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Identify and select authoring software



Inside this reading





Identify and select authoring software 1

Inside this reading 1



What are authoring programs? 2

Why are authoring programs used? 2



Multimedia styles 3

Slide show presentations 3

Interactive products 3

Authoring software—paradigms 4

Slide shows 4

Card programs 4

Icon-based programs 5

Programming languages and scripting 7

Programs to aid web-based delivery 8



Uses for authoring software 10

Summary 11


What are authoring programs?


Authoring software has pre-programmed elements (such as icons) for the easy development of interactive multimedia software titles. Authoring programs can vary widely in style, cost, orientation and capabilities.

Some multimedia authoring programs involve steep learning curves for users and some don’t. A few are virtually point-and-click, such as PowerPoint (note that most professionals do not regard tools such as Microsoft PowerPoint as authoring programs, though it can be argued that they do fall within the definition).

Authoring programs can allow a developer to ‘speed up’ development without a great deal of programming knowledge. The developer does not need to know the intricacies of a programming language (for example, C+ or VB). The authoring system performs most of the complicated processes for the developer.

Why are authoring programs used?


It is thought by some that using an authoring system to develop an interactive multimedia project can take as little as 10% of the time (and cost!) needed to program it in compiled code (though that percentage can vary widely from one project to another).

The end product source code is much more standardised than that from allowing a programmer to free-code, which means it is more likely the code might be reused (if you pass this code to the next project, and they use a similar or identical authoring system).

The content creation of graphics, text, video, audio, animation, etc, is not likely to be affected by the choice of an authoring system—any production time gains here might only result from accelerated prototyping.

Multimedia styles

Slide show presentations


Presentations, as the name denotes, are designed for a presenter and an audience or group. These include electronic slide shows that are used in advertising, such as self-running or replaying applications that run through a kiosk or stand-alone display. Most often presentations are in the form of PowerPoint products (bundled with MS Office), which is the most commonly used application in this genre along with Corel Presentations software. There is limited interactivity in this form and the delivery of the information is essentially linear.

These types of applications are simple and fast to build, which explains why they are used so heavily in businesses and education worldwide. They can have text, graphics, sound, video and animation capabilities, however if these sorts of presentations need to run over the web, the more memory hungry elements (such as video, sound) are often removed.


Interactive products


Interactive products are generally intended for individual experience. The user has full control in selecting what information is covered, and in some applications the user can even control how that information is delivered. Interactive products, for instance, are used in the aviation industry to train flights crews. Such applications can track scores, are extremely interactive and supply feedback to the user.

The big difference between both styles is control, and who has control.


Authoring software—paradigms


A paradigm is the set of all forms containing a particular element. Authoring paradigms are also known as the authoring metaphor. The metaphor or paradigm is the methodology by which the authoring system accomplishes its task.

There are a number of different types of software authoring packages, operating under different paradigms. They include:



  • Slide show programs

  • Card or book metaphor programs

  • Icon-based programs

  • Time-based programs

  • Programming languages

  • Scripting

  • Web-based multimedia development programs.

The following descriptions may help to explain why there are so many different authoring systems.

Slide shows


Slide shows have developed as an extension of traditional overhead transparencies and slides but are much easier to create, edit and deliver due the power of the PC. This is the base level of multimedia authoring, and the most used. They are cheap, easy to use and robust. Examples include Microsoft PowerPoint and Corel Presentations (mentioned above).

Card programs


Card programs are generally easy to use with fast, impressive results, especially when templates are applied. The card/book metaphor is simple to understand, as what appears on the card directly relates to what the user sees. Examples are Hyperstudio (www.hyperstudio.com ) and Toolbook (see SumTotal: www.toolbook.com ) software.

If a developer wants to explore the potential of a program like Toolbook, they can also script with OpenScript. The Card/Scripting paradigm provides a great deal of power (via the incorporated scripting language) but suffers from the disadvantage of an index-card structure. It is well suited for Hypertext applications and navigation intensive applications. The best applications allow all objects (including individual graphic elements) to be scripted; many entertainment applications are prototyped in a card/scripting system prior to compiled-language coding.

A negative of card programs is that some are not cross platform.

Icon-based programs


Icon-based programs use a flowchart scheme; the developer places icons on the flow line to represent different events, actions and data. This model is an excellent way to author complex titles, as the developer can visualise how the program is structured. Being able to detail branching and routines particularly well is very useful. Examples include Macromedia Authorware (see: www.adobe.com).

The disadvantages of this sort of program, for example, Macromedia Authorware, is that it is much more difficult to learn, is less intuitive at first and is more expensive. It is however the fastest (in development time) and it is best suited for prototyping and projects with short development times. Many of these tools are also optimised for developing media rich Computer-Based Training (CBT) and information applications.

The paradigm at work is the icon palette, containing the possible functions/interactions of a program, and the flow line, which shows the actual links between the icons. These programs tend to have the slowest runtimes, because each interaction carries with it all of its possible permutations; however the higher-end packages, such as Macromedia Authorware, are extremely powerful and suffer least from runtime speed problems.

Figure 1 details a typical Icon-based authoring screen. It shows how an author can build and visually understand a complex multimedia structure. Try an online tutorial at www.adobe.com/support/authorware





Figure 1: Detail of Authorware screen

Frame paradigm—Icon-based


The frame paradigm is similar to the icon paradigm in that it usually incorporates an icon palette; however, the links drawn between icons are conceptual and do not always represent the actual flow of the program. This is a fast development system, but requires a good auto-debugging function, as it cannot be debugged visually.

Hypermedia linkage paradigm


The hypermedia linkage paradigm is similar to the frame paradigm in that it shows conceptual links between elements; however, it lacks the frame paradigm’s visual linkage metaphor.

Time-based programs


Time-based authoring programs use a film metaphor. Like a movie, you start the film and wait for an event to occur. At first this seems a quite linear approach, however tools like Macromedia Director (see: www.adobe.com/products/ )

Cast/score paradigm


In a cast/score paradigm, the synchronous elements are shown in various horizontal ‘tracks’ with simultaneity shown via the vertical columns. The true power of this metaphor lies in the ability to script the behaviour of each of the cast members.

Macromedia Director, which is often used in commercial applications, is best suited for animation-intensive or synchronized media applications (such as games). The program has origins as a cel- and sprite-animation program, and its inclusion of Lingo, its object-based scripting language (the syntax of which is designed to mimic spoken language), has made it the best animation-capable program available.

Macromedia Flash is also a cast/score scripting tool, which primarily uses vector graphics or geometric modelling and can create vector graphics from imported bitmaps. (The term vector graphics, using points, lines, curves, and polygons, etc, to represent images in computer graphics, is used by contrast to the term raster graphics, representing images as a collection of pixels). Macromedia Flash is optimised for web delivery, and is especially common for banner advertisements and small interactive web items.

Programming languages and scripting

Programming languages


In addition to authoring programs, programming languages can be used to build multimedia titles. The most popular include C++, Visual Basic, Java and Javascript (the latter two especially used in the web environment).

The main advantage of using a programming language is the flexibility to produce whatever the developer wants. A programmer can be very precise in detailing what happens where, when and how, whereas ‘off-the-shelf’ applications have constraints. The negative side of programming is the time it takes to build it and the associated costs.

Languages like Java and C++ and used extensively in businesses, such as large banks and multinationals companies, where the organisation needs full control of an application.

Web developers add interactivity to html web pages, such as online forms and quizzes and graphic mouse over tricks, using JavaScript.


Scripting


One common programming task is known as scripting, or connecting diverse pre-existing components to accomplish a new related task. Scripting is an authoring method closest in form to traditional programming. The paradigm is that of a programming language, which specifies (by filename) multimedia elements, sequencing, hotspots, synchronization, etc. Example includes Lingo (mentioned above).

A powerful, object-oriented scripting language is usually the centrepiece of such a system; in-program editing of elements (such as still graphics, video and audio) tends to be minimal or non-existent. The scripting paradigm tends to be longer in development time (it takes longer to code an individual interaction), but generally more powerful interactivity is possible. Since most scripting languages are interpreted, instead of compiled, the runtime speed gains over other authoring methods are minimal. The media handling can vary widely; and a developer needs to be careful to check out how the system functions with any contributing package formats.


Programs to aid web-based delivery


With the growth of the web over the last decade, multimedia developers have been challenged by how to deliver high quality, media-rich, interactive products to users that have different:

  • browsers

  • operating systems

  • plugins

  • levels of bandwidth

To assist developers, software like Flash, Shockwave, Microsoft Active X and players (such as Realplayer) has been created.

Tagging paradigm


The tagging paradigm uses tags in text files (for example, html ) to link pages, provide interactivity and integrate multimedia elements.

Developers building interactive web pages that incorporate multimedia elements regularly use software such as Macromedia Dreamweaver, FrontPage and GoLive.



Reflection: Authoring methods

How many of the above methods have you used? Do you have a preferred method? What are your reasons?


Uses for authoring software


New students sometimes try to develop all material in an authoring system. While much of it can be done—professionals generally use specialist packages for their specialist tasks. Although most packages allow you to create content using in-built tools, these tend to be rudimentary when compared with those available in dedicated programs.

For more professional output, you should use software dedicated to the creation and editing of that medium, and then import or integrate the content into your multimedia program.

Major content-development packages are likely to include:


  • Paint programs for still images such as photos and original digital artwork (for example, Photoshop and Fireworks)

  • Modelling and rendering programs (for 3-D objects)

  • Video digitising, editing and effects programs (such as Cleaner and Premiere)

  • Audio sampling and editing programs (such as Sound Forge)

  • Word processors

  • Database programs (such as Access and Cold Fusion)

  • Management packages (such as Sumtotal and IBM Learning Space)

  • Animation programs (such as Macromedia Flash)

  • Asset-management programs

  • Assessment packages.

Summary


Before commencing the development, the developer needs to be 99.99% sure about what authoring software they can afford and is the best for the particular title they are going to build.

A mistake at this level is guaranteed to cost time and money, let alone increasing frustration.





© State of New South Wales, Department of Education and Training 2006




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