- to think about multimedia through definitions, histories, examples, and theoretical problems;
- to use multimedia to think and to communicate thought.
The authors explain that the term new media stresses works that are different from the existing forms of entertainment, or works that are not necessarily digital, but are new to the 20th century.
Hypermedia refers to the labyrinth of information that is accessible through hypertext, which links and makes a connection between different texts (but is not used within some types of games). All of the names refer to a different cluster of multimedia, but seems that the authors agree that the most important term integrating all the above-mentioned names is still multimedia.
The authors have taken several definitions from different sources, which they divide into different categories in order to analyze the term "multimedia":
- Computer-based - a multimedia work is a digital work that is accessed or created through a computer;
- Rhetorical artifact - multimedia work is a work of human expression, designed to convince, delight, or instruct the classical sense of rhetoric;
- Multiple media - combnes different media and different traditions of production and distribution;
- Integrated ... artistic whole - we treat multimedia as unified works that are intended by their creator to be experienced as a whole;
- Interactive - interactivity becomes a defining feature that helps weave multiplicity into a whole.
As it seems that the authors like classifying, the next one would be types of multimedia:
- Web hypermedia
- Computer games
- Digital art
- Multimedia encyclopedia
They also browse the development of the term through different categories like:
- Numbers and text - the first IBM's "word processor" was launched in 1964, and by the end of 1970s personal computers already had primitive word processing programs that allowed printing and editing;
- Images - Apple Macintosh (released in 1984) was designed to handle graphics, that is why it came with programs such as "MacPaint", a mouse for painting, and a graphical user interface. These images soon had capabilities to be pasted into other documents, etc;
- Desktop publishing - together with printing and page making low-end publishing was made possible. These features evolved and soon Adobe PhotoShop enabled designers to publish more detailed publications. The authors say that this category is the precursor to multimedia;
- Authoring environments - having practised with desktop publishing tools, designers were already familiar with implementing these environments into their work. 1987 HyperCard was released by Apple, people were able to create simple animations with simple interactivity. This program based on hypertext, but also had a more difficult programming language which enabled to control other devices (audio-, CD-, videodisk players);
- Sound - during 1980s - 1990s simple sound capabilities were developed;
- Digital video - as it put a great stress on computers, some great works were still made, like the Aspen Movie Map (1978), which combined pictures in order to make the user to wonder through Aspen. The release of different video standards made it possible to manage video in digital form;
- Virtual space and beyond - In 1990s cyberspace was mentioned, which seemed as a new frontier for multimedia computing. This involved a person and technology through which it would have been possible to enter digital reality.
The last category researched by the authors is theoretical approaches considering multimedia, which involves best practices, game criticism and interactivity, and theories and histories of multimedia. The above-mentioned issues are necessary to study the base for multimedia including other sciences in order to think about different concepts forming multimedia.
Finally the authors suggest that scholars of multimedia should take seriously the challenge of creating multimedia as a way of thinking about multimedia and attempt to create exemplary works of multimedia in the traditions.
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