audio and video
(“continuous media”)
QoS
network provides
application with level of
performance needed for
application to function.
http://www.ccnahub.com/ipfundamentals/understanding-qosconcept/
MM Networking Applications
Classes of MM applications:
1) Streaming stored audio and
video
2) Streaming live audio and
video
3) Real-time interactive audio
and video
Jitter is the variability
of packet delays within
the same packet stream
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.
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Jitter is a variation in packet
transit delay caused by
and serialization effects on
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 event
Streaming
 playback buffer
 playback can lag tens of seconds after transmission
 still have timing constraint
Interactivity
 fast forward impossible
 rewind, pause possible!
Interactive, Real-Time Multimedia
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applications: IP
telephony, video
conference, distributed
interactive worlds
end-end delay requirements:
– audio: < 150 msec good, < 400 msec OK
• includes application-level (packetization) and network delays
• higher delays noticeable, impair interactivity
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session initialization
– how does callee advertise its IP address, port number,
encoding algorithms?
Multimedia Over Today’s Internet
TCP/UDP/IP: “best-effort service”
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no guarantees on delay, loss
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But you said multimedia apps requires ?
QoS and level of performance to be
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Today’s Internet multimedia applications
use application-level techniques to mitigate
(as best possible) effects of delay, loss
Real-time interactive applications
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PC-2-PC phone
– instant messaging services are providing this
PC-2-phone
– Dialpad
– Net2phone
 videoconference with Webcams
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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
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– 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 1113
SISTEM 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.
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Introduction
Consist of people who has various capabilities
 Individual members can wear several hats
 Consist of
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Project Manager
Multimedia Designer
Interface Designer
Writer
Video Specialist
Audio Specialist
Multimedia Programmer
Producer
Project Manager
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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
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understand strengths and limitations of hardware and software
people skills and organizational skills
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– design
– management
Multimedia Designer
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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
Interface 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
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Writer
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
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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
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Audio Specialist
Person who make a multimedia program come alive
 Designing and producing music, voice-over, narrations and
sound effects.
 Help from
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– composer
– audio engineer
– recording technicians
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Responsible for locating and selecting suitable music and talent,
scheduling recording sessions, digitizing and editing recorded
material into computer files.
Multimedia Programmer
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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
Producer
Interact with all levels of management, network teams
and development teams to provide efficient project
solutions
 Managing documents and developing web projects
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Team Members should:
•Join in group activities
•Be creative
•Open to change
The Team Culture is
•Everyone working
together to achieve
the task
•Respect for each
other’s skills
•Stay alert
•A sharing of
•Keep the vision in mind 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 prod
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 handli
The Production
Process
Storyboard
Concept Map
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
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