03.05.2022

multimedia product. Multimedia product Internet multimedia resources


multimedia training information

Multimedia is an interactive technology. This technology provides work both with still images and text, and with animated computer graphics, speech, high-quality sound.

It is known that all data in computers is stored in digital form. The block diagram of the multimedia system is presented in Appendix A.

Unlike computers, TV - video - audio equipment works with analog signals.

Based on this, here is the problem:

* technical connection of various equipment with a computer;

- their management.

With the aim of implementing multimedia technology in 1988, Jobs developed a completely new type personal computer. For this computer, all the necessary basic means of multimedia technology were incorporated partially into the architecture, i.e. in hardware, and partly in software.

At the same time, it should also be said that if earlier user interaction with a computer was carried out using an interface of the WIMP type (window, image, menu, pointer), then the appearance of the NeXT computer led to the emergence of the ability to work with the SILK interface (speech, image, language, knowledge). The NeXT computer used:

* brand new powerful CPUs 68030 and 68040,

* DSP signal processor, which is responsible for processing sounds, images, speech synthesis and recognition, image compression, color manipulation;

* sound cards (Sound Blaster) were developed;

- multimedia boards that implemented in hardware the algorithm for converting an analog signal into a discrete one.

Here, erasable optical disks began to be used, standard built-in network controllers that allow you to connect to the network, methods of compression, scanning, etc. were provided.

It should also be noted such a technological moment as the provision of compression and scanning methods. What does it mean.

The image of a still picture of rather low quality on the screen (with a resolution of 512*482 pixels) will require 250Kb for its storage. Based on this, there was a need to create software and hardware methods that provide compression and expansion of data. The tools and methods developed and proposed for this purpose provided a compression ratio of 100:1 and 160:1. Thanks to the use of this technology, it was possible to place about an hour of a full-fledged voiced video on one CD.

It should be noted that multimedia technology is supported by WINDOWS. WINDOWS contains a specially designed version of the file system to support high quality sound, video and animation playback. Here are the following groups of files:

* files that store digitized video (AVI);

* files storing audio information (WAV);

* files that store audio in the form of a MIDI interface (MID).

Now a few words about MIDI. MIDI (Musical Instrument Digital Interface) is a software and hardware standard that describes the methods and sequence for connecting electronic musical instruments to a PC. MIDI is based on individual instructions that cause the receiving device to perform certain actions (for example, play a note or amplify a sound).

The principle of operation of MIDI devices is as follows. For example, when you press a key on a MIDI keyboard, a message is sent to the PC about which key was pressed, with what force (this affects the volume of the sound) and for how long.

Unlike digital audio, where it takes several kilobytes of information to describe a second of sound, using the MIDI standard will describe the same action using just a few bits.

In other words, we can say that MIDI does not work with sound as such, but only with simple, easily described events (for example, pressing a key, etc.).

So, to use a computer as a musical instrument, you need components such as:

* sound card,

* acoustic speakers (preferably active),

* A MIDI keyboard is a keyboard that resembles a synthesizer keyboard, but is not capable of sounding on its own. It uses a computer sound card as a synthesizer. Sometimes this keyboard has some additional switches to control various effects.

* A sequencer program - its main purpose is to record MIDI sequences in the same way as a conventional tape recorder records sound. The main difference between this program and a tape recorder is that the sequencer does not record the sound itself, but only its characteristics. The resulting sequence can be edited and supplemented with various effects. This makes it easy to change tools. It should also be noted that there are tracks in the sequencer. You can record the sound of various instruments on each track. For example, you can do the following with tracks:

* One of the tracks of an existing MIDI file can be selected for recording a new part, and then its formation will occur to the accompaniment of music from the other tracks;

* You can select one track as a solo track, or vice versa, temporarily turn it off so that the corresponding part does not play at all.

In addition to the concept of a track, there is the concept of a channel (about 16). Most often, for convenience, one channel corresponds to one track. Channels are used to separate information streams in a MIDI system. (Each channel has its own instrument, and when working with an audio card - as a sound reproducing device - the channels are assigned to certain musical instruments by the sequencer. That is, each MIDI message contains information about which channel it should be played on. This allows record the entire piece on one track (in practice, this feature is rarely used).

Currently, multimedia technologies are a rapidly developing area of ​​information technology. A significant number of large and small firms, technical universities and studios are actively working in this direction (in particular, IBM, Apple, Moto1a, Philips, Sony, Intel, and others). The areas of use are extremely diverse: interactive educational and information systems, CAD, entertainment, etc.

The main characteristic features of these technologies are:

- combining a multicomponent information environment (text, sound, graphics, photo, video) in a homogeneous digital representation;

- ensuring reliable (no distortion when copying) and long-term storage (warranty period of storage - tens of years) of large amounts of information;

ѕ simplicity of information processing (from routine to creative operations).

The achieved technological basis is based on the use of the new DVD (Digital Versalite/Video Disk) optical media standard, which has a capacity of a few and tens of gigabytes and replaces all previous ones: CD-ROM, Video-CD, CD-audio. The use of DVD made it possible to implement the concept of homogeneity of digital information. One device replaces an audio player, video recorder, CD-ROM, disk drive, slider, etc. In terms of presenting information, optical DVD) brings it closer to the level of virtual reality.

It is advisable to divide a multicomponent multimedia environment into three groups: audio sequence, video sequence, text information.

The audio range may include speech, music, effects (sounds such as noise, thunder, creaking, etc., combined by the designation WAVE (wave). The main problem when using this group of multimedia is information capacity. To record one minute of WAVE sound of the highest quality 10 MB memory is needed, so a standard CD size (up to 640 MB) allows recording no more than an hour of WAVE.To solve this problem, sound information compression methods are used.

Another direction is the use of sounds in a multi-environment (one-voiced and polyphonic music, up to an orchestra, sound effects) MIDI (Musical Instrument Digitale Interface). In this case, the sounds of musical instruments, sound effects are synthesized by program-controlled electronic synthesizers. Correction and digital recording of MIDI sounds is carried out using music editors(sequencer programs). The main advantage of MIDI is the small amount of memory required - 1 minute of MIDI sound takes an average of 10 KB.

The video sequence in comparison with the audio sequence is characterized by a large number of elements. Allocate static and dynamic video sequences.

Static footage includes graphics (drawings, interiors, surfaces, symbols in graphics mode) and photos (photographs and scanned images).

A dynamic video sequence is a sequence of static elements (frames). Three typical groups can be distinguished:

* normal video (life video) - a sequence of photos (about 24 frames per second);

* quasi-video -- a sparse sequence of photographs (6-12 frames per second);

* animation - a sequence of drawn images.

The first problem in implementing footage is screen resolution and the number of colors. There are three areas:

* VGA standard gives a resolution of 640 x 480 pixels (dots) on the screen with 16 colors or 320 x 200 pixels with 256 colors;

* standard SVGA (video memory 512 kb, 8 bits/pixel) gives a resolution of 640 x 480 pixels with 256 colors;

* 24-bit video adapters (2 MB video memory, 24 bit/pixel) allow 16M colors.

The second problem is the amount of memory. For static images, one full screen requires the following amounts of memory:

* in 640 x 480 mode, 16 colors - 150 kb;

* in 320 x 200 mode, 256 colors - 62.5 kb;

* in 640 x 480 mode, 256 colors - 300 kb.

Such significant volumes in the implementation of audio and video sequences determine high requirements for the storage medium, video memory and information transfer rate.

When placing textual information on a CD-ROM, there are no difficulties and restrictions due to the large information volume of an optical disc.

The main directions of using multimedia technologies:

¾ electronic publications for the purposes of education, entertainment, etc.;

ѕ in telecommunications with a range of possible applications from watching a custom TV show and choosing the right book to participating in multimedia conferences. Such developments are called Information Highway;

ѕ multimedia information systems (“multimedia kiosks”) that provide visual information at the request of the user.

From the point of view of technical means, the market includes both fully equipped multimedia computers and separate components and subsystems (Multimedia Upgrade Kit), including sound cards, CD drives, joysticks, microphones, and acoustic systems.

For personal computers of the IBM PC class, a special MPC standard has been approved, which defines the minimum hardware configuration for playing multimedia products. An international standard (ISO 9660) has been developed for CD-ROM optical discs.

Legal aspects of the creation and use of multimedia

1. Features of multimedia products

Let us dwell only on a few related to the creation and use of multimedia legal aspects, without knowledge of which the understanding of the phenomenon of multimedia would be incomplete.

Features of multimedia products (MP), their nature, creation and distribution are quite specific from a legal point of view.

Multimedia is both a computer program and a resource made using one or more programs, and a new form of artistic expression that makes it possible to convey content using various media available for perception by different human senses, and even through interactive interaction with the audience . This form, with an abundance of opportunities, creates certain difficulties from a legal point of view. What category of work is a multimedia product classified in?

Changing multimedia also changes its definition, its essence. The definition and the phenomenon itself by the end of the 20th century are not adequate to those that we have now, at the beginning of the new millennium, they will be different in a year, two, etc. In addition, the multimedia product is rapidly changing along with technological changes, changing “in rhythm of the Internet.

How to fix these changes in legislative documents that are not subject to such rapid changes, and what to do in a situation where none of the current legislative acts contains the word “multimedia”?

But as soon as the phenomenon exists, it needs legal protection.

In accordance with Art. 6. Law of the Russian Federation of 09.07.1993 No. 5351-1 “On Copyright and Related Rights” “copyright extends to works of science, literature and art that are the result of creative activity regardless of the purpose and dignity of the work, as well as the way it is expressed.

The work must exist in any objective form: oral or written, in the form of sound or video recording (mechanical, magnetic, digital, optical, etc.); in the form of an image (drawing, sketch, picture, plan, drawing, film, television, video or photo frame) or in any other form.

Therefore, it seems obvious that multimedia works that exist in an objective form are protected by copyright.

The law contains an indicative list of protected works in order to inform interested parties about which objects can receive copyright protection. The open nature of the list means that creative works created in any other form not specified by law may also receive copyright protection.

Accordingly, multimedia works (hereinafter referred to as MT) or their individual elements have the features of copyrighted works - literary, musical, photographic, audiovisual and others. However, it is unequivocal to equate multimedia works with any

in the species named in the law would be a mistake.

Mathematically, to say exactly which category of works multimedia belongs to is as difficult as answering the question: is the fruit of an architect's work a work of art or science?

Multimedia works cannot be considered as a special case of audiovisual works, primarily because audiovisual works are defined in the Law as “works consisting of a fixed series of interconnected frames (with or without sound accompaniment) intended for visual and auditory (in accompanied by sound) perception with the help of appropriate technical devices.

Audiovisual works include cinematographic works and all works expressed by means similar to cinematographic means (television and video films, filmstrips and slide films and the like), regardless of the method of their initial or subsequent fixation.

The interactive nature of multimedia works creates a special problem.

A number of computer programs, including games, offer the user to create objects that have the characteristics of protected works. Lawyer M. A. Fedotov gives an example of the game "Mon theater magique", where the user creates an animated film based on images of people and animals, and this film is included in a copy of the original work.

In copyright law, the definition of different categories is based mainly on the historical sequence of granting legal protection to various types of creative activity. It is impossible to measure all the results of intellectual creativity with one measure.

A multimedia work does not fit into any of the traditionally recognized categories of copyright. A multimedia product is created using a computer and usually contains a computer program in its structure, but it is not a program itself. It is not a database in the copyright sense either, although in the computer sense, of course, it is also a database (or a data library; by the way, here the word "library" is also not identical to the traditional concept of "library", but it just so happened, that it has come into use).

Nor is the MP a pure compilation, although, of course, it includes both the music and the literary text of pre-existing works. Nor is it a kind of audiovisual work - it is not at all the same as "a series of interconnected images and accompanying sounds." This is neither literature nor music.

As a rule, MP is the fruit of the labor of several people. A. Millet cites as an example the titles of the video game MYST (CYAN), which ranks first in terms of sales of games. Among its creators - 2 graphics, 6 creative workers collaborating with them, 2 specialists in graphics and animation, 1 in sound, 1.2 producers in sound track, 3 people who are engaged in programming, 1 - image editing, 1 - sound editing and 1 sound engineer. In the credits, gratitude is expressed to another 30 specialists. If the MP is a secondary work created on the basis of a pre-existing version (for example, a video game based on a well-known fairy tale), then the previous version must be used with the permission of the copyright holder.

The created virtual images of famous people (this is a kind of commodity for which there is a demand), for example, M. Jackson, F. Kirkorov, raise the question of the right of these persons to actually image and protect their honor, dignity and other non-property rights.

Should MT be enshrined in law as an independent category of “work”? Lawyers still believe that there are no grounds, the distinctive features of such a degree of uniqueness have not been proven that they require a special approach. The assignment of a “category” plays a purely utilitarian role and sets as its task the approval of this norm, which affects only works belonging to this category.

The multifaceted nature of multimedia creates another challenge, along with the elusive nature and dynamic nature of its change. How to determine the share of the contribution of each of the creators of a single multimedia work, in which the work of the multimedia director, authors, performing artists, producers and impresario, sound engineers and cameramen, etc. is intertwined and, as it were, merges together.

At the initial stage of the development of the Internet, a number of specialists adhered to the point of view that it is impossible to extend the existing rules to legal relations arising in digital networks. The emergence of new works for cyberspace, specially created for the Internet and using various types of information in a syncretic form, the emergence of digital formats that blur the boundaries between information carriers, required the clarification of the legal regime of these objects, as well as the formation

modern technology for the protection of these objects (in terms of their creation, distribution and use). There is a need for regulations that protect the rights of both users and creators of multimedia products.

As a result of this, at the international and national levels, the preparation of draft laws devoted to the regulation of legal relations in the network space, primarily the protection of copyright, began.

To date, there are several areas in which work is underway in the field of improving the norms of copyright and related rights at the international level:

the TRIPS Agreement (“Treaty on Trade-Related Aspects of Intellectual Property Rights”), which is part of the World Trade Organization (WTO) package;

the World Intellectual Property Organization (WIPO) Copyright Treaties (CAL) and the Performers and Phonograms Treaty (CAP);

European Community directives (EC Directive 1991 on the protection of computer programs that must be protected in the same way as works; EU Directive 1992 recognizing the right of rental, which was not in the Berne Convention; EU Neighboring Rights Directive; EU Directive terms of copyright protection).

The legislation of the Russian Federation on copyright, taking into account international norms (in particular, the Berne Convention for the Protection of Literary and Artistic Works, the Rome Convention for the Protection of Professional Performing Artists), approved by the World Intellectual Property Organization (WIPO), provides that the right to use a work includes such rights as: the right to reproduce, the right to distribute the work and the right to communicate about the work by cable. There is a question about the relationship of these rights with the forms of use of the work that actually exist on the Internet.

For example, A. L. Khromov, head of administrative and legal regulation of the ROMS, makes convincing arguments in favor of the fact that the right to distribute in Russian legislation requires clarification of a number of positions.

The right of the author to distribute has always been understood as "only the sale, rental or other alienation of a specific copy of a work or phonogram (i.e., a material medium), which, for known reasons, cannot be applied to the use of objects of copyright and related rights in electronic networks .

Under the right of reproduction in accordance with Art. 4 of the Copyright Law refers to the production of one or more copies of a work, as well as the recording in a computer memory. Therefore, it can be unequivocally said that the conversion of a work into digital form (the so-called digitization), without which it is impossible to use the work on the Internet, is a reproduction.

However, when using the work directly on the site, where the work becomes available to an unlimited number of visitors to this site, the work is already in the memory of the computer that provides access to the work to other persons.

The computer owner no longer creates additional copies of the work. Downloading copies of works or phonograms to the computer of a page visitor is not a copyright infringement, since, in accordance with Art. 18 of the Copyright Act, such downloading is allowed without the consent of the author and without payment of a fee to him. In fact, in this case, the user himself makes and records a copy of the work in the memory of his computer solely for personal purposes.

The only remaining answer to the question as to the type of authority in question is a public announcement by cable. This has been confirmed in the WIPO treaties.

The 1996 WIPO Copyright Treaty (CAT) (Articles 1, 6-8) distinguishes between the right of reproduction, the right of distribution, the right of rental, and the right of communication to the public. Moreover, in all cases, rather “broad” formulations are used, which makes it possible to take into account not only the technical capabilities currently used, but also those that may appear in the future.

The WIPO Performances and Phonograms Treaty of 1996 (WPPT), despite the "broad" formulation of the relevant powers, specifically stipulates (articles 10 and 14 of the WPPT) the exclusive rights of performers, producers of phonograms in relation to the relevant protected subject matter - "to allow the making available to the public : by wire or wireless means in such a way that members of the public can access them from any place and at any time of their choice. A special reservation is also made in paragraph 4 of Article 15 of the WPPT.

This approach marked the beginning of a new exclusive property right - the right to "bring to the public", not yet included in the Russian legislation in the list of copyright and related rights.

In a draft prepared by the Interdepartmental working group Rospatent, and the draft submitted by deputy V. Ya. Komissarov to the State Duma of the Federal Assembly of the Russian Federation, takes into account the need to provide authors, performers, producers of phonograms, broadcasting organizations with this new authority - the right to bring to public attention, thereby designating “the right to exercise, allow or prohibit the communication of works, performances, phonograms, television and radio programs in such a way that they become available to members of the public from any place at any time of their choice (online)”. In fact, a new, so-called "umbrella right" has been introduced, which is the "right to communicate to the public" and is an integral part of the "right to communicate to the public by cable."

When distributing a work via the Internet, there are other specific difficulties in protecting copyright. Firstly, Russian law refers to works posted on the territory of Russia, and information can get to the Internet from a computer that is physically located in any country in the world, is also registered in any country and is accessible from any computer with an Internet connection. Secondly, the author (performer) may not be aware of the violation of his rights.

According to a study conducted by Yahoo's sociology department from September 1998 to 1999, 236 pages appeared on the Internet containing reproductions of paintings by contemporary British artist Nicholas Lee (Nick Lee). I At the same time, Mr. Li himself did not even suspect that his works were used without attribution. This example, unfortunately, is far from an exception.

No less complex and equally controversial is the problem of copying works.

The Digital Millennium Copyright Act, passed in the United States in 1998, limits the ability of consumers of electronic products to use them. This was manifested, in particular, in the ban on copying and mailing purchased e-books. The sad fact of the arrest on July 6, 2001 of Dmitry Sklyarov by the FBI in Las Vegas is known. As the author of a program that allows you to bypass the security mechanisms of the American company Adobe contained in its Book Reader program and read books in digital format, the 27-year-old programmer made it possible for users who legally bought e-books to read them on any computer. “I thought it was legal. Even now I believe that this is absolutely legal, ”D. Sklyarov says in his defense. As a result, he spent several months in an American prison. Although Elcomsoft and programmer Dmitry Sklyarov were later found not guilty of violating copyright law by a jury in San Jose, California, the situation raises questions both about legal purity in the use of works in modern conditions and about gaps in the application of laws in legal practice.

It would seem that the creation of electronic libraries does not violate anyone's rights. It is known that the current Copyright Law gives certain benefits to libraries regarding the use of works. In particular, in accordance with Art. 20 of the Law, the library has the right, without the permission of the author and without paying him a fee, to carry out reprographic reproduction, i.e. reproduction, which means reproduction by photocopying or using other technical means other than publication. However, this rule does not allow libraries to either digitize (reproduce) a work or place it on a website. This problem requires the coordination of a number of legal issues, the docking of legislative materials, on the one hand, providing for the right to access to information, on the other hand, restricting it within the framework of other legal documents.

Most relationships online are governed by the same rules as offline. But, of course, there are some differences due to the specifics of the global network.

The objects of legal regulation on the Internet are primarily public relations concerning the rights of authors, patent rights, rights to trademarks, service marks and the place of origin of goods. Separately, perhaps, it is worth highlighting such an object that is not used offline as a domain name.

The website has a dual nature. On the one hand, it is the result of creative activity, and on the other hand, it is an information resource (according to the Federal Law “On Information, Informatization and Information Protection”). As a result of creative activity, it is subject to legal protection. Typically, a Web site consists of several modules created by different people(or even different organizations). Accordingly, each element of the Web site, whether it be a program, a database, an audio or video work, text, etc., is subject to the authorship of the person who created it.

Although the Web site is not directly listed in Art. 7 of the Law "On Copyright and Related Rights", the recognition of sites as objects of copyright is lawful. If the developers of the elements of the Web resource were directly involved in the creation of the latter, the site is recognized as created in co-authorship, and the copyright for the final product in this case belongs equally to all co-authors.

There are also options when the developer of one of the elements of the Internet resource is not a co-author of the site, then he owns only the rights to the element he created (this can be, for example, when concluding an author's order agreement).

The site has the characteristics of a collection (composite work), which means, in accordance with Art. 7 and 11 of the Law “On Copyright and Related Rights”, “the author (compiler) owns the copyright for the selection or arrangement of materials made by him, representing the result of creative work (compilation). The compiler enjoys copyright provided that he respects the rights of the authors of each of the works included in the composite work.

Often online and cases of using previously created works. Practice shows that in most cases these works are used illegally.

This is especially evident in the example of music files. For their lawful use, it is necessary either to obtain permission directly from the author (if he is the copyright holder), or to pay a fee to one of the organizations that manage the rights of phonogram producers and performers on a collective basis. Often site owners "forget" about it. Music files are both subject to copyright (authors of music and text) and related rights (performers, producers of phonograms).

The next problem encountered on the Internet is the problem of the similarity of trademarks, trade names and domain names. Its essence is as follows: a trademark is issued to a separate class of goods and services according to the international classification of goods and services (ICGS), there may be several trademarks with a similar spelling, each in relation to its class of goods, and a domain name in a specific geographical area, the final user, there can be only one.

If the main audience of the resource should be exactly the geographical area is the most suitable option for a domain name. Thus, it is not uncommon for a single domain name to be claimed by several entities with similar trademarks and/or brand names.

There are also cases when unscrupulous persons register domain names corresponding to well-known trademarks, and in one way or another try to profit from this. Such persons are called cybersquatters. Russian judicial practice on this issue is still very contradictory. In the course of the www.kodak.ru case alone, more than 15 different court decisions were issued, but in the end, Kodak won.

IN new edition of the Law “On Trademarks, Service Marks and Appellations of Origin of Goods”, the following wording appeared: “Violation of the exclusive right of the right holder (illegal use of the trademark) is the use without his permission in relation to goods for the individualization of which the trademark is registered on the Internet, in particular, in a domain name and other addressing methods.

Comparing the legal relations that exist in traditional spheres and in cyberspace, experts note a number of similarities: vandalism, "piracy" in relation to intellectual property (violation of rights to the results of intellectual activity), evasion of payment of royalties, etc.

But at the same time, significant differences appear, generated by new communication technologies: the “domesticity” of a delict (offense) committed in soft slippers in front of a home computer screen, which creates a deceptive feeling of an “innocent joke”; "invisibility" of the offense in the virtual world, the blurring of the boundaries between the work and the interpretation of previously embedded data; lack of monitoring of the legal order in cyberspace, etc.

4. Legal norms in information activity.

The norms governing information activities and relations regarding information technologies in the Russian Federation are contained in a number of normative acts: the Constitution of the Russian Federation of 1993, the Laws of the Russian Federation "On the means mass media» dated December 27, 1991 No. 2124-1; "On the legal protection of programs for electronic computers and databases" dated September 23, 1992 No. 3523-1; "On Copyright and Related Rights" dated July 9, 1993 No. 5351-1; Federal Laws "On librarianship" dated December 29, 1994 No. 78-FZ; "On Communications" dated February 16, 1995 No. 15-FZ; "On Information, Informatization and Information Protection" dated February 20, 1995 No. 24-FZ; “On State Support for the Mass Media and Book Publishing of the Russian Federation” dated December 1, 1995 No. 191-FZ; “On participation in international information exchange” dated July 4, 1996 No. 85-FZ; "On electronic digital signature" dated January 10, 2002 No. 1-FZ; Decree of the President of the Russian Federation No. 2334 "On Additional Guarantees of Citizens' Rights to Information" of December 31, 1993, and others.

The emerging system of legislative and legal acts in the field of informatization is significantly behind the rapidly developing means, forms and information technologies of production, search and delivery of information products and services. Producers and consumers of information telecommunications products and services are waiting for answers to a number of questions. How to ensure the safety of at least the most valuable part of telecommunications resources for future generations? How to ensure the protection of information from unauthorized access? How to equate telecommunication resources to objects of property rights? How to protect the rights of library users in computer networks? A legal framework is needed to regulate the telecommunications market in Russia.

5. Ways to protect works.

The emergence of new technologies, the rapid growth in the popularity of the Internet and related commercial projects, the development of electronic payment systems and systems that serve the financial and credit relations of individuals and firms with banking institutions, etc. served as an impetus for the formation of a new generation of information security technologies in networks.

Moreover, if until the early 1990s. The main tasks of Internet protection technologies were the protection of resources mainly from hacker attacks, the protection of commercial information and information security in general, but today the tasks of protecting intellectual creativity and copyright are becoming relevant.

New technologies have not only created many problems for rights holders, but also suggested ways to solve them. One of these ways is the creation of technological means of protection, such as coding, the second is the use of digital identification numbers.

International organizations offer such an interesting system as digital "watermarks" that allow you to protect a work: with their help, you can track its distribution on the Web, count the number of uses and identify users. This is information about the rights to a work that is included in an electronic image or audio file in such a way that it is not visible when viewed and not heard when listening, but with the help of special software can be detected and used to prove copyright in court. In addition to this, there is a registration system for electronic images and audio files, which can also be considered as evidence of authorship.

An example of the use of "watermarks" in the form of a stylized translucent letter "C" can be found on the Corel website (http://www.corel.com). The Hermitage (http://www.hermitage.ru) uses a similar method of protecting its expositions with the “E” mark, but selectively. For example, in the "room of French painting" you can independently obtain copies with a quality sufficient for reproduction on the screen.

In addition, some holders of large databases of multimedia information distributed via the Internet use the "fingerprint" mechanism, i.e. register those who download electronic images or audio files to their computer. The complex of these measures allows to prove authorship; an electronic copy of a work distributed via the Internet. Such technology is used, for example, by the Scottish heritage network SCRAN.

As another example, let's cite the WEDELMUSIC project, which solves many problems that arise when distributing multimedia information via the Internet, and also combines various types of protection of musical heritage in electronic form.

Many international organizations(mostly specialized societies for the protection of rights with the participation large companies Phonographic Distribution) are trying to come together and create systems to ensure a balanced protection of the rights of both copyright holders and consumers, and to expedite their implementation. Such actions are aimed at generating additional income for copyright holders, as well as facilitating the use of copyrighted objects by any content providers or producers. In this regard, the Verdi program has proven itself, in the implementation of which the countries of Europe have united. It allows any producer to get permission to use any category of works on the Internet or to create multimedia products as soon as possible in order to quickly and inexpensively pay for all rights “in one place”. In addition, this system involves obtaining the works themselves in digital form through the same Internet.

The presented material makes it possible to make sure that the legal issues of multimedia are evolving under the influence of the development of general civilizational processes of globalization, internetization and mediatization of society, the legislative systems are developing that are necessary to protect those who work in the world of intellectual creativity as an author or simply a user of multimedia.

1. Introduction 2

2. Multimedia technology 3

2.1 "Multimedia computer" 3

2.2 Media Features 4

2.3 Linear and structural representation of multimedia information 7

2.4 Multimedia resources of the Internet 8

3. Applications of multimedia 9

3.1 Software tools for creating projects 9

3.1.1 Image creation and processing tools 10

3.1.2 Tools for creating and processing 2D graphics and animations 11

3.1.3 Tools for creating and processing 3D graphics and animation 12

3.1.3 Video creation and processing tools 13

3.1.4 Sound creation and processing tools 13

3.1.5 Tools for creating presentations and other multimedia products 14

4. Conclusion 16

5. Practical work "Creating a video using Windows Movie Maker" 17

6. Control questions: 19

7. List of used literature 20


1. Introduction

For the first time, the term "multimedia" appeared in 1965 and was actively used until the end of the seventies to describe extravagant theatrical shows for that time, using different types and forms of information presentation: slides, movies, video, audio fragments, lighting effects and live music. In the late 70's and early 80's, multimedia was a presentation based on static or dynamic images from multiple projectors accompanied by sound or live music.

Thus, the means of "multimedia" affected several human senses at once and presented information in various forms: visual, verbal and auditory, which created (and creates) a deeper emotional impact, which, in turn, brought success and popularity to this kind of theatrical performances. The possibility of influencing the emotional sphere of the human psyche is an important factor in learning, as it contributes to a more effective assimilation of knowledge. Over the next decade, the term "multimedia" included various concepts.

IN Lately the term "multimedia" has become even more ambiguous. Multimedia broadcaster SCALA gives the following definition of the modern concept of "multimedia": "Some of us use multimedia technologies, including cable television. The term "multimedia networks" is used to describe the powerful, multi-million dollar content management systems used by large corporations to maintain video databases and advertising digital signage and screens. Computer programs for home video editing, some of which now cost less than $100, can also be considered multimedia technologies. The technical means of multimedia also include modern mobile phones that send photos with voice signatures. Multimedia is still evolving and will include new concepts as new technologies emerge and are used.

The term “multimedia” (lat. Multum + Medium) can be translated into Russian as “many media” (sometimes translated as many media).

The most complete and relevant to the realities of today, the description of the concept of "multimedia" is the enumeration given by domestic scientists in the book "The use of multimedia technologies in general secondary education":

Multimedia is:


  • a technology that describes the procedure for the development, operation and use of information processing tools of various types;

  • an information resource created on the basis of technologies for processing and presenting information of various types;

  • computer software, the functioning of which is associated with the processing and presentation of information of various types;

  • computer hardware that makes possible job with different types of information;

  • a special generalizing type of information that combines both traditional static visual (text, graphics) and dynamic information of various types (speech, music, video fragments, animation, etc.).
Thus, in a broad sense, the term "multimedia" means a range of information technologies that use various software and hardware in order to most effectively influence the user (who has become both a reader, a listener, and a viewer).

Thanks to the use of multimedia in informatization tools due to the simultaneous impact of graphic, sound, photo and video information, such tools have a great emotional charge and are actively included in the entertainment industry, the practice of various institutions, home leisure, and education.

The advent of multimedia systems has revolutionized many areas of human activity. One of the widest areas of application of multimedia technology has been in the field of education, since multimedia-based informatization tools can, in some cases, significantly increase the effectiveness of learning. It has been experimentally established that during the oral presentation of the material, the student perceives and is able to process up to one thousand conventional units of information per minute, and when the organs of vision are "connected", up to 100 thousand such units.

2. Multimedia technology

2.1 "Multimedia computer"

A formal approach to the definition of multimedia means that they can be almost any means that can bring information to learning and other activities. different types. In this case, aging analog media that have become traditional can also fall under the concept of multimedia.

Most often, however, multimedia includes computers and their associated peripherals. The computer is a universal means of information processing. The universality of a computer lies in the fact that, on the one hand, it alone is able to process information of different types (multimedia information), on the other hand, the same computer is able to perform a whole range of operations with information of the same type. Thanks to this, the computer, together with the appropriate set of peripheral devices, is able to provide the performance of all the functions of technical multimedia tools.

A "multimedia computer" is a computer on which multimedia applications can fully realize their full potential. A multimedia computer should be able to do a lot: display graphic and video information, animation, play various sound accompaniment, music, including from music CDs, and much more…

But even the most modern computer will not work without software.

The software can be conditionally divided into an applied part (multimedia encyclopedias, computer games, audio and video players, etc.) and a specialized part, which includes programs designed to create application programs (professional graphic editors, 3D graphics editors, sound editors, etc.)

Consider the main parts of the multimedia computer software:


  • operating system

  • Applied multimedia applications
Now multimedia applications have become one of the fastest growing segments of the software market. Most modern computers are sold with installed drives, sound cards, and powerful graphics adapters. To be able to take advantage of all of these media-enabled hardware, your computer must have an operating system that supports all of these devices. The most striking example is Microsoft Windows XP, Windows Vista, Windows 7, Linux.

Applications include multimedia applications with which the average user of a multimedia computer directly works. First of all, these are computer games. It also includes multimedia encyclopedias, video and audio players, programs for creating and viewing presentations, and many others.

2.2 Media features

Multimedia technologies are one of the most promising and popular areas of informatics. They aim to create a product containing "collections of images, texts and data, accompanied by sound, video, animation and other visual effects, including an interactive interface and other control mechanisms."

The undoubted advantage and feature of the technology are the following multimedia features that are actively used in the presentation of information:


  • the possibility of magnification (detailing) on ​​the screen of an image or its most interesting fragments, sometimes in a twenty-fold increase ("magnifying glass" mode), while maintaining image quality. This is especially important for the presentation of works of art and unique historical documents;

  • the possibility of comparing the image and processing it with various software tools for research or educational purposes;

  • the possibility of highlighting "hot words" in the text or other visual material accompanying the image, for which reference or any other explanatory (including visual) information is immediately obtained (hypertext and hypermedia technologies);

  • the possibility of implementing continuous musical or any other audio accompaniment corresponding to a static or dynamic visual range;

  • the ability to use video fragments from films, video recordings, etc., the "freeze frame" function, frame-by-frame "scrolling" of the video recording;

  • the ability to connect to the global Internet;

  • the ability to work with various applications (text, graphic and sound editors, cartographic information);

  • the ability to create your own "galleries" (selections) from the information presented in the product;

  • the ability to automatically view the entire content of the product ("slide show") or create an animated and voiced "guide-guide" for the product ("speaking and showing user instructions"); inclusion of game components with information components into the product;

  • the possibility of "free" navigation through the information and access to the main menu (enlarged content), to the full table of contents or even from the program at any point in the product.
There are several concepts related to multimedia and the use of appropriate informatization tools. In particular, when using multimedia tools, the role of illustrations increases significantly.

Illustration is also an ambiguous term. There are two main interpretations of this term.

An illustration (illustration) is:


  • introduction to the text of explanatory or supplementary information of another type (image and sound),

  • giving examples (possibly without using other types of information) for a clear and convincing explanation.
In multimedia tools, illustrations can be presented in the form of examples (including text), two-dimensional and three-dimensional graphic images (drawings, photographs, diagrams, graphs, diagrams), sound fragments, animation, video fragments.

At present, multimedia encyclopedias have been created in many school disciplines and educational areas. Game situational simulators and multimedia training systems have been developed to organize the educational process.

Multimedia is efficient educational technology due to its inherent qualities of interactivity, flexibility and integration of various types of educational information, as well as due to the ability to take into account the individual characteristics of students and help increase their motivation.

Providing interactivity is one of the most significant benefits of multimedia tools. Interactivity allows, within certain limits, to control the presentation of information: the user can individually change settings, study the results, and also respond to program requests about specific preferences, set the material feed rate, the number of repetitions, and other parameters that meet individual needs. This allows us to draw a conclusion about the flexibility of multimedia technologies.

Multimedia technologies allow meaningful and harmonious integration of many types of information. This allows the computer to present information in various forms, such as:

images, including scanned photographs, drawings, maps and slides;

video, complex video effects;

animations and animation simulation.

A very fashionable direction in the development of multimedia technologies is virtual reality. Virtual reality is getting almost real sensations by a person from an unreal world. The simulation of such an unreal world is quite well done with a modern computer. Computer tools create such complete visual, sound and other sensations that the user forgets about the real world around and enthusiastically plunges into a fictional world. The special effect of presence is achieved by the possibilities of free movement in virtual reality, as well as the possibilities of influencing this reality.

The simplest and least tedious entrance to virtual reality carried out through a computer screen on which this reality can be observed. At the same time, moving and influencing the virtual world is usually carried out with the help of a mouse, joystick and keyboard.

A more complete immersion in the invented world is carried out with the help of a special and rather expensive helmet-display worn on a person's head. To achieve a three-dimensional image, two small screens located inside the helmet create separate images for each eye. In this case, when showing the image to the user, the position of the image changes in accordance with the rotation of the head. In addition, the helmet isolates a person quite well from the effects of the real world. As an inexpensive option for multimedia immersion, you can use glasses with different glasses that provide three-dimensional perception of the image. For example, a three-dimensional monochrome image can be observed using glasses, one of the glasses of which is red and the other is blue. If at the same time two projections of the image are displayed on the screen, one red, the other blue, then an illusion of three-dimensionality is created. However, this method does not allow to convey the gamut of colors. Today, leading computer firms are investing considerable effort in building a computer with a human interface. This implies that the computer must have all the human senses, as well as the ability to influence all these human organs. Modern computer systems are in many cases quite good at analyzing and synthesizing images and sounds. The computer mouse and other devices can be considered an imitation of the sense of touch. It is assumed that in the coming years, a personal computer will learn to work with smells and tastes close to smells in terms of the mechanism of perception. For technical reasons, it is impossible today to literally recreate the human sense of smell by artificial means.

2.3 Linear and structural representation of multimedia information

Such concepts as multimedia, hypertext and hypermedia are closely related.

Thanks to the widespread use of the World Wide Web (World Wide Web, a collection of documents and multimedia resources published on the Web), hypertext technology is known, or at least used, by everyone who works on a computer.

The pioneers of hypertext are Vannevar Bush, who put forward the concept of the Memex system in the 40s, as well as Douglas Engelbart and Theodore Nelson, who worked on this technology in the 60s.

The classic definition of hypertext, given by Nelson in 1987, is "a form of writing that branches or is carried out on demand." In other words, it is "non-linear writing", which is "more than text (hypertext)".

A more formal definition of hypertext is that hypertext is the representation of textual information as a network in which readers are free to navigate in a non-linear manner.

However, the following definition can also be put forward: hypertext is an extension of the traditional concept of text by introducing non-linear text, in which cross-references and rules for moving from one fragment to another are established between selected text fragments.

The history of hypertext is rich and varied, because hypertext is not so much a new idea as it is an evolving concept of how the computer can be used. Many people contributed to the development of the idea of ​​hypertext, and each of them apparently imagined something different from the others.

Computer hypertext was preceded by manual hypertext, one variant of which is the traditional use of flashcards. Such cards can be numbered and provided with mutual references. They are often divided into rubrics, i.e. they are given a hierarchical organization. The convenience of such cards is that, having a small size, they break records into small pieces. The user can easily reorganize the card file with new information. But, of course, with the increase in the volume of such a file cabinet, it becomes more and more difficult to work with it.

Another variant of manual hypertext is a reference book such as a dictionary and encyclopedia. Articles or definitions given in such books contain explicit links to each other, following these links, the reader receives richer information. Each such book can be associated with a network with text nodes and link links.

All these examples refer the emergence of hypertext to distant times. Now, however, there are many specialists who believe that one can speak of a true hypertext only when the movement through the links is supported by a computer. The people who first described hypertext held the same view of hypertext as the path to the closest possible human-computer interaction, and this view has survived to this day. The development of ideas is closely intertwined in this area with specific implementations.

Hypertext is an extremely vague yet widely used concept. Hypertext is the Internet, a multimedia encyclopedia, a reference book, a book with contents and an index, as well as any text in which any links (indications) to other fragments are found. Hypertext can be considered as a way of communication in a society focused on multiple, simultaneous flows of diverse types of information that cannot be perceived and assimilated by the subject. Assimilation of the entire amount of knowledge becomes impossible; moreover, the rigid structuring of such knowledge becomes an elusive task. Knowledge is organized into hypertext, into a network of relatively free messages that can combine and disintegrate in the process of knowledge production and consumption.

A significant contribution to the advantages of hypertext is its saturation with links, the movement of which is supported by a computer, due to which the text becomes non-linear in practice.

Hypertext also offers new possibilities for accessing large and complex sources of multimedia information. The concept of hypermedia is introduced as a technology for presenting information of various types, based on the principles of hypertext. One hypermedia resource combines both the possibility of following hyperlinks and the advantages of using different types of information.

2.4 Multimedia resources of the Internet

The main source of multimedia resources for most users is the worldwide computer network Internet. This network provides access to both educational and many other resources containing information of various types, from text to complex video images. At present, multimedia and hypermedia technologies are becoming inseparable from telecommunication technologies, and the worldwide networks are turning into a large and well-structured repository of multimedia information.

One of the most popular and promising network technology services related to multimedia is WWW technology, which is a distributed system of hypermedia resources, a distinctive feature of which, in addition to an attractive appearance, is the ability to organize cross-references to each other. Using a special WWW document viewer (browser), a web user can quickly follow links from one document to another, traveling through the World Wide Web.

The most common communication technology and the corresponding service in computer networks has become the technology of sending and processing information messages, which provides operational communication between people.

Electronic mail (E-mail) - a system for storing and forwarding messages between people who have access to a computer network. By means of e-mail, any multimedia information (text documents, images, digital data, sound recordings, etc.) can be transmitted over computer networks.

Teleconferences are another popular service provided by modern telecommunication networks and implementing the exchange of multimedia information between people who share common interests.

A teleconference is an online forum organized for discussion and exchange of messages on a specific topic.

Teleconferencing allows you to publish messages of interest on special computers on the network. Messages can be read by connecting to a computer and selecting a topic for discussion. Further, if desired, you can reply to the author of the article or send your own message. Thus, a network discussion is organized, which is news in nature, since messages are stored for a short period of time. The presence of hardware multimedia tools: audio and video equipment (microphone, digital video camera, etc.) connected to a computer allows you to organize computer audio and video conferences.

With the development of technical means of computer networks, the speed of data transfer increases. This allows users connected to the network not only to exchange text messages, but also to transmit multimedia resources over a considerable distance - sound and video. One of the representatives of programs that implement communication over the network is the NetMeeting program, which is part of the Internet Explorer kit. NetMeeting is a multimedia tool that provides direct communication over the Internet.

From the point of view of increasing the effectiveness of training, a service implemented in computer networks is an automated search for multimedia information. Using specialized tools - information retrieval systems, you can quickly find information and multimedia resources of interest in the world's information sources (Google, Yandex, Rambler, etc.)

3. Application use of multimedia

3.1 Software tools for creating projects

There are many software tools for developing multimedia applications. They can be divided into several categories:


  • Tools for creating and processing images;

  • Means for creating and processing animation, 2D, 3D graphics;

  • Tools for creating and processing video images (video editing, 3D titles);

  • Means of creating and processing sound;

  • Tools for creating a presentation;

3.1.1 Image creation and processing tools

One way to represent an image in a computer is raster graphics (bitmap). In this case, the image is divided into elements (pixels), which determine the size of the image - X pixels in width and Y pixels in height. An important characteristic is the color resolution of a raster graphic, defined by the number of bits used to encode the color of each pixel.

Another way of representation is vector images, which are saved as a geometric description of the objects that make up the drawing. These images may also include raster graphics data.

Graphic editors are focused on manipulating existing images and have a set of tools that allow you to correct any aspect of the image.

Adobe Photoshop is a professional photo editing package. Supports working with layers and exporting objects from vector graphics programs. It has a full set of tools for color correction, retouching, adjusting the contrast and saturation of colors, masking, creating various color effects. Over 40 filters allow you to create a variety of special effects. Many plug-ins have been created by various manufacturers.

Corel PhotoPaint - A graphic editor that has everything you need to create and edit images, but is inferior to Adobe Photoshop in speed when working with files. Allows you to publish these images on the web. Contains tools for working with animated images and slideshows in QuickTime format.

PhotoDraw is an editor that combines the capabilities of vector and raster graphics packages. It contains a large set of hand-drawn shapes and many types of lines to decorate them, including a variety of artistic brush strokes or photo images. When using templates, a special wizard will guide you through all the steps to create an illustration of the required type. PhotoDraw supports saving illustrations in the format of most other applications. It includes a large number of different effects that can be applied to images and individual objects, in particular, you can choose the effects of adding a shadow, setting transparency, blurring or enhancing the edges of objects, making them three-dimensional, perspective distortion, and special effects that make an image look like a picture. pen, sketch, painting and many others.

PhotoImpact is a graphic package developed by Ulead Systems, designed not only for creating and editing images. It also offers tools for creating and managing photo databases, viewing image files, creating multimedia slide shows, capturing images from the screen, and converting files. The pick-and-apply technology allows you to apply extensions from sets of styles, effects, gradients and textures and immediately see the results of transformations. Supports layering, real-time preview, advanced special effects, text placement on a given curve, image retouching tools.

Picture Man is a graphics package developed by the Russian company STOIK Software. It allows you to create and edit graphic files, edit and process digital video. The package contains over 70 high-quality image filters, color correction, filtering and retouching tools. All filters in the package can be applied not only to one image, but also to their sequence.

Painter is a bitmap painting editing program from Metacreations. Painter has a fairly wide range of drawing and color tools. In particular, it simulates various brushes (pencil, pen, charcoal, airbrush, etc.), allows you to simulate drawings in watercolor and oil, and also achieve the effect of a natural environment.

3.1.2 Tools for creating and processing 2D graphics and animations

In vector graphics programs, objects and images that are saved as a geometric description exist independently of each other, which allows you to change the layer, location and any other attributes of the object at any time, creating an arbitrary composition. Modern vector graphics programs also contain tools for working with raster images. 2D animation uses the traditional frame-by-frame animation method.

CorelDRAW is a graphic editor with wide capabilities and a huge library of ready-made images, which has already become a classic vector drawing program. The package is intended not only for drawing, but also for preparing graphs and editing bitmap images. It has excellent file management tools and the ability to show slide films on a computer display, allows you to draw by hand and work with image layers, supports special effects, including three-dimensional ones, and has flexible options for working with texts.

CorelXARA - allows you to create vector images. It has a beautifully implemented transparency effect with gradient properties. The program performs basic operations with bitmaps: changing the color depth, brightness, contrast, sharpness, applying a blur filter and other special effects. Huge internal resolution allows you to magnify objects up to 2500 times. Allows you to view JPG, GIF and animated GIF files.

Adobe Illustrator is a vector package designed for creating illustrations and developing general page design and is focused on outputting high-resolution images. The package allows you to create free-form shapes and symbols, and then scale, rotate and deform them. In addition, Illustrator contains a wide range of tools for working with text and multipage documents.

GIF Animator - Ulead's animation software takes advantage of GIFs to store multiple images. Unlike video, when animating for each image, the moment, place and duration of the appearance of the image on the screen are separately set. Since images can be of arbitrary sizes, it is possible to create complex compositions by assembling them from separate parts.

Macromedia Director - the program allows you to create animation of two-dimensional images, prepare and edit video and audio sequences, combine all components in one video.

3.1.3 Tools for creating and processing 3D graphics and animation

3D animation is similar in technology to puppet animation: you need to create wireframes for objects, determine the materials that fit them, compose everything into a single scene, set up lighting and a camera, and then set the number of frames in the film and the movement of objects. The movement of objects in three-dimensional space is specified by trajectories, keyframes, and with the help of formulas that relate the movement of parts of complex structures. After setting the desired movement, lighting and materials, the rendering process starts. For some time, the computer calculates all the necessary frames and produces a finished film. The disadvantage is the excessive smoothness of shapes and surfaces and some mechanical movement of objects.

Various techniques are used to create realistic 3D images. To create "uneven" objects, such as hair or smoke, the technology of forming an object from many particles is used. Inverse kinematics and other animation techniques are introduced, and new methods of combining video recording and animation effects are emerging, which makes scenes and movements more realistic.

3D Studio MAX is one of the most famous 3D animation packages produced by Kinetix. The program provides the entire process of creating a three-dimensional film: object modeling and scene formation, animation and visualization, work with video. The program interface is the same for all modules and has a high degree of interactivity. 3D Studio MAX implements advanced animation control, stores the life history of each object and allows you to create a variety of lighting effects and has an open architecture, that is, it allows third parties to include additional applications in the system.

TrueSpace - Caligari's 3D animation package is easy to use, flexible in shape management, supports splines and boolean operations on objects. The innovative interface shows toolbars directly in 3D space and aligns them to the object. Extensions and openness of the architecture allow you to increase the capabilities of the package.

Ray Dream Studio - the program provides a set of professional tools for 3D design and animation. Users can create various models using boolean operations and deformations. You can apply various textures or video images to these models, as well as draw directly on their surface.

3.1.3 Tools for creating and processing video images

There are a large number of software products for video editing. In addition to 3D animation packages, there are highly specialized programs, for example, for creating three-dimensional fonts. They also use a variety of animation effects, perform image rendering, and allow you to create video files.

Adobe Premiere is the most widely used digital video editing program. It has a convenient intuitive interface. Supports several video and audio channels, contains a set of transitions between frames, allows you to synchronize sound and image. Supports MOV and AVI file formats. Connection of additional modules from independent manufacturers expands the capabilities of the program.

Speed ​​Razor SE is a company program with a user-friendly interface. Thanks to more advanced tools for working with video and audio channels, Speed ​​Razor is more convenient to use in projects with complex composition and overlays. Contains a set of frequently used special effects, butt-cut (direct splicing) is performed in real time. Multimedia projects created with this program can be burned to video, CD-ROM, or posted on a Web site.

Ulead VideoStudio is a program designed for beginners. It has full support for DV and MPEG-2 formats for digital video. And for the musical accompaniment of the film, you can use music files in MP3 format or sound tracks from an audio CD. Working with the program is quite simple thanks to a thoughtful and user-friendly interface. You can insert titles into your video, use smooth transitions between individual fragments, and add voice or background music to the resulting clip.

COOL 3D is Ulead's 3D title maker for presentations, videos, multimedia and Web pages. The program includes more than 100 automatic wizards, many effects that greatly simplify the modeling and rendering of the final scene. Also contains a huge library of 3D objects and materials plus photorealistic patterns and textures.

3.1.4 Sound creation and processing tools

Programs for working with sound can be divided into two large groups: sequencer programs and programs focused on digital sound recording technologies, the so-called sound editors.

Sequencers are designed to create music. Sequencers are used to encode music pieces. They are used for arranging, allowing you to “prescribe” individual parts, assign instrument timbres, build levels and balances of channels (tracks), introduce musical touches (loudness accents, time shift, deviations from tuning, modulation, etc.). Unlike conventional music composition, the effective use of a sequencer requires special engineering knowledge from the composer/arranger. Sound editor programs allow you to record sound in real time on a computer hard drive and convert it using the capabilities of digital processing and combining various channels.

Cakewalk Pro Audio is a professional multi-track sequencer from Twelve Tone Systems that is well-deservedly popular with professionals. Cakewalk was one of the first software products to provide plug-in support for a variety of audio effects built for the DirectX interface. Feature DirectX effects is that they all work in real time and you can adjust all the parameters of the selected effect right in the process of playing a sound fragment.

Logic Audio Platinum is a professional sequencer from Emagic. Provides support for DirectX, real-time processing, can work with multiple sound cards. It also allows you to record sound and perform digital processing of it.

Sound Forge is a program that is one of the leaders among sound editors. It has powerful editing features, allows you to embed any plugins that support DirectX technology, has a convenient modern interface. Supports modern audio formats, including RealAudio.

CoolEdit Pro - Professional recording studio by Syntrillium Software. It allows you to record sound through a sound card from a microphone, CD player or other source, read and write files in the popular MP3 format, edit the resulting sound files and add various fantastic effects to them. Provides work with multimedia sites.

3.1.5 Tools for creating presentations and other multimedia products

After creating all the multimedia components, you need to combine them into a single multimedia application. This raises the problem of choosing a software tool for its development. The existing means of combining various multimedia components into a single product can be conditionally divided into three groups:

  • algorithmic languages ​​for direct development of a control program;

  • specialized programs for creating presentations and publishing them on the Internet (quick preparation of multimedia applications);

  • multimedia authoring tools.
As a rule, the choice of tool is based on the requirements for the efficiency of the multimedia application and the speed of its development. Also an essential requirement is the degree of interaction with the user. Specialized presentation programs are focused primarily on the transfer of information from a computer to a user. Authoring tools enable a high degree of interaction and create a truly interactive application.

Developing a multimedia application in any algorithmic language requires knowledge of programming, although modern visual programming environments are supplemented by various wizards for creating individual interface elements that allow you to automatically receive the program code. In this case, the time spent on development will be significant, but the resulting application will be optimal in terms of the use of computer resources and speed of operation.

Author's tools can significantly reduce the development process, but give a loss in the efficiency of the application being created. In addition, the development requires a good knowledge of the capabilities of this tool and effective methods of working with it.

The simplest and fastest is the use of presentation programs, the capabilities of which in some cases are enough to create a simple multimedia application. Authoring systems are designed to create software products with a high degree of user interaction. Often, authoring systems offer a special scripting language for developing a user interface. They allow you to create a final product that combines all multimedia components in a single control program. His hallmark is the presence of a common interface that allows you to select any of the multimedia components, launch it for execution (listen to a sound file or watch a video), organize a search for the required object, etc.

Presentation programs, originally designed to create electronic slides to help illustrate a speaker's message, are now increasingly media oriented. There are a large number of such programs that differ in a set of visual and animation effects.

Power Point is a presentation program included in the Microsoft Office package. In terms of the number of visual and animation effects, it is not inferior to many multimedia authoring tools. Contains tools for creating a flexible presentation script and recording the soundtrack for each slide. The presence of the Russian version allows you to successfully work with texts in Russian. Built-in web support allows you to save presentations in HTML format, but the animated components require the installation of a special PowerPoint Animation Player add-on. Allows you to create complex software add-ons in the Visual Basic for Application programming language, which significantly expands the capabilities of the program.

Freelance Graphics is Lotus' software for creating slide shows. Provides a wide range of formatting options for text, pictures, graphs and tables on slides. The presentation can be shown on computers where the Freelance Graphics program itself is not available. Supports GIF images, including transparent background. Converting a presentation to HTML format using a dedicated wizard allows you to publish it to a Web server while ensuring optimal page loading speed. Showing slideshows on the web requires additional components for the browser.

Formula Graphics is an authoring system used for development interactive applications multimedia. It has a simple and easy to use graphical interface and does not impose any restrictions on the images, sounds and animations that can be combined with it. Formula Graphics has a powerful object-oriented language, but applications can be developed without programming. On-screen controls are displayed as hypertext and graphical hyperlinks. Formula Graphics has programmable 2D and 3D graphics and is also used to develop animation and game applications. The developed multimedia applications can be played from a floppy disk, CD-ROM, directly over the Internet or embedded in a Web page.

4. Conclusion

Today, multimedia technologies are firmly established in many areas of activity. A lot of programmers, screenwriters, designers are working on creating more and more new projects.

Summing up, we can note the possibilities and areas of application of multimedia products and technologies.

The main purposes of using products created in multimedia technologies (CD-ROMs with information recorded on them) are:

popularizing and entertaining (CDs are used as home libraries for art or literature).

scientific and educational or educational (used as teaching aids).

research - in museums, archives, etc. (used as one of the most advanced carriers and "repositories" of information).

Reportedly news agency CIA is a global technological revolution scheduled for the next 15 years. Its foundation will be bio-, nano- and information technologies (including multimedia technologies). Qualitatively new technological solutions will be applied in industry. Rapid prototyping based on advanced multimedia computer-aided design (CAD) systems will make it possible to create and analyze models of future goods and devices (for example, cars) in a short time without a long design cycle. The process of customer service is maximally individualized.

Information technologies will become the fundamental and connecting link of all these technologies, but it is difficult to predict the situation with them. For example, it is almost impossible to predict what the Internet will be like in 15 years. One thing is clear, that it is possible that in the near future multimedia technologies will become integral part everyday life of every person.

5. Practical work "Creating a video using Windows Movie Maker"

After completing this practical work, you will learn:


  • Mount videos from separate files of various types: graphics, sound, text, etc.;

  • Assign various effects;

  • Save projects in video format for further playback;

  • Edit the finished video.

Multimedia- devices that allow the presentation of information in audio and video form.

multimedia programs - software that allows you to process audio and video information

The area where projects are created and mounted is displayed in two ways: on the storyboard and on the timeline. You can switch between these two views while making a movie.

storyboard
The storyboard is the default view in Windows Movie Maker. You can use the storyboard to view and reorder the clips in your project. You can also view all added video effects and video transitions in this view.

time scale

The timeline lets you view and change the timing of project clips. Using the buttons on the timeline, you can perform operations such as changing the view of the project, zooming in or out on project details, recording a comment, or adjusting the audio level. To cut unwanted portions of a clip, use the cut handles that appear when you select a clip. A project is determined by all the clips displayed on the timeline.

Video

The video track lets you know which video clips, images, or titles have been added to your project. You can expand the video track to display the corresponding video audio as well as any added video transitions. When you add video effects to an image, video, or title, a small icon appears on clips to indicate that a video effect has been added to that clip.

Audio

The audio track allows you to view the audio that is included in all video clips added to the project. Like the transition track, the audio track only appears when the video track is expanded.


Work performance technology:

  1. Launch Windows Movie Maker. StartPrograms- Windows Movie Maker

  2. Program interface customization: check the menu View, active are (checked) items Toolbar, status bar, taskbar.

  3. Look at the left side of the window Task bar. Find out what tasks Windows Movie Maker allows you to perform.

  4. Let's start editing the video. On the taskbar select item Import images. Choose a folder My documents - My drawings. And from any thematic folder, select 3 - 5 graphic files by holding the button CTRL, and click the button Import.

  5. In the central part of the window on the panel Collection you see your selected graphic files. Move them sequentially one by one to the bottom of the screen in the storyboard windows.

  6. Let's add picture effects. For this: Service - video effects. Browse video effects and choose any you like. Move it 1 frame. The player is located in the right part of the window, click the button → (Playback). View the effect in the player. Apply the effects to the next frames of the movie in the same way.

  7. Transition effects can be set between frames. For this: Service - Video Transition. In the central part of the window, consider examples of video transitions. Choose any you like, move it to the bottom of the screen on the storyboard and install it between two adjacent frames. Set the video transitions for the remaining frames of the movie in the same way.

  8. View the result of editing in the player. It is possible to preview the movie in full screen. For this: View - Full screen.

  9. Let's add the title frame and the final frame of the movie. To do this: On the taskbar, select the item Creating titles and credits. Choose an item Add a title at the beginning of a movie. Enter the name of the movie. Change the animation of the text, its font and color. Experiment by viewing the preview in the player window. Apply the selected properties by clicking the button Done, add a title to the movie.

  10. Create credits at the end of the movie. Carry out the operations yourself, similarly to paragraph 9.

  11. Let's add a soundtrack to the movie. On the taskbar, select Import sounds and music. Choose the location of the sound information. In our case, we will use ready-made melodies located on the server. My Network Places - Nearby Computers - Great - Music and choose your favorite song. Drag the sound file to the storyboard. Sound file turned out to be longer than the film, it is necessary to cut off the excess, for this: move the mouse pointer to the extreme right position of the sound tape and, holding it, move it to the desired place (the pointer takes the form of a double red arrow).

  12. Let's save the created project as a movie under our last name. For this: File - Save Movie File - My Computer - Next– Enter the file name, for example, Popkov_9a – select the folder of your group (class) using the button Browse - Next - Check the box in the item - Play movie after clicking the button is ready. Click the button Ready. Please wait a moment, the movie is being saved in video format.

6. Security questions:


  1. The concept of multimedia.

  2. Types of multimedia devices.

  3. The concept of multimedia programs.

  4. Types of multimedia programs.

  5. Features of Windows Movie Maker.

  6. Video clip technology.

  7. Purpose of the Timeline.

  8. Purpose of the Storyboard Timeline.

  9. The tracks included in the Timeline.

  10. Ways to save a movie.

7. List of used literature

1. Free encyclopedia "Wikipedia" (ru./wiki/ Multimedia)

2. V.A. Kaimin Informatics. Higher education- Infra M, 2003

3. Big Encyclopedia Cyril and Methodius, electronic version (megabook)

4. M.A. Belyaev, V.V. Lysenko, L.A. Malinina Fundamentals of Informatics. Textbook for Universities - Phoenix, 2006.

5. Electronic encyclopedia KM Wiki (wiki.km-school/wiki/index.php/What_is_multimedia).

6. E.L. Fedotova Information technologies and systems - Forum, 2009.

interactions with her. Term multimedia also, often used to refer to storage media that allow you to store significant amounts of data and provide fairly quick access to them (the first media of this type were CD - compact disk). In this case, the term multimedia means that a computer can use such media and provide information to the user through all possible forms of data such as audio, video, animation, images, and others in addition to traditional means of providing information such as text.

Multimedia can be represented as the main components:

Text Audio Images
Animation Video interactivity

Multimedia can be roughly classified as linear And nonlinear. An analogue of the linear representation method can be movie. Human, viewing this document in no way can affect its output. A non-linear way of presenting information allows a person to participate in the conclusion information interacting in some way with the media display. Human participation in this process also called "interactivity". This kind of interaction between humans and computer most fully represented in the categories of computer games. A non-linear way of representing multimedia data is sometimes referred to as "hypermedia".

As an example of a linear and non-linear way of representing information, you can consider such a situation as a presentation. If the presentation was recorded on tape and shown to the audience, then with this method of conveying information, those viewing this presentation do not have the opportunity to influence the speaker. In the case of a live presentation, the audience has the opportunity to ask the speaker questions and interact with him in other ways, which allows the speaker to deviate from the topic of the presentation, for example, explaining some terms or covering controversial parts of the report in more detail. Thus, live presentation can be represented as a non-linear (interactive) way of presenting information ...

Possibilities

multimedia presentations can be carried out by a person stage, shown through projector or on another local playback device. A broadcast presentation can be either live or pre-recorded. Broadcast or recording can be based on analog or electronic technologies storage and transmission of information. It is worth noting that multimedia online can be either downloaded to the user's computer and played in some way, or played directly from the Internet using streaming technology. Media played using streaming technologies can be either "live" or provided on demand.

multimedia games- such games in which the player interacts with a virtual environment built computer. The state of the virtual environment is transmitted to the player using various methods of information transfer (auditory, visual, tactile). Currently, all games on a computer or game console are multimedia games. It is worth noting that this type of games can be played alone on a local computer or console, or with other players via a local or global network.

Various formats of multimedia data can be used to simplify the perception of information by the consumer. For example, to provide information not only in text form, but also to illustrate it with audio data or a video clip. In the same way, contemporary art can present everyday, mundane things in a new way.

Laser show - "live" multimedia performance

Various forms of providing information make it possible for the consumer to interact with information interactively. Online multimedia is increasingly becoming object-oriented, allowing the consumer to work on information without having specific knowledge. For example, to upload a video to YouTube or Yandex.Video, the user does not need knowledge of video editing, encoding and compression of information, knowledge of the design of web servers. The user simply selects a local file and thousands of other users of the video service have the opportunity to view the new video.

Terminology

Different interpretations of the term "multimedia" -

Multimedia in education

Website about the use of multimedia technologies in the education system -


Wikimedia Foundation. 2010 .

Books

  • Emotion management. Training (DVD), Vagin Igor Olegovich, Total playing time: 55 min. Format: 1 DVD, multimedia product Series: Multimedia training Reads: Vagin I. Media: 1 DVD Igor Olegovich Vagin - President of the International Training ... Category: Psychology. Business Series: Multimedia training Publisher:

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