Data dan Teknologi Multimedia Sesi 10 Nofriyadi Nurdam.

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Presentation transcript:

Data dan Teknologi Multimedia Sesi 10 Nofriyadi Nurdam

At the end of this session, the students will be able to:  Compare the categories of multimedia application.

 Kiosk  CD Interactive  CBT

Information Kiosk  A Kiosk (pronounced key-osk) is a computer based terminal or display that is used to provide information or services, typically in a public place.

Information Kiosk  Kiosk systems are being used in a variety of applications, including : ◦ Information directories ◦ Customer self-service terminals ◦ Electronic catalogs ◦ Internet access terminals ◦ Tourism guides ◦ And others

Visitor Center Information Kiosk City of Charlottesville Charlottesville, VA Charlottesville/Albemarle Airport upgraded their visitor welcoming information with an “Electronic Visitor’s Center,” using an interactive kiosk. Using live access to the airport’s own web site and to third party web sites, the airport was able to provide newly arriving passenger, in the baggage claims lobby, with a wealth of information about the Charlottesville area. By accessing live web sites, the Airport did not have to inherit the overhead and maintenance cost of keeping printed brochures updated and in stock. Kiosks display print information about where to stay, where to eat, and what to see. The kiosk also provides information about the location of various attractions, available ground transportation, airport services, and local civic events. This strategy is excellent for leveraging content development and maintenance efforts expended by others to add value to the project.

CellularOne plans to deploy bill payment kiosks placed in convenient locations so customers can pay their bills during their normal daily activities. This project will produce a fully functional prototype system consisting of the kiosk and web server application. Customers can use either a credit card or an electronic check to pay their service bills. The kiosks serve as a user interface and functions as a "smart client" to conduct the transaction, which is handled by the existing CellularOne back-end processing system. All functions are driven from the web server, including instructions for the peripheral device controls attraction loop screens and monitoring, recording, security, and other local functions. This architecture provides CellularOne with great flexibility to target market various promotions and services by location or by customer profile. Bill Payment Kiosk CellularOne Inc., Greenbelt, Md Buffalo, NY

Health Care Realty Trust is the largest owner/operator of medical facility properties in the United States. The company operates over 600 properties in 32 states. Healthcare organizations that occupy HRT properties look to the company to provide infrastructure that supports emerging technologies. HRT is challenged with identifying technology infrastructure that goes beyond simple communications networking and actually delivers business applications for the tenets. HRT is seeking to define a new class of tenet services that deliver value to the tenet and income to the operator. Patient Education System Healthcare Realty Trust Nashville, TN

One Touch Tourism Information Kiosks OneTouch, Inc. St Maarten, Caribbean The One Touch kiosk network provides excellent advertising opportunities for local businesses whose main source of income is derived from tourism. It is designed to be a colorful and fun way to help tourists find their way "Around the Island". The kiosk also features a 42-inch gas plasma display that provides high-impact advertising spots. The kiosks contain information on local dining, shopping, activities, nightlife and the island itself. TouchVision has installed the kiosks into high profile resorts on St. Maarten. The OneTouch network, will consist of more than 100 tourism information kiosks installed in high profile resorts throughout the Caribbean.

Based on patented technology, HipDisc contracted with TouchVision to create a revolutionary new method of delivering digital products such as music, computer games and audio books to consumers at high traffic public locations such as malls, airports, hotels, game arcades, theme parks, etc. The completely self-contained kiosk system allows consumers to easily select up to 10 of their favorite titles, and pay by cash or credit card, and receive the completed customized CD while they wait. The kiosk also dispenses a jewel case and a printed track list on a sticker that is affixed to the jewel case. A 42- inch gas plasma display is integrated into the kiosk cabinet design to allow advertisements such as music videos, movie trailers, and brand name product commercials to be displayed. Music Compilation CD Kiosk HitDisk, Inc. Irvine, CA

 Electronic Encyclopedia  Interactive Company Profile  Electronic Book (eBook) and Electronic Magazine (eMagazine)  Product Catalog  Interactive Video CD-ROM  Marketing CD-ROM  Portfolio / Business Card CD

University Knowledge Interactive CDNestle Production Guide Interactive CD Northern Defence Industries CD Yorkon Interactive CD Presentation

 Computer Assisted Learning (CAL)  Computer Based Training (CBT)  Computer Based Teaching (CBT)  Web Based Training (WBT)  Computer Assisted Instruction (CAI)  Intelligent Tutoring Systems (ITS)  Computer Based Education (CBE) This industry is much larger than the game industry

 Computer Assisted Instruction refers to a system of educational instruction performed almost entirely by computer. Such systems typically incorporate functions such as: ◦ Assessing student capabilities with a pre-test ◦ Presenting educational materials in a navigable form ◦ Providing repetitive drills to improve the student's command of knowledge ◦ Possibly, providing game-based drills to increase learning enjoyment ◦ Assessing student progress with a post-test ◦ Routing students through a series of courseware instructional programs. ◦ Recording student scores and progress for later inspection by a courseware instructor.

 Drill and Practice ◦ Typically, drill and practice activities are supplementary to the “normal” teaching process ◦ Drill and practice is good for fundamental mastery ◦ Can be thought of as a “flash card” system of the stimulus-response model ◦ Speed is important for both presentation and feedback  Games ◦ May include point scoring, and can be individual or team format ◦ Have the potential for a very motivational environment  Simulations ◦ Can provide microworlds (e.g., a world without friction or gravity) ◦ Simulations are safe, inexpensive, fast, slow, clean, possible  Tutorials ◦ Self-paced, where the computer acts as an infinitely-patient, all-wise tutor

 Save Training Time  Enforces Quality Design  Provides Standard Curriculum  Easily Modified and Updated

 Personal computer games ◦ commonly referred to as "computer games" or "PC games"

 Console games ◦ commonly referred to as "video games"

 Arcade games ◦ coin-operated games played on a standalone device originally leased to commercial entertainment venues

 Internet games ◦ those which require a connection to the Internet to play

 Game Designer ◦ a person who designs games. The term normally refers to a person who designs computer or video games, but it can also refer to one who designs traditional games  Artists ◦ responsible for all of the aspects of game development that calls for visual art  Programmers ◦ a software engineer who primarily develops computer or video games or related software (such as game development tools)  Level designers ◦ a person who creates levels for computer and/or video games using a specific set of programs  Sound engineers (composers, and for sound effects)  Testers ◦ a person whose profession consists of testing video and computer games in order to find bugs, errors and possible conflicts as a quality control process.  Producers ◦ the person in charge of overseeing development of a video or computer game

Q & A