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ICTSEM1
ICTSEM1
i. Bus Topology
In this type of network, a long, central cable, the
‘bus’ is used to connect all of the computers
together. Each computer has a short cable linking
it to the ‘bus’. Bus topology :
B. Hub
A hub is a device that
connects a number of computers together to make a LAN. The
typical use of a hub is at the centre of a star network (or as part
of a hybrid network) - the hub has cables plugged into it from
each computer.
A hub is a ‘dumb’ device: if it receives a message, it sends it to
every computer on the network. This means that hub-based
networks are not very secure - everyone can listen in to
communications.
Hubs are pretty much obsolete now (you can't buy them
any more), having been superseded by cheap switches.
C. Switch
A switch, like a hub, is a device that connects a number of
computers together to make a LAN.
D. Router
A router is a network device that connects together
two or more networks. A common use of a router is to
join a home or business network (LAN) to the Internet
(WAN). The router will typically have the Internet cable
plugged into it, as well as a cable, or cables to computers on the LAN.
Alternatively, the LAN connection might be wireless (WiFi), making the device a wireless router.
(A wireless router is actually a router and wireless switch combined)
Routers are the devices that join
together the various different
networks that together make up the
Internet.
E. Bridge
A bridge is a network device that typically links
together two different parts of a LAN. Whereas a
router is usually used to link a LAN to a WAN (such as
the Internet), a bridge links independent parts of a LAN
so that they act as a single LAN.
F. Firewall
A firewall is a device, or a piece of software that is
placed between your computer and the rest of the
network (where the hackers are!)
In addition to physical devices, firewalls can also be software. In fact most computer operating
systems have a software firewall built in (e.g. Windows, Linux and Mac OS)
G. Modem
Before the days of broadband Internet
connections, most computers connected to
the Internet via telephone lines (dial-up
connections).
The reason telephone lines were used is that almost every building in the world is already joined
to every other via the telephone system. Using the telephone system for connecting computers
meant that people didn’t have to install new wires to their houses and offices just for computer
use. In the last few years however, this is exactly what people have done. Special cables have
been installed just for Internet access. These special cables are designed to carry digital data, so
no modem is required.
The word modem is an abbreviation of MOdulator DEModulator.
So, simply put, a modem is required because computers are digital devices and the
telephone system is analogue. The modem converts from digital to analogue and from
analogue to digital.
ICT AND MULTIMEDIA APPLICATIONS AND GOVERNANCE
Usage / Application
Multimedia finds its application in various areas including, but not limited to, advertisements, art,
education, entertainment, engineering, medicine, mathematics, business, scientific research and
spatial temporal applications. Several examples are as follows:
Creative industries
Creative industries use multimedia for a variety of purposes ranging from fine arts, to
entertainment, to commercial art, to journalism, to media and software services provided for any of
the industries listed below. An individual multimedia designer may cover the spectrum throughout
their career.
Commercial uses
Much of the electronic old and new media used by commercial artists is multimedia. Exciting
presentations are used to grab and keep attention in advertising. Business to business, and
interoffice communications are often developed by creative services firms for advanced multimedia
presentations beyond simple slide shows to sell ideas or liven-up training.
Entertainment:
Multimedia is heavily used in the entertainment industry, especially to develop special effects in
movies and animations (VFX, 3D animation, etc.). Multimedia games are a popular pastime and are
software programs available either as CD-ROMs or online. Some video games also use multimedia
features. Multimedia applications that allow users to actively participate instead of just sitting by as
passive recipients of information are called Interactive Multimedia.
Education:
In Education, multimedia is used to produce computer-based training courses and reference books
like encyclopedia. A user goes through a series of presentations, text about a particular topic, and
associated illustrations in various information formats.
The idea of media convergence is also becoming a major factor in education, particularly higher
education. Defined as separate technologies such as voice (and telephony features), data (and
productivity applications) and video that now share resources and interact with each other,
synergistically creating new efficiencies, media convergence is rapidly changing the curriculum in
universities all over the world.
Multimedia teaching is more intuitive than old ways; teachers can simulate situations in real life. In
many circumstances teachers do not have to be there, students will learn by themselves in the class.
More importantly, teachers will have more approaches to stimulating students’ passion of learning.
Journalism: News reporting is not limited to traditional media outlets. Freelance journalists can
make use of different new media to produce multimedia pieces for their news stories. It engages
global audiences and tells stories with technology, which develops new communication techniques
for both media producers and consumers.
Multimedia reporters who are mobile (usually driving around a community with cameras, audio and
video recorders, and wifi-equipped laptop computers) are often referred to as Mojos, from mobile
journalist.
Engineering: Software engineers may use multimedia in Computer Simulations for anything from
entertainment to training such as military or industrial training. Multimedia for software interfaces
are often done as collaboration between creative professionals and software engineers.
Industry: In the Industrial sector, multimedia is used as a way to help present information to
shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training,
advertising and selling products all over the world via virtually unlimited web-based technology.
Mathematical and scientific research: In mathematical and scientific research, multimedia is mainly
used for modeling and simulation. For example, a scientist can look at a molecular model of a
particular substance and manipulate it to arrive at a new substance.
Medicine: In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate
how the human body is affected by diseases spread by viruses and bacteria and then develop
techniques to prevent it.
Document imaging: Document imaging is a technique that takes hard copy of an image/document
and converts it into a digital format (for example, scanners).
Disabilities: Ability Media allows those with disabilities to gain qualifications in the multimedia field
so they can pursue careers that give them access to a wide array of powerful communication forms.
Agriculture is define as occupation concerned with cultivating land, raising crops, and feeding,
breeding, raising livestock and farming. By using the ICT and Multimedia application such as
Knowledge Management Systems (KMS) to select the most suitable crop to plant, Global
Positioning Systems (GPS) to predict the weather and observe what happening to surrounding,
Geographical Information Systems (GIS) to select the suitable land for the crop to plant, Decision
Support System (DSS) to help decision makers compile useful information from a combination of
raw data, documents, and personal knowledge, or business models to identify and solve
problems and make decisions, and network tool such as mobile phone, radio and wireless
network to promote your product or contact with the buyer. In this case, the positive impact of
ICT and Multimedia is help agriculture increase the productivity of crop, improving marketing
access, opens up new business opportunities around the world, reducing the product cost and
improve the quality of product.
Manufacturing is the process of converting raw materials, components, or parts into finished
goods that meet a customer's expectations or specifications. Manufacturing commonly employs
a man machine setup with division of labor in a large scale production. So with the application of
ICT and Multimedia , such as Computer-aided design (CAD) to assist in the creation,
modification, analysis, or optimization of a design by using computer system and Computer-
aided manufacture (CAM) to control machine tools and related machinery in the manufacturing
of work pieces or to assist in all operations of a manufacturing plant, including planning,
management, transportation and storage by using computer. In this case it come some positive
impact of ICT and Multimedia is to reduce the product development cost, shorten a product’s
time to market and stay ahead of the competition such as using CAM in automobile. Meanwhile
it give a negative impact too, that is reducing the job opportunity for citizen and just providing
the job opportunity for professional technician to operate the computer system.
Internet banking is a system allowing individuals to perform banking activities at home, via the
internet. Some online banks are traditional banks which also offer online banking, while others
are online only and have no physical presence. Online banking has now become something
which million of people do on a daily or weekly because online banking through traditional
banks enable customers to perform all routine transactions, such as account transfers, balance
inquiries, bill payments, credit card application, view direct debit, view historical statement of
banking for previous six month and so on. The application of ICT and multimedia in internet
banking such as Secure Socket Layer (SSL) used to protect the online transactions between their
customers and so on . The benefit of ICT and Multimedia toward internet banking is eliminates
time and distance as barriers to banking, new and exciting ways of marketing directly to
customers, improve the efficiency and effectiveness of online operations. Meanwhile the
negative impact(threat) of ICT and Multimedia is the attacks on online banking used today are
based on deceiving the user to steal login data with some computer software program such as
Cross-site scripting and keylogger or Trojan horses. For and example of internet banking in
Malaysia is www.maybank2u.com.my , www.citibank.com.my , www.hsbc.com.my and so on.
E-commerce is the buying and selling of products or services over electronic systems such as the
Internet and other computer networks and it also consists of the exchange of data to facilitate
the financing and payment aspects of business transactions. The application of ICT and
Multimedia in ecommerce is online banking, Secure Socket Layer (SSL) to protect the online
transactions between their customers, e-mail and fax. With the above application of ICT and
Multimedia it come a lot of benefit such as effectiveness of online operations and delivery, open
global markets, new and exciting ways of marketing directly to the customers, offer new data
products and services via the Web, helped nations to accelerate their economic growth and to
provide more opportunities for the businesses to grow. At the same time, the opposite impact
of the ICT and Multimedia is concern over privacy of customer, appear scamming case and so on.
I. ICT and multimedia as an industry that contributes towards business opportunity and job
creation
o Cyber Laws
Cyber Laws were formed to promote a high level of consumer confidence and to
protect the information security and network reliability and integrity. Cyber laws
consist of Communication and Multimedia Act 1998 Copyright (Amendment-statement
added to improve document, constitution) Act 1997 Computer Crime Act 1997,
Telemedicine Act 1997, Digital Signature Act 1997
Note that the encrypted code is refers to a part of the URL where the code is pointing is
encrypted; it can be used to hide sensitive part of target URL of your code to prevent
users from manipulate. For example, change the values of parameters. This can be
relevance.
K. The ethical and social issues in cyberspace of ict and multimedia
o Ethical defined as a guideline is needed to stop the current technology from being
exploited. Example : replicating original CDs and sell it as pirated software .Computer
ethics is a system of moral standards or values used as a guideline for computer users.
o Privacy defined as the state of being private; retirement or seclusion. The state of being
free from intrusion or disturbance in one's private life or affairs: the right to privacy.
Refer to data and information privacy and the right of individuals and companies to
restrict the collection and use of information to others. There are 3 computer
technologies to threaten our privacy: Cookie; Electronic Profile and spyware.
o Obscenity defined as a statement or act which strongly offends the prevalent morality of
the time, is a profanity, or is otherwise taboo, indecent, abhorrent, or disgusting, or is
especially inauspicious. Obscenity is also applied to an object that incorporates such a
statement or displays such an act. In a legal context, the term obscenity is most often
used to describe expressions (words, images, actions) of an explicitly sexual nature.
Example: Pornography
o Internet Crime defined as any crime or illegal online activity committed on the Internet,
through the Internet or using the Internet. Identity theft, Internet scams and cyber stalking
are the primary types of Internet crime. Computer crime refers to any crime that involves
a computer and a network. Issues surrounding this type of crime have become high-profile,
particularly those surrounding cracking, copyright, infringement, child pornography, and
child grooming.
THE PRINCIPLES OF DESIGN ORGANISATION > HARMONY, VARIETY, BALANCE, PROPORTION,
DOMINANCE, MOVEMENT AND ECONOMY. ~
Balance
• The equalization of weight , attention, and the various art elements in an image or design.
• Stability
Symmetrical Balance
• Symmetry – a similarity of form or arrangement on either side of a central axis line.
• Bilateral symmetry (pure or formal symmetry) – everything in a composition on either side
of an actual or imaginary axis is the exactly same.
• Approximate symmetry (informal symmetry) – the whole of the work has a feeling of
symmetry although it is not exactly the same.
Asymmetrical Balance
• When the right and left sides of a composition bear visibly different shapes, colors, textures,
or other elements. And yet they are arranged or “weighted” in such a way that the work
feels balanced.
Dominance
• Some feature of a work normally will capture the viewer’s attention.
• Emphasis, Isolation
• Focal point, Centre of interest.
• Hierarchical Scaling
How to create a focal point
• Accentuate certain shapes
• Intensify color or contrast
• Use directional line
• Strategically place objects and images
• Isolate an object or subject.
Movement
• Movement – paths that the eye follows in viewing a composition.
• Rhythm or Regular Repetition – orderly progressions.
• Rhythm is found in music, nature, architecture, and art.
• Rhythm can move a viewer visually.
• Repetitive pattern can be used to lead the eye over the landscape of the work.
Economy
• The principle of economy suggests that a good composition is the most simple solution to
the design problem.
• Minimal Design.
• Simplicity in Art.
• Keeping it simple is the Key to good design.
Text (fonts and faces, computer and text and hypertext and hypermedia)
• Text is a vital element of multimedia menus, navigation systems, and content. Text
represents a written language. Legibility (readability) of text can be affected by size,
background, foreground color, style, and leading.
• Font is a complete character set of a single size and style of a particular typeface or
complete set of type of one size and face. A typeface is set of characters of the same
design. These characters include letters, numbers, punctuation marks, and symbols. Font
styles include Boldface, Italic, Underlining and Outlining.
• Computer and texts is about font wars between Postscript and Truetype and character sets.
Postscript is a page description language (PDL) for desktop publishing areas which
supported by image setters (high resolution printers) and printing documents on laser
printers . Besides that, it’s also an object-oriented language, meaning that it treats images,
including fonts, as collections of geometrical objects. Outline of each character of Postscript
fonts is defined PostScript fonts are called outline fonts because the outline of each
character is defined and sizes can be changed with Postscript Commands which called
scalable fonts.
• TrueType is a system of scalable outline fonts, and can draw characters at low resolution; it
has become the most common format for fonts on both the Mac OS and Microsoft Windows
operating systems.
• Hypertext is defined as the organized cross-linking of words, images, and other Web
elements. Hypertext allows textual information to be linked in non-sequential way. (Not like
books can be read from beginning to end) Hypertext contain links that lead readers jump to
other parts of document or related documents, it is also enable readers to jump between
documents over the Internet on the Web. Million ofWindows and Macintosh users routinely
use hypertext when consulting online Help files recently.
• Hypermedia is a system that could combine text, number, graphics animation, sound
effects, music and other hyperlinked documents. The World Wide Web supports graphical
hyperlinks and links to sound and video files. Hypermedia is structured with links
(connections between conceptual elements), nodes (accessible topics), anchors (reference
from one to another document or file on the web) and navigating via buttons. Anyhow the
hypermedia can be disorienting and leave readers wondering what they’ve missed and don’t
always have the links that readers want. Besides, reading on screen is more tiring, extended
period of screen-gazing cause eyestrain, headache, and backache.
MULTIMEDIA DEVELOPMENT
1. Idea Analysis
• Before beginning a multimedia project, it is necessary to determine its scope and content.
o Balance is the key principle in idea analysis.
o The aim is to generate a plan of action that will become the road map for
production.
• It is necessary to continually weigh the purpose or goal against the feasibility and the cost of
production and delivery.
• This can be done dynamically by adding elements to or subtracting elements from a project.
• Additive process involves starting with minimal capabilities and gradually adding elements.
• Subtractive process involves discarding unnecessary elements from a fully developed
project.
• Idea analysis involves finding answers to questions like:
a. Who is the intended audience? What are their needs?
b. What multimedia elements will best deliver the message?
c. What hardware, software, and storage capacity would be required?
d. How much time, effort, and money would be needed?
e. How will the final product be distributed?
• Project management software includes:
• Microsoft Project.
• Designer's Edge.
• Screenplay System's Screenwriter and StoryView.
• Outlining programs.
• Spreadsheets.
• CPM - Project management software typically provides Critical Path Method (CPM)
scheduling functions to calculate the total duration of a project based upon each identified
task, showing prerequisites.
• PERT - Program Evaluation Review Technique (PERT) charts provide graphic representations
of task relationships.
• Gantt charts - depict all the tasks along a timeline.
• Estimating :
• Cost estimation is done by analyzing the tasks involved in a project and the people
who build it.
• The hidden costs of administration and management are also included in the cost
estimates.
• A contingency rate of 10 to 15 percent of the total cost should be added to the
estimated costs.
• Time, money, and people are the three elements that can vary in project estimates.
• The time at which payments are to be made is determined and are usually made in
three stages.
• The billing rate should be equal to the total cost plus a reasonable profit margin.
• Typical billing rates for multimedia projects range from $60 to $150 an hour.
• Lower rates do not necessarily imply poor quality of work; they could rather mean
lower overheads.
• The demand-supply mechanisms determine the prices.
• Contractors and consultants can be hired, but they should be billed at a lower rate.
• Ensure that contractors perform the majority of their work off-site and use their
own equipment to avoid classifying them as employees.
• The categories of expenses incurred for producing multimedia are:
▪ Project development costs.
▪ Production costs.
▪ Testing costs.
▪ Distribution costs.
• These include:
▪ Salaries.
▪ Client meetings.
▪ Acquisition of content.
▪ Communication.
▪ Travel.
▪ Research.
▪ Proposal and contract prep.
▪ Overheads.
• Production costs can further be classified as:
▪ Management costs.
▪ Content acquisition costs.
▪ Content creation costs.
▪ Graphics production costs.
▪ Audio production costs.
▪ Video production costs.
▪ Authoring costs.
• Testing Cost
▪ Salaries.
▪ Facility rental.
▪ Printing costs.
▪ Food and incentives.
▪ Coop fees (payment for participation).
▪ Editing.
▪ Beta program.
• Distribution cost
▪ Salaries
▪ Documentation
▪ Packaging
▪ Manufacturing
▪ Marketing
▪ Advertising
▪ Shipping
• Schedulling
• Milestones are decided at this stage.
• The time required for each deliverable, that is the work products delivered to the
client, is estimated and allocated.
• Scheduling is difficult for multimedia projects because multimedia creation is
basically artistic trial and error.
• Scheduling is also difficult because computer hardware and software technology are
in constant flux.
• At this stage, clients need to approve or sign off on the work created.
• Any revisions of previously approved material would require a change order.
• A change order stipulates that the additional cost of revising previously approved
material should be borne by the client.
• When negotiating with a client, limit the number of revisions allowed.
2. Task Planning
• Designing the instructional framework.
• Holding creative idea sessions.
• Determining the delivery platform and authoring platform.
• Assembling the team.
• Building a prototype, producing audio and video, testing the functionality, and delivering the
final product.
3. Prototype Development
• Also known as a proof-of-concept or feasibility study.
• Involves testing of the initial implementation of ideas, building mock-up interfaces, and
exercising the hardware platform.
• Trial calculations are possible after prototyping.
• A written report and an analysis of budgets allow the client some flexibility and also provide
a reality check for developers.
4. Alpha Development
• At this stage, the investment of effort increases and becomes more focused. More people
get involved.
• Introduction to content.
o Content defines the project information and material.
o Content can have low and high production value.
o The basic building blocks of content are films, videos, photographic collections, and
textual information bases.
o Content can be either created or acquired.
o Acquiring content can be very expensive and time-consuming.
o Financial planning and allocation of sufficient time are important aspects of content
acquisition.
o Pre-existing content can be obtained from a variety of sources.
o The sources from where pre-existing contents can be acquired are:
▪ Clip art collections - for simple and flexible content.
▪ Commercial stock houses - to ensure licensed work devoid of copyright
infringements.
▪ Photo, sound library, and stock footage house - for specific or complex
content.
▪ The National Archives in Washington - for a rich source of content, both
copyrighted as well as in the public domain.
• Rights required for using content.
o The rights should be licensed to use copyrighted material before a project is
developed.
o Rights for unlimited use should be sought, as the content can be altered any time.
o A few issues to be considered when negotiating for rights include:
▪ The manner in which the content is delivered.
▪ The period for the license.
▪ Exclusive or nonexclusive license.
▪ Location of product distribution.
▪ The quantity of material to be employed.
▪ The type of rights.
▪ The credit line or end-credits for display.
▪ Whether the content owner has the authority to assign rights.
▪ Whether additional rights are required to use the content.
▪ The remuneration for the copyright owner.
▪ The format for receiving the content.
• Using content.
o When a work is created, certain rights are granted to its creator.
o An electronic right enables creators to publish work in a computer-based storage
and delivery medium or on the Web.
o Public domain means either the work was never copyrighted or the expired
copyright protection has not been renewed.
o Public domain material can be used freely without a license.
o Copyright protection applies to original works of authorship fixed in any tangible
medium of expression.
o The owner's permission must be obtained before a work is used.
o Various rights management technologies are emerging and competing to become an
industry standard.
o Any text or image that is copied or incorporated requires the permission of the
owner. Such incorporated work is referred to as derivative work.
o It is important to obtain a written agreement from every individual contributing to
the work.
o Developing projects includes designing interfaces, writing text, programming codes,
and producing musical scores, sound effects, and video.
o Several factors must be weighed to determine whether the individual is legally an
employee or an independent contractor.
o These factors include the place of work, the relationship between the parties, and
the provision of tools and equipment.
• Using talent.
o The required professionals can be located by:
▪ Calling a talent agency and explaining the requirements.
▪ Reviewing sample tapes and arranging auditions.
▪ Advertising for casting calls for screen or audio auditions.
▪ Organizing non-union auditions.
o American Federation of Television and Radio Artists (AFTRA) and Screen Actors Guild
(SAG) are two union contracts.
o AFTRA and SAG have similar contracts and terms for minimum pay and benefits.
o Their contracts are lengthy and detailed, sharing the same language and job
descriptions.
o A release form grants certain permissions. It specifies the terms under which the
material made during a recording session can be used.
o Make sure that all talent, even family and co-workers, sign a release form for
appearances on tape.
5. Beta Development
• At this stage, most of the features of a project are functional. Testing is done by a wider
arena of testers.
• Testing.
o It is important to test and review a project to ensure that:
• It is bug-free, accurate, and operationally and visually on target.
• The client's requirements have been met.
• The reputation of the developer/company is not damaged by a premature or
erroneous release.
• Cross-platform issues are addressed by comprehensive testing on different
hardware and software platforms.
o Difficulties in testing:
• The performance of a multimedia project depends on hardware and
software configurations, and the end-user's connection speed.
• Few computer configurations are identical.
• The Macintosh environment is sensitive to certain extensions that conflict
with some software applications.
o Alpha testing.
• An alpha release is the first working draft of a project.
• An alpha release of a project is only for internal circulation.
• Alpha testing is usually done “in-house” by team members.
• Alpha releases are expected to have problems or to be incomplete.
o Beta testing.
• Beta testing is done with a wider array of testers.
• Beta testers should be representative of real users.
• These testers should be people who were not involved with the actual
production.
• Beta level bugs are typically less virulent than alpha bugs.
• Managing beta test feedback is critical.
o Final release.
• The terms such as “bronze” or “release candidate” are used to identify
products that are near completion.
• The final release version is usually called the “gold master.”
• Prerequisites for delivering a product.
o After a multimedia project is complete, modify the files so that they can be
transferred from the media to the user’s platform.
o A setup program is required to install a project on a user’s computer.
o Programs like Mindvision's Installer Vise and Aladdin's InstallerMaker help
create installers.
o It is important to provide well-written documentation about the installation
process.
o The documentation must also list potential problems, constraints, and
appropriate warning messages.
o It is useful to include a file, README.TXT or ReadMeFirst, on the distribution disc
of a project.
o The file should contain a detailed description of the installation process.
o The README.TXT document includes a description of changes or bugs reported
since the documentation was printed.
o Set up a product-related Web site with pages for registering software, reporting
bugs, providing technical support, and program upgrades.
• Using compression programs.
o Use a shareware or commercial compression utility for compressing and
decompressing files.
o WinZip, DiscDoubler, and StuffIt Deluxe are commonly used compression
utilities.
o Most compression utilities also provide an encryption or security feature, which
helps hide classified data.
• Creating file archives.
o One or more files of a project can be compressed into a single file, known as an
archive.
o Compressed files take less time to transmit than uncompressed files.
o When an archive is decompressed, each individual file in the archive is
reconstituted.
o Archives are recognized by their file name extensions.
• Creating self-extracting archives.
o Self-extracting archives are used to deliver projects on discs in a compressed
form.
o Self-extracting files allow a user to run the executable archive.
o The compressed files are automatically decompressed and placed on the hard
disk.
6. Delivery
• In the delivery stage, the project is said to be "going gold.”
• The concerns shift towards the scalability of the project in the marketplace.
• Delivering on CD-ROM.
o Compact Disc Read Only Memory (CD-ROMs) are wafers of thin plastic and
metal measuring 4.75” (120mm) in diameter. A laser reads pits in the disc that
store data.
o A CD may contain one or more tracks.
o The primary logical unit for data storage on a CD is a sector.
o A CD-ROM can hold more than 700 MB of data.
o A majority of multimedia products are delivered on CD-ROMs.
o Software that cannot be downloaded from the Internet is packaged on CD-
ROMs.
o It is an excellent and a cost-effective method of distributing multimedia projects.
o Compact disc standards.
• ISO 9660.
• Hierarchical File System (HFS).
• CD-ROM/Extended Architecture (CD-ROM/XA).
o Various CD formats.
• Philips and Sony introduced CD technology in 1979.
• This collaboration resulted in the Red Book standard.
• The “Red Book” defines the standard for audio CDs.
o Various colors represent different types of CD-ROMs.
• The Yellow Book represents CD-ROM.
• The Green Book represents CD-I (Interactive).
• The Orange Book represents write-once, read-only (WORM) CD-ROMs.
• The White Book represents Video CD (Karaoke CD).
• Packaging.
o When packaging a product, the following points must be considered:
o The art for the cover should reflect the content and function of the enclosed
product.
o The company logo should be prominent.
o The name of the title should be featured on the front face and spine of the
package.
o Use shrink-wrap technique to avoid pilferage while shipping.
o Use environment-friendly packaging for CDs.
• Delivering on the World Wide Web.
o Involves transferring project files to a Web server.
o User-owned delivery Web server provides better security control, better
integration, and fine-tuning of server’s configuration parameters.
o A full-time Webmaster may be required.
o If a project is to be hosted by an ISP, then find out the limitations of the service
provider, and design the project within those limitations in mind.
o Register the project with a search engine.