Applications
of
Multimedia
Some
professions
and
business
areas lend themselves especially
well
to
multimedia. Graphic designers produce interactive presen-
tations
of
their
work
as a
supplement
to, or
even
as a
substitute
for,
a
conventional portfolio.
The
electronic portfolio
can be
inexpensively duplicated
on
CD-ROM
and
sent
to
potential clients,
or
posted
on a Web
site
as a
virtual exhibition.
In the
shrink-
wrapped
software
business,
paper manuals have been gradually
giving
way to
electronic documentation
for
some years.
The
move
from
hard copy
to
digital formats
has
provided
an
opportunity
to
augment
the
text
and
diagrams
of
conventional manuals with
animations, video clips,
and
sound.
Many
programs
now
come with
a
multimedia product tour, demonstrating their
best
features,
and
interactive
tutorials, which guide novice
users
through simple tasks.
One
area
in
which computation plays
a
more
active
part
is
visualization,
in
which graphics
and
animation
are
used
as a
means
of
presenting complex data.
Banal
examples
of
visualizations
include pie-charts
and
bar-charts being generated
from
spreadsheet
data: their graphical
form
summarizes
the
data
in a way
that
makes
recognition
of
trends
and
comparisons between magnitudes
possible
at a
glance.
More
complex data
than
the
sort normally kept
in
spreadsheets demands more complex visualizations
to
provide
the
same degree
of
comprehensibility. Three-dimensional
and
time-
varying
presentations, making
use of
false
colour
to
carry extra
information,
are
often
favoured.
Such
elaborate visualizations
are
frequently
generated
from
simulations
of
complex dynamic
systems:
for
example,
a
program
that
simulates atmospheric
dynamics
may
generate
a
time-lapse movie
of the
gestation
of a
tropical storm;
a
program simulating
an
organic chemical reaction
may
generate
a
three-dimensional model
of the
structure
of the
molecules involved, showing
the
changes they undergo.
As
these
examples show, visualization
is
widely used
by
scientists;
it is
also
used
in
business,
where
the
systems being tracked
or
simulated
are
financial,
and the
output
is
correspondingly more abstract.
The
established entertainment industry, while
still
delivering
an
essentially linear
and
non-interactive product,
now
makes extensive
use of
digital multimedia technology
in the
production
of
everything
from
blockbuster
movies
to
gardening programmes
on TV. The
use of
connections with digitally delivered material, such
as
links
between
programming
and
supporting
Web
sites,
or
accompanying
CD-ROMs
for
mainstream movies,
is
rapidly expanding.
At the
same time,
a
rapidly increasing number
of
festivals,
conferences
and