Wednesday, May 12, 2021

Digital Multimedia

Definition of Multimedia

Multimedia, in terms of the digital industry, applies to the use of a combination of video; animation; images; sound; text; interactivity; and streaming in apps; social media platforms (like Instagram; Whats-app; Facebook, etc.); YouTube; Netflix; gaming; Virtual Reality; Digital Advertisements and so on.

Example One: Digital Media Billboards




Digital Media Advertising billboards are becoming more common, especially at stations and bus stops where there is a captive audience. They have the advantage of not 'disappearing' the way that static paper adverts can easily do through familiarity (the wallpaper effect). They also broaden the scope of being able to show many adverts, on a continuous loop, in one set space thus saving space. They capture attention with lit-up colours, and movement, as they morph from one advert to another in a sliding process like a Powerpoint presentation. Each individual advert may even be animated, thus creating more engaged interest in a short span of time, and in a set space. Text and (moving) images are used to maximum effect and can be particularly advantageous when near a shopping mall, or having to wait for an unavoidable period of time. 

Example Two: Facebook




A well-established social media platform that incorporates a good mix of text; images; logos; gifs; jpegs; videos; audio; interactivity, and live streaming. One of the early social media platforms, so many who might have initially been resistant to digital technology caught up (now seen as used more by the older generation). The major attraction of this multimedia platform is that it has the facility to be made personal and a way of connecting with family and friends all over the world; sharing news; views, and comments through posts in the form of text alone or with images, or video and audio files being added. This completely captured the grandparent generation, separated otherwise, from grandchildren and families by geographical moves, and lockdown. The live streaming function makes connectivity all the more immediate and engaging.

It's also a good platform for groups of like-minded folk, who can upload and share news and input, including links to other sites, that's current as well as archived memories that can be shared and experienced all over again at later dates. It has evolved over time, and fairly recently changed its interface with a choice of light or dark backgrounds. 

Example Three: Netflix




Most everyone's 'bestie' during the lockdowns of this past year, providing a broad range of video films, documentaries, and series, text (subtitles), and audio, in various categories and genres, that can be accessed on large screens at home or on mobile devices. Everyone's accessible cinema-at-home (and an awful lot cheaper), or when on the move (good for long journeys!). You have to provide your own snacks and popcorn, but the advantage is that you are able to pause the action for 'comfort breaks', unlike a real cinema. Going to a neighbour to watch films together was a refuge for me, even though our conversations were somehow repeated back to me by strangers; and loud references made by strangers for me to hear, and be disturbed by, of what we had watched together the night before. It was still healing to be with someone. I wish people who are enjoying this immersive activity that has violated my life and made it almost unlivable, could feel what it's like to be on the receiving end; the shock would make it difficult to draw breath. maybe they'll make a film about it. Maybe it really is a soap opera already? Maybe some college student gamer has made my life into a Truman Show Project, or interactive 'game'. Maybe it will turn up as an example in future Digital Accelerator courses? Who knows? 

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