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By Jessie Dai 10IST6



Page 5:               Graphics


Page 6:             Animation/Video


Page 4:               Audio


Page 7: Interactivity


Page 8:  Tagxedo Word Cloud


Page 3:               Text


Page 2:               Contents


Page 1:               Home


The 'text' data type in multimedia is a string of characters such as letters, numbers, symbols and punctuation. Text emphasises the main message as well as provides information.

Serif vs Sans Serif Fonts

The difference between these two fonts is that serif fonts have small decorative flourishes on the ends of some of the strokes that make up letters and symbols, whereas sans serif fonts do not. 


Serif: Baskerville, Times New Roman, Elephant, American Typewriter

Sans serif: Arial, Calibri, Century Gothic, Tahoma, Verdana


The changes I have made to the original music file were changing the pitch and frequency using Audacity. The original pitch was 'A' and I changed this to 'E'. The frequency was originally 14080.000Hz and I changed this to 10548.082Hz. These changes made the voices in the new audio become muffled and lower pitched, however it made the background music higher pitched.

The 'audio' data type in multimedia is digitised sound that consists of waves that represent change in air pressure. Audio is important in multimedia as it enhances the presentation by giving it greater reality. It is used for the illustration and demonstration of concepts.


The 'graphics' data type in multimedia is digitised pictures that communicate ideas wider than text, add interest, are used for analysis and aids in visualisation and communicating information.

Morphing is the smooth transformation of one image into another image by a computer, as in a motion picture.


Morphed image: horse + ostrich

YMCA Panorama


The 'animation' data type in multimedia is the illusion of movement achieved by displaying a series of static images in a rapid sequence. Animation allows movement to be demonstrated and adds interest.

The 'video' data type in multimedia is the continuous stream of data (graphics and sound) which is first made then broken down into separate frames.


Interactivity is the communication between humans and computer software. Examples of interactive applications include training programs, video games, elecronic encyclopedias and travel guides.

Interactivity is also demonstrated in this book, through the use of hyperlinks and the 'page flip' function.

It is essential for multimedia projects to include interactivity as it increases learning, is practical and engaging.

  • Numerous studies over the years have shown that interactive multimedia learning takes less time, is enjoyed more and increases learning.
  • Interactivity is practical. It is capable of presenting real life situations that learners face everyday. Adults are very practical learners as they learn best when faced with real problems that have real consequences. 
  • Multimedia with interactive components such as video, audio and graphics keeps learners interested and reinforces skills. Because it is exciting, challenging and fun to use, it encourages learners to return to the program continually.