BY.., M.CHRISTOPHER SOLOMON.
Introduction:
Multimedia may be broadly divided into linear and non-linear categories.
Linear active content progresses often without any navigational control for the viewer such as a cinema presentation. Non-linear uses interactivity to control progress as with a video game or self-paced computer based training.
Chacterstics: Multimedia presentations may be viewed by person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation.
Broadcasts and recordings can be either analog or digital electronic media technology.
Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand.
Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an online network , or locally with an offline computer, game system, or simulator.
Multimedia application:
Education.
Film industry.
Research.
Sports and gaming.
Entertainment.
Entertainment: Edutainment is the combination of education with entertainment, especially multimedia entertainment.
Learning theory in the past decade has expanded dramatically because of the introduction of multimedia.
In addition, multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations (VFX, 3D animation, etc.).
Film industry:
The Arts there are multimedia artists, whose minds are able to blend techniques using different media that in