Multimedia Authoring

ACG 164, Fullerton College

Curriculum

Overview

Students learn how to combine various media (sound, text, still and motion pictures) and a variety of software to create interactive works such as web pages and DVDs. Interactive multimedia is used for education, entertainment, information dissemination, and creative self-expression.

Two hours lecture and three hours lab per week.

Topics

  1. Hypermedia fundamentals
    1. Structuring information with clarity
    2. Eliciting a response from the viewer
    3. Accounting fully for the user interaction
    4. Providing a rich and effective experience
  2. User interface fundamentals
    1. Human-machine interaction standards and techniques
    2. Interface modifications and adaptive devices for disabled users
    3. Interface building principles
    4. Interface building toolkits
  3. Computer programming fundamentals
    1. Language "levels" and trade-offs
    2. Programming tools and environments
    3. Styles and methods of software development
    4. Basic building blocks, commands and data structures.
  4. Digital media fundamentals
    1. Text
    2. Raster graphics
    3. Vector graphics
    4. 3D rendered VR graphics
    5. 3D models
    6. Audio
    7. Video
  5. Authoring program features
    1. Information parceling model (frames, cards, pages, tracks, etc.)
    2. Programming model and development toolkits
    3. Media acquisition
    4. Project overview
    5. Timing and sequencing
    6. Asset management
    7. Internal asset editing
    8. External asset editing
    9. User interface appearance styles
    10. Tracing and debugging facilities
    11. Data compression and optimization
    12. Security and encryption
    13. Networking and communications
    14. Runtime environments and other packaging options
  6. Delivery issues
    1. Network types
    2. Distribution media types
    3. Playback hardware and software requirements
    4. Cross-media development: opportunities and constraints
    5. Data formats: standard vs. proprietary, patent-encumbered vs. open-source
    6. Intellectual property and Digital Rights Management issues
  7. Demonstration projects and case studies, such as:
    1. Interactive directory
    2. Online help
    3. Arcade-style game
    4. Public space kiosk
    5. E-commerce interface
    6. Non-linear interface to video narrative
  8. Quality assurance
    1. Workflow maintenance principles
    2. Collaboration and version-control tools
    3. Usability testing
    4. Compatibility testing

Outcomes

Students successful in this class will: