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Using a theoretical multimedia taxonomy framework

Using a theoretical multimedia taxonomy framework Multimedia (MM) is a polysemous term, a term with many definitions, and in this case, many roots. In this paper, multimedia is defined as the seamless integration of two or more media. Each ancestor brings another requirement, muddying the field and making it difficult to work through. A multimedia taxonomy based on a previous media taxonomy is proposed to help organize the discipline. The taxonomy helps to classify the space called multimedia and to draw attention to difficult issues. The paper outlines the forms contributing to multimedia—text, sound, graphics, and motion—and aligns them with probable formats—elaboration, representation, and abstraction— and sets them within a context—audience, discipline, interactivity, quality, usefulness, and aesthetics. The contexts are more clearly defined in two areas: interactivity and the information basis for a discipline. Examples are presented describing the use of the taxonomy in the design and evaluation of student projects in a computer science-based multimedia course. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Journal on Educational Resources in Computing (JERIC) Association for Computing Machinery

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References (22)

Publisher
Association for Computing Machinery
Copyright
Copyright © 2001 by ACM Inc.
ISSN
1531-4278
DOI
10.1145/376697.376701
Publisher site
See Article on Publisher Site

Abstract

Multimedia (MM) is a polysemous term, a term with many definitions, and in this case, many roots. In this paper, multimedia is defined as the seamless integration of two or more media. Each ancestor brings another requirement, muddying the field and making it difficult to work through. A multimedia taxonomy based on a previous media taxonomy is proposed to help organize the discipline. The taxonomy helps to classify the space called multimedia and to draw attention to difficult issues. The paper outlines the forms contributing to multimedia—text, sound, graphics, and motion—and aligns them with probable formats—elaboration, representation, and abstraction— and sets them within a context—audience, discipline, interactivity, quality, usefulness, and aesthetics. The contexts are more clearly defined in two areas: interactivity and the information basis for a discipline. Examples are presented describing the use of the taxonomy in the design and evaluation of student projects in a computer science-based multimedia course.

Journal

Journal on Educational Resources in Computing (JERIC)Association for Computing Machinery

Published: Mar 1, 2001

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