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Multimedia Authoring
Systems
Implementation Strategy
Low level (ie 3GL)
eg C++, Java etc
RAD Systems
eg Visual Basic, Delphi etc.
High level (authoring systems)
eg Flash, Director, Authorware, Camtasia etc.
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RAD Tools
Rapid Application Development
Hybrid systems
combine elements of conventional programming with
high level authoring systems
Best (worst?) of both worlds!
Microsoft Visual Basic (VB)
Borland Delphi
Visual Basic
Evolved from MS Basic
Visual front end - “authoring system”
Fully Object Oriented VB.NET
Non-portable (ie only Windows)
Delphi
Turbo Pascal (ie extended object pascal)
Visual front end - “authoring system”
Fully Object Oriented
True compiler
Windows only
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Multimedia Development using
Authoring Systems
Authoring systems allow the selection of pre-
programmed elements for multimedia
development
Vary widely in capability, flexibility and ease of
use
Generally easier to use, but less flexible, than
low level languages or RADs
There is an increasing overlap in capabilities
and flexibility
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Authoring Systems
Distribution Development
Distributable Development
Run-time Engine Environment
Proprietary
Data File
Media Media
Media
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Authoring Systems
Distribution
Stand-alone program file
Distributable
Run-time Engine
Proprietary
Data File
Media Media
Media
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Paradigms of Authoring
Scripting language
Slide show
Hierarchies
Iconic flow control
Frames
Card scripting
Cast/score scripting
Hypertext
Embedded markup
Extended productivity tools 11
Scripting Languages
Very common
Resemble conventional programming languages, but
much higher level
For example OpenScript in Toolbook
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Slide Show Metaphor
Slides shown in linear sequence
Some slide show tools allow links and branching
(e.g. menus)
Most slide show tools are controllable by
scripting
MS Powerpoint is the best known example
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Hierarchy
Elements of the system are organised into a
multi-level tree structure
Most suitable for menu-driven applications
For example, common in DVD authoring systems
(e.g. Apple DVD Studio Pro)
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Iconic / Flow Control
Icons are assembled on the screen into a flow chart
Icons represent functionality
Icons are selected from a palette and arranged onto a
flow-line
Behaviour of the icons can then be adjusted
Development tends to be very rapid (at least for simple
interaction)
Runtime tends to be slow
For example Authorware
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Frame Paradigm
Similar to iconic flow control
Frames (icons) are media objects which are
controlled by attached events
Links between icons represent conceptual
associations rather than the flow of the program
An example is Quest
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Card / Scripting
The oldest multimedia authoring paradigm
exemplified by Hypercard
Still important today (e.g. Toolbook)
Flat field database of “cards”
Each card represents a screen display
A stack of cards is controlled by a script
NB the scripting language of Hypercard is
Hypertalk
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Cast / Score / Scripting
Time is represented horizontally
Metaphor is that of a music score or a play (i.e.
actors on a stage)
Multimedia elements are chosen from a “cast”
Scripts control interaction and handle events
Examples are Director and Flash
(Scripting languages are Lingo and Actionscript)
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“Hyperwordprocessors”
Development tools for hypertext
A collection of interconnected documents
Interconnections being links and/or inclusions
The browsing paradigm is fundamental
WWW is hypertext – sort of!
Various authoring systems
All of the extant systems are web front-ends – eg
Dreamweaver
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Mixed High / Low level
development
Most authoring systems can be extended with
custom code written in a conventional programming
language.
This adds power, speed and flexibility
Windows - Dynamic Link Libraries (DLL) or ActiveX
controls
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