topical media & game development
part ii. delivery & presentation
if you linger for a long time in one place you'd almost think there must be something there
In this part we will look at the issues
involved in delivery and presentation,
primarily from a technical perspective.
We will argue the importance of codecs (read compression),
and we will discuss the criteria for selecting a
as well as the standards that have been developed
for packaging multimedia content in an effective way.
In chapter 4, we will discuss multimedia presentation platforms,
and we will look at the Microsoft DirectX 9 platform
in somewhat greater detail.
Essential sections are section 3.1, which introduces codecs,
3.2, which discusses the MPEG-4 and SMIL standards and section 4.1,
with puts the development of high-end multimedia platforms
in a historical perspective.
Sections 3.3 and 4.3 can safely be skipped on first reading.
As you can see below, the topics introduced in this part are not
only relevant from a technical perspective.
Other perspectives are equally valid:
perspectives -- delivery & presentation
- technical -- codec selection
- political -- market vs. consortium
- sociological -- digital services
- legal -- copyright protection
- scientific -- experience design
- computer science -- computational support
- futuristic -- global & personal information
- commercial -- WMV, Quicktime, RealONE
For example, the issues of copyrights and copyright protection
are hot topics, since the rise of the internet
is obviously a threat to the tradional industries
of music and film distribution.
Since many of the interesting topics will
only be hinted, you may select on or more topics
for further investigation and study.
As essay titles I would suggest:
When you write the essay, then assess first from which perspective
you will tackle the subject.
When you approach the material from a technical perspective,
then make sure that you do understand the technical issues
in sufficient detail.
- multimedia standards -- MPEG4
- XML-based multimedia -- SMIL
- multimedia technology -- the DirectX 9 toolbox
- logo -- a drawing by Soutine, it is (almost) my personal logo,
and also decorates the cover of [OO].
- signs -- property marks, [Signs], p. 76, 77.
- photographs -- Jaap Stahlie, commissioned work.
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