For internal use of KMB students only
Strand 3: IT systems
Introduction
Multimedia/digital media involves the use and integration of media (for example, text, images and graphic elements, animation, sound and music, and video) to create digital products that are available online or offline.
This topic introduces ITGS students to the technologies that make information accessible through different media and online services. It is important that the ITGS student is aware of the actual uses of multimedia / digital media and, bearing in mind the emphasis on practical work in this topic, has practiced using the tools in order to be able to evaluate their effectiveness in various scenarios.
Multimedia/digital media raises questions about a range of impacts, issues and solutions that the ITGS student must investigate, including copyright, intellectual property, and current practices and policies used to grant permission for use.
Possible scenario
A school would like to create a print yearbook with an online version. The print version would contain only text and photos. The online version would also include audio, video and multimedia files. The yearbook team is also considering burning the website version on to a DVD and including it in the back of the printed version of the yearbook. A number of factors need to be considered in producing the print yearbook, the website and the DVD. These are:
whether to develop the IT products in school or to use a commercial provider
whether the necessary IT systems are available to produce a high-quality print yearbook and to create
an online yearbook and DVD with audio and video files
whether the content to be included in all three versions of the yearbook is accessible
what professional guidelines must be followed in the design of the three products
what copyright, intellectual property and licensing are required for three versions of the yearbook
what can be learned from yearbooks produced by other schools in these three formats.
IT concepts to address in this topic
Theoretical concepts
Design guidelines for creating multimedia/digital media
Design methods: for example, site map, storyboard
Data collection
Primary and secondary data
Multimedia file formats: for example, text formats, audio formats, video formats, presentation formats, image/graphics formats
Policies, copyright, citing sources, Creative Commons, licensing and watermarking
Digital rights management (DRM)
Product development
Folder and file management: importance of file and folder naming, appropriate folder structures
Tutorials: for example, help pages, online manuals
Templates and wizards, online and provided with software
Importing and exporting data
Integrating software applications and online tools: for example, embedded videos, web-based database
Components
Text
Text-processing software
Formatting: for example, page layout, fonts, headers and footers
File formats: for example, PDF, RTF, TXT
Typography
Graphics, images and animations
Software types: for example, albums, animated, 3D, bitmapped, vector, photo editing, photo casting, simulation
Bit depth, colour depth (grayscale, shades of gray, millions of colours)
Layers, grouping, divisions, alignment
Resolution, pixels, dots per inch (dpi)
File formats: for example, JPG, GIF, TIF
Computer-generated imagery (CGI)
Audio
Audio-editing software, podcasts
Digital audio: for example, MIDI (musical instrument digital interface), MP3 (MPEG-1 audio layer 3), MP4 (MPEG-4 part 14), WAV (waveform audio format)
File formats: for example, MP3, MP4, WAV
Video
Video-editing software, vidcasts and special effects (for example, morphing, transitions)
Digital video: for example, AVI (audio video interleave), MPEG (Moving Picture Experts Group), video CODECs (coder-decoders)
File formats: for example, AVI, MOV
Integrating the components
Software types to house and display the multimedia components: for example, word processing, desktop publishing, presentations, web pages
Generic techniques
Differences in files (for example, graphics, images, audio, video) for print and online versions
Inserting and manipulating objects (graphics, sound or video files)
Tables: cell merge, borders, cell padding, cell spacing, nested tables
Layers
Links: relative and absolute, internal and external, for example, anchors, pop-ups
Word processing and desktop publishing (DTP)
Referencing and reviewing: for example, spellchecker, thesaurus, outliners, word count
Inline and floating graphics
Interactive multimedia, slideshows and websites
Applications and online tools used for creating and making available interactive multimedia, games, presentations, slideshows and websites
Use of scripting in creating web pages (for example, HTML, JavaScript, URL links to online media)
Integration of online tools
ASSESSMENT PRACTICE
Assessment objective 1: Knowledge and Understanding
Define the term “virtual reality”.
artificially created environment with interactive software/hardware
simulation of real environment
computer simulation using 3D graphics.
Award [1] for any of the points stated above up to a maximum of [2].
Define the term intellectual property.
intellectual property refers to any property that is created using original thought
the creator owns the rights to the artifacts that they created, this includes artistic works and ideas
intellectual property is protected by copyrights, trademarks and patents
unlike tangible property, rights are not extinguished when the property is destroyed
developers of the IT system own the ideas used in the system (design, how it works and what it does). No other developer can create a system with these same ideas.
Award [1 mark] for each of the points stated above up to a maximum of [2 marks].
Assessment objective 2: Application and analysis
Explain two advantages that digital rights management (DRM), associated with the e-books, provides to the Live-brary.
e-book is encrypted – may need an electronic key to unlock it
cannot copy and paste the e-book into another program
e-books do not have to be returned
cannot keep the e-book
stops borrowers from sharing the e-book with others when it has been
downloaded.
For each explanation:
Award [1 mark] for an advantage identified. For that advantage award up to [2 marks] for an explanation.
Award a maximum of [3 marks] for explanation of each advantage.
Assessment objective 3: Synthesis and evaluation
Live-brary allows borrowers to access free digital content which can be read online and be downloaded to read offline. Evaluate both these options.
Streaming
must be online to read the book, constant internet access
if connection is slow, may have difficulty reading, turning pages
if connection is lost, unable to read book
can get access to up-to-date books.
if the text has links (ie to websites, additional content material), these may be followed while reading the online version
if users are making comments to passages in the book these will be updated online and the online reader will be able to access them at any time
large books may be read online without having to worry about the amount of storage space they might take.
Downloading
only need to have internet access long enough to download book
can read the book in areas without internet access once downloaded
cannot get more books unless internet connection is established
may require a large amount of storage space on the device used to read the e-book offline
the device’s battery will last longer if the device is not connected to the internet
while reading the downloaded book (ie provides user with more hours of use without recharging, important consideration when travelling)
books can be read on planes, trains or other places where there is no Wi-Fi connection.
In part (c) of this question it is expected there will be a balance in the ITGS terminology between IT technical terminology and the terminology related to social and ethical impacts.