Multimedia in the context of Laptop computer


Multimedia in the context of Laptop computer

Multimedia Study page number 1 of 4

Play TriviaQuestions Online!

or

Skip to study material about Multimedia in the context of "Laptop computer"


⭐ Core Definition: Multimedia

Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single presentation. This is in contrast to traditional mass media, such as printed material or audio recordings, which only feature one form of media content. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Creating multimedia content involves the application of the principles of effective interactive communication. The five main building blocks of multimedia are text, image, audio, video, and animation.

Multimedia encompasses various types of content, each serving different purposes:

↓ Menu
HINT:

In this Dossier

Multimedia in the context of Smartphone

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television.

Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include Wi-Fi, Bluetooth, Hotspots and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units.

View the full Wikipedia page for Smartphone
↑ Return to Menu

Multimedia in the context of Streaming media

Streaming media is multimedia delivered through a network for playback using a media player. Media is transferred in a stream of packets from a server to a client and is rendered in real-time or near real-time; this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is more commonly used for video on demand, streaming television, and music streaming services over the Internet.

While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network. For example, using DLNA and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than IP). Online streaming was initially popularized by RealNetworks and Microsoft in the 1990s and has since grown to become the globally most popular method for consuming music and videos, with numerous competing subscription services being offered since the 2010s. Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade. Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.

View the full Wikipedia page for Streaming media
↑ Return to Menu

Multimedia in the context of Laptop

A laptop is a small, portable personal computer (PC). Laptops typically have a clamshell form factor with a flat-panel screen on the inside of the upper lid and an alphanumeric keyboard and pointing device on the inside of the lower lid. Most of the computer's internal hardware is in the lower part, under the keyboard, although many modern laptops have a built-in webcam at the top of the screen, and some even feature a touchscreen display. In most cases, unlike tablet computers which run on mobile operating systems, laptops tend to run on desktop operating systems, which were originally developed for desktop computers.

Laptops are used in a variety of settings, such as at work (especially on business trips), in education, for playing games, content creating, web browsing, for personal multimedia, and for general home computer use. They can be powered using either continuous wall power or a rechargeable battery, and can be folded shut for convenient storage and transportation, making them suitable for mobile use. Laptops feature all the standard input and output components of a desktop computer in a single compact unit, including a display screen (usually 11–17 in or 280–430 mm in diagonal size), speakers, a keyboard, and a pointing device (usually a trackpad). Hardware specifications vary significantly between different types, models, and price points.

View the full Wikipedia page for Laptop
↑ Return to Menu

Multimedia in the context of File format

A file format is the way that information is encoded for storage in a computer file. It may describe the encoding at various levels of abstraction including low-level bit and byte layout as well high-level organization such as markup and tabular structure. A file format may be standarized (which can be proprietary or open) or it can be an ad hoc convention.

Some file formats are designed for very particular types of data: PNG files, for example, store bitmapped images using lossless data compression. Other file formats, however, are designed for storage of several different types of data: the Ogg format can act as a container for different types of multimedia including any combination of audio and video, with or without text (such as subtitles), and metadata. A text file can contain any stream of characters, including possible control characters, and is encoded in one of various character encoding schemes. Some file formats, such as HTML, scalable vector graphics, and the source code of computer software are text files with defined syntaxes that allow them to be used for specific purposes.

View the full Wikipedia page for File format
↑ Return to Menu

Multimedia in the context of Smartphones

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television.

Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include LTE, 5G NR, Wi-Fi, Bluetooth, and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units.

View the full Wikipedia page for Smartphones
↑ Return to Menu

Multimedia in the context of Personal computer

A personal computer (PC), or simply computer, is a computer designed for personal use. It is typically used for tasks such as word processing, internet browsing, email, multimedia playback, and gaming. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or technician. Unlike large, costly minicomputers and mainframes, time-sharing by many people at the same time is not used with personal computers. The term "home computer" has also been used, primarily in the late 1970s and 1980s. The advent of personal computers and the concurrent Digital Revolution have significantly affected the lives of people.

Institutional or corporate computer owners in the 1960s had to write their own programs to do any useful work with computers. While personal computer users may develop their applications, usually these systems run commercial software, free-of-charge software ("freeware"), which is most often proprietary, or free and open-source software, which is provided in ready-to-run, or binary form. Software for personal computers is typically developed and distributed independently from the hardware or operating system manufacturers. Many personal computer users no longer need to write their programs to make any use of a personal computer, although end-user programming is still feasible. This contrasts with mobile systems, where software is often available only through a manufacturer-supported channel and end-user program development may be discouraged by lack of support by the manufacturer.

View the full Wikipedia page for Personal computer
↑ Return to Menu

Multimedia in the context of File sharing

File sharing is the practice of distributing or providing access to digital media, such as computer programs, multimedia (audio, images and video), documents or electronic books. Common methods of storage, transmission and dispersion include removable media, centralized servers on computer networks, Internet-based hyperlinked documents, and the use of distributed peer-to-peer networking.

File sharing technologies, such as BitTorrent, are integral to modern media piracy, as well as the sharing of scientific data and other free content.

View the full Wikipedia page for File sharing
↑ Return to Menu

Multimedia in the context of Atlas

An atlas is a collection of maps; it is typically a bundle of maps of Earth or of a continent or region of Earth. Advances in astronomy have also resulted in atlases of the celestial sphere or of other planets.

Atlases have traditionally been bound into book form, but today, many atlases are in multimedia formats. In addition to presenting geographical features and political boundaries, many atlases often feature geopolitical, social, religious, and economic statistics. They also have information about the map and places in it.

View the full Wikipedia page for Atlas
↑ Return to Menu

Multimedia in the context of Electronic media

Electronic media are media that use electronics or electromechanical means for the audience to access the content. This is in contrast to static media (mainly print media), which today are most often created digitally, but do not require electronics to be accessed by the end user in the printed form. The primary electronic media sources familiar to the general public are video recordings, audio recordings, multimedia presentations, slide presentations, CD-ROM and online content. Most new media are in the form of digital media. However, electronic media may be in either analogue electronics data or digital electronic data format.

Although the term is usually associated with content recorded on a storage medium, recordings are not required for live broadcasting and online networking.

View the full Wikipedia page for Electronic media
↑ Return to Menu

Multimedia in the context of Postmodern art

Postmodern art is a body of art movements that sought to contradict some aspects of modernism or some aspects that emerged or developed in its aftermath. In general, movements such as intermedia, installation art, conceptual art and multimedia, particularly involving video are described as postmodern.

There are several characteristics which lend art to being postmodern; these include the recycling of past styles and themes in a modern-day context, bricolage, the use of text prominently as the central artistic element, collage, simplification, appropriation, performance art, as well as the break-up of the barrier between fine and high arts and low art and popular culture.

View the full Wikipedia page for Postmodern art
↑ Return to Menu

Multimedia in the context of Defense Information School

The Defense Information School (DINFOS) is a United States Department of Defense (DoD) school located at Fort George G. Meade, Maryland. DINFOS fulfills the Department of Defense's need for an internal corps of professional journalists, broadcasters, and public affairs professionals. Members from all branches of the U.S. military, DoD civilians and international military personnel attend DINFOS for training in public affairs, print journalism, photojournalism, photography, television and radio broadcasting, lithography, equipment maintenance and various forms of multimedia. Since 1995, DINFOS is accredited by the Council on Occupational Education. The American Council on Education recommends college credit for most DINFOS courses.

View the full Wikipedia page for Defense Information School
↑ Return to Menu

Multimedia in the context of DLNA

Digital Living Network Alliance (DLNA) is a set of interoperability standards for sharing home digital media among multimedia devices. It allows users to share or stream stored media files to various certified devices on the same network like PCs, smartphones, TV sets, game consoles, stereo systems, and NASs. DLNA incorporates several existing public standards, including Universal Plug and Play (UPnP) for media management and device discovery and control, wired and wireless networking standards, and widely used digital media formats. Many routers and network attached storage (NAS) devices have built-in DLNA support, as well as software applications like Windows Media Player.

DLNA was created by Sony and Intel and the consortium soon included various PC and consumer electronics companies, publishing its first set of guidelines in June 2004. The Digital Living Network Alliance developed and promoted it under the auspices of a certification standard, with a claimed membership of "more than 200 companies" before dissolving in 2017. By September 2014 over 25,000 device models had obtained "DLNA Certified" status, indicated by a logo on their packaging and confirming their interoperability with other devices.

View the full Wikipedia page for DLNA
↑ Return to Menu

Multimedia in the context of Ogg

Ogg is a digital multimedia container format designed to provide for efficient streaming and manipulation of digital multimedia. It is maintained by the Xiph.Org Foundation and is free and open, unrestricted by software patents. Its name is derived from "ogging," jargon from the computer game Netrek, alluding to the high processing cost of early versions of the software.

The Ogg container format can multiplex a number of independent streams for audio, video, text (such as subtitles), and metadata. In the Ogg multimedia framework, Theora provides a lossy video layer. The audio layer is most commonly provided by the music-oriented Vorbis format or its successor Opus. Lossless audio compression formats include FLAC, and OggPCM.

View the full Wikipedia page for Ogg
↑ Return to Menu

Multimedia in the context of Graphic art software

Graphic art software is a subclass of application software used for graphic design, multimedia development, stylized image development, technical illustration, general image editing, or simply to access graphic files. Art software uses either raster graphics or vector graphics reading and editing methods to create, edit, and view art.

Many artists and other creative professionals today use personal computers rather than traditional media. Using graphic art software may be more efficient than rendering using traditional media by needing less eye–hand coordination and less mental imaging skill, and using the computer's quicker (sometimes more accurate) automated rendering functions to create images. However, advanced level computer styles, effects and editing methods may need a steeper learning curve of computer technical skills than what was needed to learn traditional hand rendering and mental imaging skills. The potential of the software to enhance or hinder creativity may depend on the intuitiveness of the user interface.

View the full Wikipedia page for Graphic art software
↑ Return to Menu

Multimedia in the context of Tagline

In entertainment, a tagline (alternatively spelled tag line) is a short text which serves to clarify a thought for, or is designed with a form of, dramatic effect. Many tagline slogans are reiterated phrases associated with an individual, social group, or product. As a variant of a branding slogan, taglines can be used in marketing materials and advertising.

The idea behind the concept is to create a memorable dramatic phrase that will sum up the tone and premise of an audio/visual product, or to reinforce and strengthen the audience's memory of a literary product. Some taglines are successful enough to warrant inclusion in popular culture.

View the full Wikipedia page for Tagline
↑ Return to Menu

Multimedia in the context of Multimedia Messaging Service

Multimedia Messaging Service (MMS) is a standard way to send messages that include multimedia content to and from a mobile phone over a cellular network. Users and providers may refer to such a message as a PXT, a picture message, or a multimedia message. The MMS standard extends the core SMS (Short Message Service) capability, allowing the exchange of text messages greater than 160 characters in length. Unlike text-only SMS, MMS can deliver a variety of media, including up to forty seconds of video, one image, a slideshow of multiple images, or audio.

Media companies have utilized MMS on a commercial basis as a method of delivering news and entertainment content, and retailers have deployed it as a tool for delivering scannable coupon codes, product images, videos, and other information. On (mainly) older devices, messages that start off with text, as SMS, are converted to and sent as an MMS when an emoji is added.

View the full Wikipedia page for Multimedia Messaging Service
↑ Return to Menu