At the end of this module you should be able to do the following:
State the different media modalities and give examples of how a piece of information can be represented using different modalities
Make distinctions between different definitions of the terms "media" and "multimedia", describe what motivates the different perspectives, and discuss the difficulties in arriving at a comprehensive definition of multimedia
Differentiate between analog and discrete phenomena
Describe the principle behind how computers use binary numbers to represent information
Discuss Packer's characterization of multimedia and how it differs from other definitions of multimedia
Before launching into a study of multimedia, it seems reasonable to first understand what we mean by "media".
Before continuing and without looking at other sources of information, ask yourself the following question: What does the word "media" mean to you?
Now continue reading and compare your answer to the answer I gave. How do our answers compare with each other? How are they similar or different?
Definitions of media (and its singular form, medium) are as diverse as the disciplines they are used in. Consider the definitions below of medium and media provided by different sources.
Medium:
A means of mass communication, for example television, radio or newspapers;
The physical means of transmitting a message through a channel of communication.
Media:
The various means of mass communication considered as a whole, including television, radio, magazines and newspapers, together with the people involved in their production
Medium:
In bacteriology, an environment in which micro-organisms can be cultured. Common mediums include agar, broth, and gelatine, often with added salts and trace elements.
Media:
In computing, the collective name for materials on which data can be recorded. For example, paper is a medium that can be used to record printed data; a floppy disk is a medium for recording magnetic data.
Medium:
Any means, agency, or instrument of communication.
Media:
The physical means by which a sign or text is encoded (put together) and through which it is transmitted (delivered, actualized).
(Note: Although "media" is strictly speaking the plural form of medium, media can be used as a singular noun.)
There is plenty of variety among these definitions; however, there is generally agreement that a medium carries, represents, or transmits something, but is not that thing itself. And what is that thing? In biology, it would be microorganisms or organic compounds, as indicated in Definition 3 of Table 1. Because you are a student of multimedia, the thing that is transmitted is information.
Because people mean different things when they talk about media, let's create some classifications that can help us share a common language when talking about the various phenomena that are part of media.
Media modality: Text, audio, video, graphics, animation
Media encoding type: Digital or analog
Media storage material: Optical (CDs, DVDs), magnetic (typical hard drives), other (flash drives)
Media transmission strategy: Electromagnetic (radio waves), optical, physical
Mass media classifications: TV, radio, print, Internet, telephone/mobile
So now we have a more expanded vocabulary that we can use. Instead of saying, "The media should be held accountable for the accuracy of the news that they report," we can say, "The mass media should be accountable for the accuracy of the news that they report." Instead of observing, "Webpages often present information using different media," we can more accurately say, "Webpages often present information using different media modalities."
An initial and simple way of thinking about "multimedia" is that it refers collectively to media modalities, but we treat them as separate and unrelated to each other. Figure 1.1 is a visual representation of what this might mean.
Using this idea of multimedia as simply meaning "different, unrelated media", consider the case of a student studying the subject of Newtonian physics using information as presented through different media modalities.
Video: Watch a recording of professor Walter Lewin at the Massachusetts Institute of Technology give a lecture in front of a class of undergraduate students.
Text: Reading about Newton's laws in a traditional college physics textbook.
Animation: Watching a video that shows simulated interactions between physical objects
Audio: Listening to a physics expert discuss Newton's Laws on an audio file recording, a podcast, or on a CD-ROM.
However, thinking about the different media as wholly unrelated to each other is not only uninteresting, but in the digital world it is often untrue. For instance, referring to the example of learning about Newtonian physics by watching a video lecture of Prof. Lewin, a student could instead read the transcript of Prof. Lewin's lecture. A more productive and interesting way of thinking about multimedia is considering not just the different media modalities and their distinct properties, but also about how they relate to and work with each other. Figure 1.2 is a visual representation of what this might mean.
When the term "multimedia" first started gaining currency, it was during a point when it was inconceivable to transmit and receive the quantities and types of data over the Internet that we now do today. Barfield (2004) recounts the history of the term, and how the Internet changed how we looked at information was delivered:
'Multimedia' used to mean the design of systems authored with tools such as Macromedia Director and distributed using cd-roms as a carrier medium. In the mid-1990s the developments surrounding the [I]nternet and the [W]eb... meant that the focus of multimedia development shifted from the static physical carriers like the CD-ROM to dynamic and updatable delivery methods on the web. Even now this shift is getting more and more pronounced, pushed along by the developments on the web, the increase in bandwidth available and the explosion in access by the public. Distribution based on CD-ROMS will always have a niche in the market, but the main focus of multimedia will be online content on the web... Many classical multimedia courses are introducing their students to the Web and including Web design and construction as part of the curriculum. This trend will gather pace as courses restructure to follow developments on the Internet. [emphasis added]
Let us look at the topics currently studied by people who identify themselves as multimedia experts. For instance, let's look at multimedia from the point of view of one discipline--computing science. In computing science, multimedia is "a research field that includes computing methods in which different modalities are integrated and combined, with the aim to take advantage from each data source." (Institute for Systems and Technologies of Information, Control and Communication, 2019) You can see this definition in action by reviewing the article topics accepted by the peer-reviewed journal, the Journal of Multimedia:
Multimedia Analysis, Processing, and Retrieval
Signal Processing for Media Applications
Image and Video Processing, Speech, Audio and Music Processing
Multimedia Security, Modelling, Coding, and Compression
Components and Technologies for Multimedia Systems
Multimedia Tools, Architecture, Systems, and Applications
Real-time Multimedia System, 3D and Motion, Multiple camera System
Visualization, Interactive Media and Games, 3D-TV, Stereo Systems,
Multimedia Content Management, Digital Watermarking, DRM
Human Factor, Interface, and Interaction
Multimedia Databases and File Systems
Multimedia System Integration
Multimedia Communication and Networking
Internet Telephony, Peer-to-peer Streaming, Audio/video Streaming
Multimedia Content Distribution, Wireless Multimedia
Multimedia Servers, Operating Systems, Middleware and QoS
Multimedia Education, E-learning, Entertainment, Collaborative Systems
Artificial Intelligence in Multimedia Technologies
Standards and Related Issues
This extensive list helps us understand the broad range of academic and industry interests in multimedia, and we can see that disciplines such as engineering, computing science, psychology, law, and education all have a stake in multimedia. What that list allows us to do is look at definitions proposed by those who identify themselves as authorities in multimedia. Consider the following passage from the book Multimedia and Communications Technology (Heath, 1999):
If there is a term or phrase that has appeared in more diverse publications than any other over the last few years, it must be multimedia. The number of definitions for it are as numerous as the number of companies working on it. If this is the case, what is multimedia?
In essence, it is the use or presentation of data in two or more forms. The combination of audio and video in the humble television was probably the first multimedia application, but it has been the advent of the PC, with its ability to manipulate data from different sources and offer this directly to the consumer or subscriber, that has sparked the current interest.
As a result, multimedia for many people conjures up the image of a PC with a SoundBlaster card playing interactive games or searching through an encyclopedia with all the information supplied on a CD-ROM. While this is undoubtedly a valid multimedia application, it is only part of the story. This definition is pragmatic and based on reality; other prophecies for the industry have ranged from the televisions becoming PCs, and vice versa, and that one day, everyone will have a combined television-PC-phone-fax, capable of doing everything you could possibly want and more. Oh and yes, you will never buy software anymore, as you will be able to access it from your televisual-PC-phone-fax form the network and only pay for what you need!
The reality is somewhere between the extremes. Undoubtedly, with the ever-improvising ability of the PC to provide TV quality audio and video, the television and PC are becoming very close. Add the ability to provide graphical overlays and the difference is very small indeed. With cable TV companies providing telephone connections and the increasing combination of PC with a modem to access the Internet and thus provide an intelligent telephone, the forecasts for the universal widget are a logical progression.
Compare that passage with the following excerpt from Ralf Steinmetz & Clara Nahrstedt’s book, Multimedia Systems (2004):
Multimedia is probably one of the most overused terms of the 90s... The field is at the crossroads of several major industries: computing, telecommunications, publishing, consumer audio-video electronics, and television/movie/broadcasting. Multimedia not only brings new industrial players to the game, but adds a new a dimension to the potential market… Similarly, not only the segment of professional audio-video is concerned, but also the consumer audio-video market, and the associated TV, movie,and broadcasting sectors.
As a result, it is no surprise when discussing and establishing multimedia as a discipline to find difficulties in avoiding fuzziness in scope, multiplicity of definitions, and non-stabilized terminology. When most people refer to multimedia, they generally mean the combination of two or more continuous media, that is, media that have to be played during some well-defined time interval, usually with some user interaction. In practice, the two media are normally audio and video, that is, sound plus moving pictures. (Steinmetz & Nahrstedt, 2004)
Finally, consider this passage from Ze-Nian Li & Mark Drew’s book, Fundamentals of Multimedia (2005):
People who use the term "multimedia" often seem to have quite different, even opposing, viewpoints. A PC vendor would like us to think of multimedia as a PC hat has sound capability, a DVD-ROM drive, and perhaps the superiority of multimedia-enabled microprocessors that understand additional multimedia instructions. A consumer entertainment vendor may think of multimedia as interactive cable TV with hundreds of digital channels, or a cable-TV-like service delivered over a high-speed internet connection.
A computer science student [...] likely has a more application-oriented view of what multimedia consists of: applications that use multiple modalities to their advantage, including text, images, drawing , drawings (graphics), animation, video, sound (including speech), and, most likely, interactivity of some kind. The popular notion of "convergence" is one that inhabits the college campus as well as the culture at large. (Li & Drew, 2005)
Which of the following do you think are multimedia? Which are not? Don't be surprised if you have trouble saying yes or no for sure! Consult with your fellow learners and see what their answers are.
A television set (i.e., the thing that sits in your living room)
A noontime television show (i.e., the moving pictures accompanied by sound that you watch on a TV set)
The website of a government agency
The World Wide Web
The Internet
An ultrasound machine
A personal computer
A programming language
A first-person shooter game that runs on your personal computer
An interactive display in a museum about the history of Indonesia
A vending machine that dispenses train tickets
A portable MP3 player playing a lecture downloaded from the Massachusetts Institute of Technology's Open Course Ware site
A robot butler that serves you coffee in the morning
A Sony playstation
An iPod
A mobile phone
There are at least two points to note from the preceding excerpts. First, all three sets of authors suggest that “multimedia” was mobilized as a buzzword in the 1990s by technology and entertainment industries to push their respective (and largely profit-driven) agendas. The authors seem to suggest that there was no clear agreement of what properly lies under the umbrella of “multimedia”, since the stakeholders in the term differed in their approaches to integrating and innovating on mass media types, media transmission strategies, and media storage technologies.
However, we also do see a common thread among all three excerpts that is particularly useful for our attempt to understand multimedia from an instructional design perspective. Consider some selected excerpts from these passages, presented in the table below.
Heath, 1999: the use or presentation of data in two or more forms.
Steinmetz & Nahrstedt, 2004: the combination of two or more continuous media, that is, media that have to be played during some well-defined time interval, usually with some user interaction. In practice, the two media are normally audio and video, that is, sound plus moving pictures.
Li & Drew, 2005: a more application-oriented view of what multimedia consists of: applications that use multiple modalities to their advantage, including text, images, drawing , drawings (graphics), animation, video, sound (including speech), and, most likely, interactivity of some kind.
The previous tabledraws out what these authors consider as multimedia when they consider media modalities. From this admittedly small selection of expert opinions, we can see that multimedia can be characterized by at least two general features:
Simultaneity of media modalities: Multimedia presents data simultaneously in two or more modalities (such as audio+video, text+images, animation+sound). The simultaneous use of two or more media modalities to present information is known as multimodality.
Interactivity: Users can affect the state of a multimedia product through their actions, which are mediated by some sort of interface.
Figure 1.3 is a visual interpretation of this way of thinking about multimedia. Going back to the earlier example of media we discussed about studying Newtonian physics, an interactive web application that shows how Newton's Second Law works and which incorporates text and graphics is a good example of a multimedia learning resource.
(Note that Steinmetz and Nahrstedt's definition requires "continuous media" that have to be "played during some well-defined time interval", suggesting that multimedia also has to be time-based. For this course, we don't need to be bound by that definition.)
Throughout the course of your studies, you will be learning concepts, approaches, and techniques from computing science and information systems that are relevant to the understanding, creation, and manipulation of digital media. We now examine a fundamental property of digital media--that it is encoded using discrete units of information.
Read the following sections from the UK Open University's course on Crossing the boundary - analogue universe, digital worlds
3.3. How we perceive things (part 1)
3.3.2. How we perceive things (part 2)
The readings include questions and problems for you to try, with solutions and discussion provided. They include the following:
How many possible temperatures might there be between 14°C and 15°C?
Name two other analogue quantities.
The discussion above used the examples of telescopes and microscopes. Name three other instruments that enhance our perceptual systems.
Try to think of another quantity that is strictly discrete, in that it can only have a finite number of values.
What things are fundamentally analogue and which fundamentally discrete?
A broader take on multimedia was proposed by Randall Packer in an article from 1999, and in the following activity you will read up on and restate his views, and then integrate them with your own prior understanding of multimedia.
Read Packer’s 1999 article, Just What Is Multimedia, Anyway? This is available on http://www.zakros.com/bios/ReadingA.pdf. After reading the article and before continuing reading this module, answer the following questions for yourself:
According to Packer, what are the essential features of multimedia? Describe them in your own words.
In your own words, describe Wagner's concept of Gesamtkünstwerk. How does it apply to what you understand so far of modern multimedia?
After reading Packer's article, you will notice that in addition to interactivity and the simultaneous presentation of media modalities, Packer proposes that multimedia is characterized by immersion, an integration of disciplines, narrativity, and hypertextuality/hyperlinkedness. Immersion and disciplinary integration work together to envelop a user in the multi-sensory experience of a multimedia environment. Hyperlinkedness allows users (at least in theory) to find their way through the environment using a navigational logic that suits them.
We've gone through a lot of material, and you're probably still unsure about what multimedia is. Well, as we've seen, most people aren't sure either! Here's a set of pointers that I propose you use to understand multimedia.
Multimedia is a term that was created in 1990s. Why is this important? Newer terms are also being used to refer to multimedia as it has been affected by changes in the landscape of computer, communication, and media over the past 20 years, and many recent developments--such as augmented and virtual reality--build on the creation of what is properly known as multimedia technologies.
Multimedia doesn't have to digital... but it often is. For this course (and indeed, for the entire BAMS program) we are interested in digital multimedia, i.e., multimedia that was produced using digital tools.
Digital multimedia involves the simultaneous presentation of information using one or more different digital media modalities. A book might present information using both analog text and analog images, whereas a website will present information using digital text and digital images.
Multimedia is interactive. A user should be able to navigate through the information in the way they want to. The user's choices are involved in a multimedia experience. This is one reason why TV, which is a one-way affair, can't be considered multimedia.
Multimedia is best thought of as a description, not a thing. Multimedia is most useful as an adjective, not a noun. Things can possess a quality of being multimedia. Gadgets and devices are not "examples of multimedia". It doesn't seem right to say, "A cellphone is a kind of multimedia." But rather, you can say, "A cellphone can present multimedia content," or "This video game console runs multimedia applications."
Just because something involves digital technology doesn't make it multimedia. Think about a microwave ovens, which often contain simple embedded software in it to make it run. But a microwave oven is not multimedia. Why? Microwaves don't present information; they cook food!
I hope that these pointers will be relevant not just for the rest of this course but for your other MMS courses. Keep in mind, however, that other people will have different definitions for multimedia. For some, any digital media modality (such as digital text, digital audio, digital images, or digital video) is multimedia.
Many other terms such as digital media, rich media, interactive media, social media, and new media have arisen since the 'multimedia' was first coined, and these refer to many of the same aspects of multimedia that you will be studying in BAMS For instance, new media is commonly applied to media delivered through the Internet, while rich media refers specifically to bandwidth-heavy content such as audio and video. However, these distinctions are not set in stone, and you can expect to see them used interchangeably.
In this module, we looked at various experts' attempts to define multimedia, a term that is still very contested. First we looked at we meant by media. Then we looked at how multimedia is not simply the same as "multiple media". Throughout the discussion, I hope you got a glimpse of how personal, professional, academic, and corporate interests shape the field of study of multimedia. We then highlighted media modalities as salient to our study of educational multimedia design and evaluation, and spent some time looking at Randall Packer's ideas around multimedia, which I claim are useful for our study of educational multimedia design and evaluation. We looked at a particular example of a slippage in definitions: multimedia can be both a digital product and a tool that is used to create a digital product. Finally, we looked at some common properties of all digital media modalities.
Throughout this course, you will find that I will be using the terms "multimedia", "digital tools", "technology", and "software" more or less interchangeably. If I do, I mostly do it for reasons of style. I do not want to leave you with the impression that they these terms identical. Of these terms, "technology" is the broadest. Technology can be seen as a way of doing something coupled with the tools needed to actually do it. "Digital tools" can refer to both hardware (such as desktop computers, laptops, mobile devices, and other tangible electronic objects) and software (which are made out of code and run on hardware) that rely on data to be encoded in binary form.
Why has it been difficult to arrive at a consensus of "multimedia"?
Based on the readings and your own ideas, devise three versions of your personal definition of multimedia:
One that takes less than 20 seconds to explain
One that takes less than 10 seconds to explain
One that takes less than 5 seconds to explain
A. and C. Black Publishers. (2006). Dictionary of Media Studies. London: A & C Black.
Barfield, L. (2004). Design for New Media: Interaction Design for Multimedia and the Web (1st ed.). Addison Wesley.
Danesi, M. (2000). Encyclopedic Dictionary of Semiotics, Media, and Communications (P. Coleman, ed.). Toronto: University of Toronto Press.
Heath, S. (1999). Multimedia and Communications Technology. Focal Press.
Helicon. (2006). The Hutchinson Dictionary of Science. Abingdon, England: Helicon.
Institute for Systems and Technologies of Information, Control and Communication. (2019, March 4). SIGMAP 2019 Homepage. Retrieved April 13, 2019, from http://sigmap.icete.org/Home.aspx/EventChairs.aspx
Li, Z.-N., & Drew, M. S. (2005). Fundamentals of Multimedia (United States Ed). Prentice-Hall of India.
Packer, R. (1999). Just What Is Multimedia, Anyway? IEEE MultiMedia, 6(1), 11–13. http://www.zakros.com/bios/ReadingA.pdf
Steinmetz, R., & Nahrstedt, K. (2004). Multimedia systems. Springer.