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
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
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.
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
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
session initialization
– how does callee advertise its IP address, port number,
encoding algorithms?
Multimedia Over Today’s Internet
TCP/UDP/IP: “best-effort service”
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
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 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.
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
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
understand strengths and limitations of hardware and software
people skills and organizational skills
– design
– management
Multimedia Designer
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
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
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
Audio Specialist
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.
Multimedia Programmer
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
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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