hopper, 1993 [4.2.2, abstract, overview, toc, switchboard, references]

4.2.2.3 Ease of Creation and Interaction for Multimedia

When project goals called for the inclusion of multimedia in the knowledge base, unique "usability" issues emerged.
 
After an accessible database of text was constructed during the ESCAPE project, the highest priority became making it more engaging by adding digitized sound, color graphics, and short video clips about career-planning and engineering design. After expensive equipment and software were acquired, the feasibility of storing large amounts of high quality media hampered efforts. ESCAPE, which was distributed over a network, included only a few short sound bites and color pictures. While storage was one limitation, adding multimedia with the tools available was also a highly inefficient and prohibitive process. The media required translation and editing once they were digitized. Video capture was the most inefficient to work with, and required editing before it could be effectively incorporated in the HyperCard based courseware.
 
For Intermedia, which was designed to allow easy learner construction of multimedia, the "usability" of hardware peripherals needed to be addressed before learner construction could become practical. One of the more subtle issues was addressed by the Norm Meyrowitz, who was the leader of the technical team that developed Intermedia.
 
We have to start working with the developers of these technologies to get them to recognize that these devices need to be intrinsic and integral to our system, so that they work seamlessly. You can't create systems that have all of the peripherals working as if they just met the CPU today. They have to be intimate, so the scanner, the OCR, and the handwriting recognition work well with the system. It's a matter of having hardware developers and peripheral developers work closely with the hardware platform developers and system software developers. So "peripheral" is a misnomer. Input/output technologies must not be peripheral to the system, but rather central to an integrated environment. (Meyrowitz, 1991, p. 310)

 
While the frustrating lack of "usability" for hardware was a commonly expressed frustration among developers of multimedia, there was another less discussed hardware related problem that stood in the way of learner construction of storage intensive multimedia. Many hail the cheap and distributable CD-ROM storage as a boon that will help in the struggle to bring computers to education across the curriculum. This celebration does not take into account that unchangeable storage is antithetical to the learner constructed mode of education which the computer is so uniquely equipped to support. This weakness of the CD-ROM technology was also addressed by Meyrowitz of Intermedia:
 
We need a removable storage medium of the 1990's. We need cheap random access, exchangeable, ubiquitous storage-the gigabyte floppy. We must not think that we have all the storage problems solved. CD ROM and CD-I technology is a weak technology for interactive computing. It's great technology for transmitting information because CD duplication simply involves stamping out injection-molded plastic, which is much cheaper and much faster to do than recording magnetic media. But we don't want to be condemning all data to be read-only and non-malleable. We want individuals to be able to annotate and manipulate the information. We need to start making sure that we have a ubiquitous medium that is as dense as CD ROM but is also very interactive. We need to have removable medium of the 1990's just like the 3 1/2" disk of the 1980s. But it has to be a 1 gigabyte floppy disk that is cheap and with which everyone can transmit information, store information, and link information. (Meyrowitz, 1991, p. 310)

 
The need for improved authoring interfaces for advanced distributed computing environments was the main reason for the Visual Computing Group (VCG) becaming the Center for Educational Computing Initiatives (CECI), and continuing to develop the AthenaMuse authoring package.
 
After developing the multimedia workstation with its basic capacities for handling text, graphics, video and audio, we realized the system was not easy to use. Without any high level information processing tools, the only access to the machine's potential was through UNIX, C, the X-Windows System, and the X Toolkit programmer's support package. (Davis, 1990, p. 16-2)

 
The importance of the "usability" of tools for the creation and manipulation of multimedia formats has been a high priority of the developers of Athena Muse. They identified one of the major contributing factors to "usability" of a package to be the data model, as demonstrated in the passage below:
 
The human interface begins with the data model. If the data model does not fulfill the purposes of the systems as a whole, any efforts on the more superficial aspects of the interface will be largely wasted. (Hodges, Sasnett, & Ackerman, 1989, p. 42)

 
In the following passage, it is also clear that beyond the data model, there are a other critical issues that pose challenges to those who wish to work with multimedia, that have not been a problem with more traditional formats:
 
Motion video and audio data are fundamentally different from text documents due to their temporal structure. Establishing cross-references th at incorporate such data in a hypermedia system poses a number of challenges. It is possible to model video as a stream of individual frames, just as text can be modeled as a stream of individual characters. When video stops, a fixed image must be considered. Audio is different, however, for when it stops there is only silence; its meaning inheres in its change over time. (Hodges, Sasnett, & Ackerman, 1989, p. 38)

 
The differences in the nature of working with different forms of digital data were recognized before the creation of the AthenaMuse, and drove the design of their multimedia control package. In fact, the creation of the "dimensions" as a critical component of their data model emerged because of the need to meet the challenge of manipulating and controlling various different multimedia formats within the same paradigm. In the passage below they summarize why their multi-dimensional data model was most apt for manipulating audio, video and text:
 
This turned out to be a "spatial model" that describes the dimensions of information space, and placement of items or documents within that framework. Under this approach, a document is constructed around an abstract dimension of time that can be displayed and manipulated as a time-line on screen. Each piece of video and each text subtitle can be mapped into this framework according to onset and offset times. (Hodges, Sasnett, & Ackerman, 1989, p. 42)

 
Beyond their selection of a powerful data model to control multimedia, the AthenaMuse team emphasized other attributes within AthenaMuse to make it more powerful and usable for authoring in the future. One attribute was the inclusion of "plastic editors" (Davis, Sasnett, & Hodges, 1989). This term refers to the ability to edit the editors themselves so they can be customized and combined at need or used as part of the on-line documentation. The second key theme the AthenaMuse team emphasized was the importance of the ability to manipulate digitized video:
 
Using the digitized approach to video in the workstation offers significant advantages over the analog approach used in earlier systems because of the additional flexibility. Once the image has been digitized it can be stored and retrieved from any digital storage device. Single images can be taken from the video stream and displayed elsewhere on the screen or stored for later use. (Champine, 1991, p. 153)

 
Ben Davis, Manager of CECI, believes a relationship exists between their efforts to make AthenaMuse easier to use, and the learner's educational experience.
 
Already, with the first materials, we can see a change. In the past, teachers prepared materials and students reviewed them. Now, students are asked to create. With a broad array of expressive media, the ability to create complex visual image combined with text and numbers, students will be allowed to articulate their own perceptions. (Davis, Sasnett & Hodges, 1989, p. 35)
© Mary E. Hopper | MEHopper@TheWorld.com [posted 12/04/93 | revised 04/12/13]