Multimedia applications
Reflecting the
generic, or buzzword, nature of the term multimedia is the range of applications
that claim to be multimedia. Existing and planned applications list such diverse
target areas as electronic magazines, video--on-demand, patient monitoring systems
in hospitals, remote robotic agents, distance learning, and interactive (WAN-)distributed
virtual reality games. Using some rough categorizations we can sort multimedia
applications into the following categories (this list is not exhaustive):
- Information
systems: All systems whose main purpose is to provide information
to a user (or a group of users). Example application areas are :
electronic
publishing: Electronic newspapers (e.g., the Age or The Australian
and magazines (e.g., HotWiRED or Time Magazine online)
hospital information
systems: Patient monitoring systems, multimedia patient databases, mixed
reality surgery(e.g., virtual reality goggles)
navigation
and information systems: shopping center /airport and other public spaces
offer touch screen multimedia orientation systems
museums:Online
catalogs using high definition rendering of paintings, interactive online museum
tours (the Virtual Museum in Victoria or the Paris Louvre WebMuseum
offer virtual reality museum trips ).
- (Remote)
representation: Systems which represent a user at a remote location.
The representation can be either passive or active---that is,
the user can either just receive information about the remote location and
the actions taking place there (passive representation), or she can take part
in the action and even influence the process at the remote location (active
representation). Notable example applications include:
conferencing
applications: The user takes part in a conference; he/she can see and
hear the other participants; usually some kind of tool for showing text and
graphics to the other participants is available.
distance
learning: Distance learning is essentially the same as conferencing; instead
of transmitting a conference session or a group meeting, a seminar, a lecture,
or a class is transmitted to students somewhere on the network.
remote auctions:
a growing area which is and extension of online shopping
remote robotic
agents: The remote location might be situated inside a hazardous environment
(e.g., the core of a nuclear reactor, or a deep-sea exploration) which is
too dangerous for the user as that she could be there in person, yet, the
task which the user wants to carry out requires human intervention.
remote task
agents: Taking the concept of remote robotic agents one step further we
can employ a piece of software, an agent, to act on behalf of us: For
example, the agent would travel across the Internet, visit a pre-determined
set of machines, carry out the instruction that we programmed it to do, bundle
up the results (which, of course, would be multimedia documents), and return
to our workstation.
virtual reality:Whereas
the conferencing and remote robotic agent applications represent the user
at another, existing, location, to which she could travel to instead,
virtual reality applications represent users inside a physically-nonexisting
environment; for example, rather than accessing the records of a database
through an arcane retrieval language, the database user might enter a virtual
reality representation of the database, which would present individual records
as old-fashioned folders.
Entertainment:
This area attracts most of the attention of the general public as a lot
of telecommunication and media companies expect that the entertainment market
will be the one with the largest audience and, also, the market which is best
suited for the employment of multimedia techniques. The following list presents
just a short excerpt of the projects planned and worked on:
digital television:
Originally, digital television started out as a technology to deliver television
broadcasts that were to be of substantially higher quality and size than current,
analog technology based broadcasting services (the term high-definition
television (HDTV ) was coined to describe these new broadcasting services).
However, the service providers that are implementing those services are already
looking at other uses of the digital television technology: Data transmission,
paging systems, wireless telephony, and multiple television programs within
one channel are just a few of the uses in consideration, thereby pushing the
original HDTV goal aside
video--on-demand:
Cable companies want to distribute a customized program to each viewer---that
is, the user instead of the cable company shall have the authority
to decide what kind of program the cable company delivers; additionally, all
the features which the user has come to know from her video-cassette--recorder
shall also be available with video--on-demand
widely distributed
interactive games: Companies like Sega or Nintendo are working on creating
networks of game-boy machines, that will interconnect using the existing telephone
network or future networks.
interactive
television: This kind of application is especially attractive for television
companies and multimedia "evangelists". The interactive part
refers to the user's ability to partake in televised voting or game shows.
The attractive aspect of interactive television stems from the fact, that
the necessary technological infrastructure is already installed: Cable television
and telephony services are available almost everywhere. Hence, startup-costs
are low; set-top boxes link the television set, the telephone, and
the user .
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