Applications in
Interactive Media
In recent years, technology has advanced so hugely, that
ideas that were once thought to be impossible are now as easy to access as
water. Moving images are no longer restricted to the cinema and TV, changes in
technology mean that people expect to be able to watch and share movies online
and on the move. As the proportion of internet users on broadband continues to
grow, it becomes increasingly possible to view, upload and download video clips,
ranging from user generated content to popular films.
As devices like mobile phones at portable media players are
always being refined and improved, it has become increasing easy to share
videos with the world. People are now using their portable players to play
games, games consoles to watch movies and phones to use the internet – the entire
industry has become interlinked. Also, with DVD replacing VHS as the home video
standard, most popular formats have become digital.
There are many ways videos are used in Interactive media.
Some of these are:
·
Promotional Videos – These are used to promote
products/services such as events, films, games, music, etc.
·
Standard Advertising – Advertising that is
generally seen on television, promoting products or shows, etc.
·
Interactive Advertising – Advertising that
relies on the user’s input, usually found on the internet.
·
User general content – videos created by users
of the internet, spread by video sharing websites such as youtube.com. This is
an extremely easy, effective and quick method of sharing videos, as the
internet is accessed by millions of people daily.
·
Viral advertising - Viral advertising is a type
of advertising that use pre-existing social networks to produce increases in
brand awareness or to achieve other marketing objectives.
·
Games – with the introduction of flash, internet
surfing became introduced to an entire new level of interactive entertainment.
Flash allowed websites to incorporate games into their websites. These games,
also known by their related technology as "Flash games" or "Java
games", became increasingly popular because older games (e.g Pacman) were
recreated, attracting other audiences.
·
E-learning – with the internet being a dominant
platform for acquiring information, a lot of people have taken advantage of
this by using online methods to learn things like languages, skills etc. There
are countless websites and online services where you can learn practically
anything. A lot of the time, the content is user generated, for example –
tutorial videos on Youtube.
Platform
The range of digital media platforms on which interactive
products can be experienced is constantly evolving. In broad terms, though,
they fall into four overlapping categories. These should be thought of as
'content platforms', rather than technical ones. Each is typically associated
with one or more delivery platforms, which may apply to several content
platforms and may change over time.
These platforms are:
·
Web & Platform - This is delivered to a user
through various means, including (but not limited to) Desktop Computers, Mobile
Devices, TV’s via set-top boxes, Broadband Hubs, and Wireless networks.
·
Interactive Platform - This is the idea that the
program, itself, might change based on viewer input. (e.g BBCs Red button
service)
·
Electronic Games - These are forms of
interactive entertainment and can be delivered on various platforms, such as
Desktop Computers, TV's, Consoles or mobile devices via CD-Rom, DVD or
online.
·
Offline multimedia – Any type of device that can
function without the internet. TVs, PCs, Kiosks, Games consoles, DVD/CDs etc.
Technology
Video compression
Way back in the day when digital
video was first being born, video was stored in its pure, uncompressed format,
much like digital audio. This meant that it took a LOT of space. Then along
came video compression. Probably the earliest and truly successful video codecs (CODEC stands for
COmpressor/DECompressor) was MPEG1.
The actual standard for MPEG1 video is over a decade old. Also, the MPEG2
standard used in DVDs is more than half a decade old!
But how does compression work?
Well like with any kind of compression there are two kinds: lossless and lossy.
Lossless compression
Lossless compression, as the name implies, means that after
compressing the video, and then decompressing it, you wind up with the exact
same data as you put in. This is comparable to something like ZIP or RAR (In
fact, the most common lossless codec out there, Huffyuv, basically uses the
same compression algorithm as ZIP on each frame of video to achieve its
compression). Lossless has the advantage that no matter how many times you compress
it, you still haven't lost any video data.
The bad part is that most often you don't save nearly as
much space as you would with other lossy compression algorithms. There are many
different lossless codecs these days, but lossy codecs and formats are more
popular as they save memory space and are easy to distribute over the internet.
Lossy compression
This is the form of video compression most people are
familiar with. 95% of all video codecs out there are lossy, meaning that when
you compress the video and then decompress it, you do not get back what you put
it. Now, this isn't as bad as it may sound. Obviously if you're compressing
something like a text document, you don't want to lose any of the data, but
with something like a picture, even if a few bits and pieces aren't quite
right, you can still make out the generally gist of the image, which is similar
with audio. Famous lossy codecs include MPEG1, MPEG2, MPEG4 (AKA DivX3.11,
DivX4/5, XviD, Quicktime MPEG4), DV (and its variants DVCAM, DVCPRO, DVCPRO50,
Digital-S, etc), Windows Media Video, RealVideo, Sorenson, Indeo, and the
classic Cinepak.