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Multimedia

Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Multimedia also contains the principles and application of effective interactive communication, such as the building blocks of software, hardware, and other technologies. The five main building blocks of multimedia are text, image, audio, video, and animation. The first building block of multimedia is the image, which dates back 15,000 to 10,000 B.C. with concrete evidence found in the Lascaux caves in France. The second building block of multimedia is writing, which was first scribed in stone or on clay tablets and was mostly about three things. Property, conquest, and religion. Writing was soon abstracted from visual images into symbols that represented the sounds we make with our mouths. Thanks to the Egyptians, writing was evolved and transferred from stone to Papyrus. A cheaper but more fragile canvas derived from strips of the papyrus root grown on the Nile River.[1]

This article is about the content format. For the album, see Multimedia (album).

Multimedia can be recorded for playback on computers, laptops, smartphones, and other electronic devices. In the early years of multimedia, the term "rich media" was synonymous with interactive multimedia. Over time, hypermedia extensions brought multimedia to the World Wide Web, and streaming services became more common.


There is also a more modern history of multimedia, starting from the 1960s around the time the term was widely popularized in usage.[2]

Linear active content progresses often without any navigational control, only focusing on the user to watch the entire piece by involving higher levels of emotional and sensory stimulation based on what's being shown as a ;

cinema presentation

Non-linear uses to control progress as with a video game or self-paced computer-based training so that the actions made will be based on how the user interacts within the simulated world. Hypermedia is an example of non-linear content.

interactivity

Multimedia may be broadly divided into linear and non-linear categories:


Multimedia presentations can be live or recorded:

Media related to Multimedia at Wikimedia Commons

Archived 2009-10-20 at the Wayback Machine

History of Multimedia from the University of Calgary

Multimedia in Answers.com