Preface Acknowledgements Contents 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 URLs References
VISUAL MEDIA *
IMAGE FORMATS *
Compression *
Interlacing *
Thumbnails *
GIF *
JPEG *
PNG, MNG *
The Image Tag *
Creating Artwork *
Photographs *
Digital Still Cameras *
Scanners *
Photo CDs *
SPECIAL PROGRAMS AND PLUG-INS. *
Graphs *
Virtual Reality *
Chime *
3-D; CAD *
Mathematica *
IMAGES WITH MOTION *
Compression Standards *
Movies *
Streaming Video *
Animations *
Hardware *
Software *
AUDIO MEDIA *
Including Sound in Pages *
Earcons *
Sounds That Convey Information *
Streaming Audio/Radio *
Music *
Electronic Text to Speech *
Recording Sound *
GLOSSARY *
REFERENCES *
URLs *
Images have played a key role in scientific textbooks for centuries. Galileo used illustrations in his manuscripts during the mid-1530s. Century-old science textbooks include illustrations that are black-line drawings. Some of these are marvelous in the way they illustrate complex concepts. Thirty years ago color in texts was often restricted to one signature, that is, a group of pages that were manufactured together during printing process. Modern textbooks, especially those aimed at large audiences, are usually multicolored affairs. Even the printed text is emphasized using color to code words.
Visual images aid in learning. The capacity for pictorial memory exceeds that for verbal memory [Shepard, 1977; Standing, 1973]. The neurological mechanisms underpinning human storage of memories of pictures do not include either models in which individual images are stored as if in a museum gallery, or strings of 0s and 1s. Biederman [1987] has proposed a recognition-by-components model. Using images to teach is nothing new [Willows & Houghton, 1987]. There are some situations, i.e. with beginning readers, where pictures not only slow reading, but pictures unrelated to the text produce interference [Willows, 1978]. However, the conclusion of considerable research on the use of charts, graphs, and diagrams indicates that they can convey information uniquely in ways not possible for text [Winn, 1987]. Mayer has pursued this area and developed some explicit guidelines regarding the nature of illustrations successful in enhancing learning [Mayer & Gallini, 1990].
Modern Web browsers readily accommodate images and other forms of media. Web-delivered media can be so complex that one needs to be concerned about cognitive load and to be sure that a learner's cognitive resources are working synergistically rather than antagonistically with the learning materials provided. Sweller and colleagues [Sweller & Chandler, 1994; Mousavi et al., 1995; Cerpa et al., 1996; Sweller, et al., 1998] address the design issue of matching cognitive load to cognitive resources.
Images for the Web come from a wide variety of sources. They can be captured by digital cameras, scanned from photographs, produced on Photo CDs, brought in as single frames from video sequences, obtained from outside sources, or produced electronically using graphics or other specialized software (e.g., Geometer's Sketchpad {U08.01}, ChemDraw {U08.02}).
We often forget that, inside our computers, all information ultimately is represented as strings of 0's and 1's. This also applies to images. To make sense of these strings, developers have created formats ways to interpret strings of 0s and 1s so appropriate pixels on a computer screen are lighted and an image appears.
There are three main file formats commonly used for still images on the Web: GIF, JPEG, and PNG. Moving images can be produced with animated GIFs, several versions of MPEG (a format related to JPEG), or streaming video; further discussion of moving images appears later in this chapter.
A few basic concepts are important to understanding the different formats. Particularly the ideas of compression, lossy versus lossless compression, interlacing, and thumbnails. Because images are made up of individual pixels on the screen, image files can be extremely large and slow to download. Even with the continually increasing speed of Web connections, especially with the increase in Web congestion, downloading image files can be very time consuming. Compression of files speeds file transfers.
Because computer files of pictures, movies, and sounds are very large compared to text files, developers have designed ways to make the files smaller. Image files are saved by taking the information in the image and compressing it. An image that is 8 pixels by 8 pixels contains 64 total pixels, every pixel has multiple characteristics - color, hue, intensity to name just a few. If every characteristic of every pixel were recorded individually, even an 8 pixel by 8 pixel image would be a large file. The answer is to compress the file. A grossly simplified example would be to record that the first through sixth pixel in the second through fourth rows of pixels are all a particular color, hue, and intensity. Compression procedures can be lossless or lossy.
Lossless compression occurs when every pixel is recorded and the image can be precisely reconstructed from the compressed data. Lossless compression requires the files be sufficiently large to include all the possible data. A compressed file of 64 pixels with all pixels different would be the same size as the non-compressed file. But, since most images actually have large areas that are identical, even lossless compression usually represents a major saving in file size.
Lossy compression goes a step further and saves the image without saving the data for every single pixel. It samples the pixels, and saves a reasonably representative set of pixels. Lossy compression can trade quality of picture for size of file. As the quality of the saved image improves, the size of the file increases. Since lossy compression decreases the total amount of information, files that are compressed and saved have less data than the original. Repeated compression will degrade the image. Nearly all video compression is lossy. Some still image formats are lossy, while others are lossless. Maximizing compression minimizes download time, but maximum compression leads to loss of data.

Figure 8.01. Information can be lost during compression for many reasons. This illustration was constructed from a JPEG image (left) and a GIF image (right). To render the large variety of colors of the original adequately, more colors were needed than could be provided by GIF. In color, the image at the right appears blotchy or pixelated relative to that at the left. This blotchiness carries over in the grayscale image.
To make images understandable as quickly as possibly during download, they are often sliced into pieces and interlaced while transmitting them. Interlacing sends the sliced image in an alternating order, providing a fuzzy version of the image quickly. As the image continues to load, it becomes more clear. The exact manner of slicing and interlacing affects the speed with which the image becomes understandable.
When it is necessary to have a large number of images available, one way to minimize the time for download is to create thumbnail versions of the images (see Figure 8.02). The thumbnail images can be created with little concern for loss of data, the user clicks on a hypertext title or even on the thumbnail itself to download the full version.
Careful use of thumbnails and hypertext links to larger files can minimize the download time for a Web page. If students all need to view the full-size images, consider breaking the document into multiple, smaller documents rather than using thumbnails.

Figure 8.02. Thumbnail index of fractal images. Screenshot of The Mandelbrot Gallery {U08.03} The site stores these as GIF images, but JPEG images can also use thumbnails to minimize download time in pages.
The GIF format (Graphics Interchange Format, pronounced like the peanut butter), developed by CompuServe, was the original format used for still images on the Web. GIF uses a lossless form of compression; images may be saved, restored, and saved again with no degradation. GIF is excellent for line art (logos and basic illustrations), icons, graphs, and lettering clearly. The GIF format permits up to 256 colors. When interlaced, downloading GIF images and embedded lettering appear fuzzy until nearly finished loading.
Photos saved in the GIF format may appear washed out or smudgy; photos are best handled with other formats. Software to create GIF images is readily available. There are several sources of downloadable GIF applications such as GIFConverter {U08.04}.
The JPEG (Joint Photographic Experts Group, pronounced JAY-peg) format provides the ability to display millions of colors, and to compress the file for speedier transmission across the Web. JPEG was designed mainly for use with photographic and lifelike images. JPEG is a lossy form of compression; the degree of loss can be varied when saving in JPEG format. Quality can be traded for speed, or vice versa. Creation of thumbnail versions of images for indexing on a Web page can allow use of multiple JPEG images without sacrificing download time (see Figure 8.02). These thumbnails can be clickable to access the full size pictures. Since the image compression produced by JPEG is lossy, any editing of the image should either be accomplished before conversion to JPEG, or the file should be converted to PNG and edited within that format before being returned to JPEG. Repeated compression and decompression within JPEG degrades the image rapidly. Software using the PNG (Portable Network Graphics, pronounced "ping") format can be used for editing of images prior to conversion to JPEG or between a decompression and compression.
JPEG uses a two-dimensional interlacing, so print embedded in images becomes clear sooner during the download process. GIF images should not be converted directly to JPEG, too much detail will be lost.
The PNG format uses lossless compression. It can be saved, viewed, and saved again without degradation. It was developed in response to copyright issues concerning GIF, and is widely regarded as an improvement on GIF. PNG has a better maintenance of color between and within platforms. It includes the ability to have variable transparency on the pixel level (254 levels of partial transparency), slightly better compression than GIF (5% to 25%), and two dimensional interlacing so text embedded in a downloading image is readable about twice as fast as in a GIF image. Like JPEG, PNG supports true color. PNG serves as the native format for many of the best new graphics programs (e.g., Fireworks and PhotoShop use PNG, and then allow for export of the image to GIF or JPEG).
At the time of this writing, PNG is not completely supported by either Navigator or Internet Explorer. However, it is expected to be completely supported by both soon. If you want to use PNG images directly in your Web pages, be sure to test them on a variety of browsers and platforms. Willem van Schaik's PNG test page {U08.05} can be used to determine if a browser properly handles many of the features of PNG.
PNG does not support animation; the related format, MNG (Multi-image Network Graphics), is emerging. MNG {U08.06} is intended to support animations.
To insert an image into an HTML document, use the "image" tag. Within the tag, the source attribute (src) tells the browser where to find the image file. Other attributes, such as width and height in pixels, may also be included in the image tag.
<img src="Ch08-04.gif" width="150" height="150">
Often bundled with a computers "accessories" software, draw and paint programs are the most basic types of artwork programs. There is a fundamental difference between drawing and painting. With paint programs, the user creates an image that is saved pixel by pixel (i.e., screen dot by screen dot). Painting allows for detailed, pixel by pixel editing which is useful for creating subtle variations in images. In draw programs, the images the user creates are saved as equations hidden from view that recreate the image. Because each part of the image is saved as an equation, editing is simple, and files are smaller.
Editing is a simple matter of clicking on images and using the "draw tools" to manipulate them.
For more flexible creation of artwork, a more versatile package such as Macromedia's Fireworks {U08.07} combines the characteristics of draw and paint applications, and expands on their capabilities. Special effects are just a click away. Fireworks also allows the image to be saved in a variety of formats, resolutions, and sizes.
There are numerous ways to capture photographs for Web use. Photos can be scanned; film processors can provide a digital version of pictures at a minimal cost; frames can be captured from video. Digital photography, however, has revolutionized the use of photos on the Web. If the desired illustration can be photographed, the use of a good digital camera can make the process of acquiring the photos quick and relatively inexpensive. Although digital cameras can be more expensive than film cameras, the savings in time and cost of film and developing can quickly make up the difference. Software such as Adobe Photo Deluxe can make the manipulation of digital images quick and simple.

Figure 8.03. Left, a 9K image created in Fireworks, a hybrid art program that combines the attributes of draw and paint programs and expands upon them. Right, a thumbnail of the image also created in Fireworks, the thumbnail gives a close representation of the original, but uses only 2K.
Digital cameras have come into their own since the first edition of Web-Teaching. The features and capabilities of these cameras have become competitive with standard cameras, as have their prices. Camera prices range from the very inexpensive ($64 for a functioning toy camera) to the very expensive professional grade models costing upwards of $10,000. A good, basic digital camera can be purchased for as little as $100 for the AGFA ePhoto Smile {U08.08}. A digital camera with enough features to satisfy most Web designers runs from $300 up to around $1000 at the time of writing.
The digital camera market is changing fast, as most technology markets do. Any specific recommendation which could be made here would be out of date prior to publication. When shopping for a digital camera, several things need to be taken into consideration. The quality of the images is very dependent on the resolution, but if the camera is exclusively for use with a Web site, extremely high resolution cameras may be unnecessary. If images need to have very minute detail, higher resolution may be desired. Camera manufacturers use any of several storage strategies. Some cameras use memory cards; some cameras use floppy discs.
Digital Photography Review {U08.09} provides a Web glossary page for digital cameras. The Bogus HAL 9000 {U08.10}, a mythical camera, is used to explain the terminology used in the Digital Eyes Imaging Search Engine {U08.11}.

Figure 8.04. Scanners of excellent quality, used to scan artwork and text are readily available.
Existing photos and artwork can be converted to digital form quickly using a scanner. A flatbed color scanner can be purchased for less than $100, with top-of-the-line models still costing well over $1000. The low-end scanners may be adequate for most Web design. Scanners are usually bundled with software for scanning images and some form of optical character recognition (OCR) software which converts a scanned document into a file such as a text, word processor or spreadsheet file. Scanners need to be compatible with your platform (Mac, Windows, or other), and must use the right type of connection (parallel, serial, or USB port) for your computer.

Figure 8.05. Five resolutions are available from a Kodak Photo CD. Top left, 192 x 128; bottom left, 768 x 512; right, 1536 x 1024. Two other resolutions (384 x 256; 1536 x 1024) are available. Taken from BeckerDemos-CD, Synaps Chem Tools.
Film remains an excellent way to capture still images. Digital photographic equipment increasingly replicates the features of non-digital equipment, but the non-digital may still have benefits for some. An easy way to use the traditional methods and equipment of photography is to request digital versions of images at the time of processing. These images may be obtained on inexpensive floppy disk format or on Kodak Photo CD {U08.12} format. The Photo CD is a bit better; for Web site development, you probably want a Photo CD.
The Kodak Photo CD also offers a simple way to convert slides, negatives, and even flatwork (printed pictures) to digital form. Existing slides or film negatives can be sent to a photo lab for transfer to a Photo CD.
The standard Photo CD can hold about 100 images. It comes with a numbered thumbnail color image that permits quick review of the images to locate any particular desired image. Software on the Photo CD permits you to examine each photo. Five different image resolutions are available. The greatest resolution demands enormous amounts of memory, and provides what is tantamount to magnification of the image. Software designed for a variety of graphical image uses (e.g., Photo Deluxe, Photoshop, or even Fireworks) can be used to adjust and edit the image.

Figure 8.06. Webcam view of construction site taken 2/17/00.
Using an appropriate board or other converting device, single frame video images (analog output) can be converted into digital still images. This technology used to be a mainstay, and may be the best way to extract still images from existing video resources. With digital video, frames are captured using the editing software.
An interesting, popular, and inexpensive solution for some situations is a small camera mounted atop the computer. These devices usually come with software that permits capturing a single frame. A computer mounted Webcam can provide intermittent pictures of something you want to keep an eye on, like this construction site. (Figure 8.06.)
Visuals developed for the Web can be information rich, esthetically rich, and interactive. Graphs, once created with great effort, are now handled easily through desktop computers. Morphs, multiple images representing the metamorphosis of one image into another, once were essentially impossible to create. Overlays and multiple exposures were possible, but stepwise transformations of one image into another required careful artwork and enormous effort. Morphs now are created easily on a desktop computer.
Many special programs and plug-ins are available for specific disciplines and uses. Chemists and chemistry students use programs to create images of molecules; architects and landscape designers use computer-assisted design programs (CAD); mathematicians use programs to perform calculations and create images.
Spreadsheet programs are the computer tools most commonly used to construct graphs. Data which has been entered in the spreadsheet can be organized into a wide variety of graphs and charts with just a few clicks. Graphs may be captured from screens, edited in a program like Fireworks, and pasted into a Web page as an image.
For those who need more specialized graphing capabilities, high power graphing applications such as DeltaGraph, or Kaleidagraph are designed to construct multiple forms of complex graphs. Kaleidagraph, available for both Macintosh and Windows (files may be transferred cross-platform), provides a powerful, but relatively inexpensive 2-D graphing tool for the scientific community. It includes several built in macros to perform operations such as the generation of random numbers. It includes built-in fits for linear regression and smoothing, plus over 100 industry-specific formulas. DeltaGraph has similar capabilities to Kaleidagraph, but puts more emphasis on the presentation aspects of charts and graphs.
Several applications dedicated to specific subject areas include charting and graphing capabilities. These images can sometimes be added directly to a Web page, otherwise they may be captured as a screen shot, edited, and pasted in as an image.
Programs are available that allow students to download software to their graphing calculators (TI-Graphlink), either from other calculators or from computers.

Figure 8.07. Screen capture of salt solubilities calculated using a 3-parameter equation and displayed for 7 salts, created using Microsoft Excel.

Figure 8.08. Screens from graphing calculator captured using TI Graphlink.
Visual aspects of virtual reality are coming more and more to the fore. Software has been developed that will permit you to tour a museum. You can interact with visual information that will take you "into" the museum. Once "inside," you can turn around to see the choices or options of where to go, and choose a hall or exhibit area. You can seemingly walk here and there and, when inside a particular gallery, scan its contents. You can zoom in on (walk up to) individual exhibits in the museum. Figure 8.09 is a virtual reality movie of a teaching laboratory {U08.13} at the University of Nebraska. It was produced by Elizabeth Petrakis over four years ago. To manipulate the image in Figure 8.09 you need to have a suitable QuickTime plug-in located in the plug-ins folder of your client browser software.
Virtual reality can take the form of images stitched together to form a 3D view, or images forming movies, allowing the viewer to "move" through the scenes. Petrakis placed a digital still camera on a special tripod and captured images sequentially as the camera was rotated through 15-degree increments. These images were then stitched together to create a file that is interpreted by QuickTime. By dragging the cursor, a virtually continuous display is presented as if one were standing in the center of the laboratory and continuously turning around. The rate is determined by the extent of the mouse gesture. This is something you must see to believe. It can crawl, or it can spin at a dizzying rate.
Figure 8.09. Virtual reality movie of teaching laboratory at the University of Nebraska. All three pictures come from the same visual. It appears on most computer screens in about the same size as one of these print images.
There are several chemistry programs for creating images of molecular structures. These may be represented in any of several ways, such as with letters
(alphameric characters) representing atoms and lines representing the chemical bonds between atoms, or with three-dimensional spheres touching overlapping spheres representing three-dimensional molecular structures.
Creating images such as the one on the left of Figure 8.10, used to involve literally constructing physical models and photographing them. Today building such a representation using software takes an experienced user seconds. Chime allows the same information file used to create the images at the left to be manipulated using the Chime plug-in. So, the user has a great deal of control over the format and aspect for viewing the structure. To manipulate the image in
Figure 8.10 you need to have a suitable Chime plug-in {U08.14} located in the plug-ins folder of your client browser software. Unfortunately, Chime is fussy and does not work with all client browser software.

Figure 8.10. These images at represent the chemical structure for the drug, prozac. The Chime plug-in allows the user to rotate the structure in any direction, and change the form. This tool replaces much of the work that previously required the construction of actual models from spheres and sticks. Chime is well described at a Cabrillo College {U08.15} Web site.
To see a wonderful illustration of using this type of multimedia in instruction, visit the stereochemistry {U08.16} page of the Colby College Chemistry Department.
Computer-assisted design (CAD) programs can create very useful images for teaching, especially for technical disciplines. One can capture one or a few such images, and display them on the Web as GIF or JPG images. Modern CAD packages allow basic design in two dimensions with extensions into three dimensions, including rendering. Most modern architectural designs are rendered with CAD programs. Inexpensive CAD programs with limited features are available.

Figure 8.11. Screen capture from 3D-Home Architect. Left panel, a 2-D rendering of a kitchen plan, complete with a camera aimed toward the window. Right panel, a 3-D rendering of the kitchen from that angle.
Some basic 3-D affects are now available in the drawing tools included in some wordprocessing applications. (Microsoft Word for Windows can take an oval and turn it into a tin can telephone! See Figure 3.01 in Chapter 3.) Companies marketing 3D and/or CAD programs are flooding the marketplace with products aimed at the Web. Some of these focus on the creation of images for use in Web documents.
Mathematica {U08.17} is a very powerful program that performs mathematical operations. In its most recent incarnations, this program has become very sophisticated. When using Mathematica (Figure 8.12), teachers create "notebooks." Text and figures surround the functions of Mathematica in these notebooks such that users can vary parameters in the functions to display the outcomes. It is possible to download notebooks to the client's computer, making them not only visual, but also interactive. The user can access a file using a Web browser, modify parameters within that file, process the changes, and observe the outcome. This is a remarkably powerful feature, one likely to be expanded and emulated by many other programs.

Figure 8.12. Screen capture illustrating a graph generated using Mathematica.
Motion affords visualizations that are difficult or impossible using other media. Movies represent a great challenge, however, since the necessary bandwidth (network capacity) is very large. As the bandwidth of the Internet grows, and ever faster desktop hardware includes more and more storage and RAM, video on the Web becomes more common. Video may be provided in files which are downloaded or by streaming.
The quality of the movies produced for the Web continues to grow as the result of improved hardware and software. However, video is still very expensive in terms of system resources.
In order to work on the Internet, video must be compressed. Uncompressed, a 3 minute movie would be approximately 4 gigabyte. MPEG compression can reduce the file size by up to 99% depending on the images and the degree of lossiness that is acceptable. Uncompressed video takes so much bandwidth that accessibility would need to be restricted. There are several video compression standards commonly in use. MPEG, the film industry standard for video compression, stitches together JPEG images, retaining all the individual frames. Cinepak is the compression format used for QuickTime files. MPEG
{U08.18} has a high compression ratio, using similarities between frames to aid compression, but losing the individual distinctions between frames. MPEG-2 is the current standard for DVD {U08.19}. All video compression is lossy, and video quality quickly becomes an issue when the losses are perceived to be large.
We use the term movie to describe moving images that are packaged into a file that will transfer as a package from the server to the client.
The impact that digital technologies have had on media is nothing short of remarkable. The surrealism that greets viewers, made possible by computers, is spectacular. Also spectacular has been the decrease in video production costs. Not only is desktop video an achievable reality, but portable hardware and software packages are more than up to the task of creating outstanding video. One person can do in minutes what used to take several persons many hours, or even days, to accomplish. With digital video, desktop movie making is rapidly coming into its own. Excellent digital video camcorders are now very affordable.
Desktop video is not something to enter into casually. There is more to making movies than simply running a camera. A sense of production quality appropriate to the task does not come packaged with the equipment. Regardless, many teachers may know their own subject, but creation of quality video requires a larger set of design skills. Many teachers are undertaking their own video production. What teachers do bring to the task is a sense of the troubles students have when they encounter material. This knack for identifying the stumbling blocks is key in many situations.
Video must capture what is needed. The key visual information must nearly fill the video screen, and be devoid of any distracting visual information.
Streaming video is a file sent from a server and captured in a buffer but not stored permanently by the client. As soon as enough information has been received, the video starts. Usually, starting is delayed until a combination of the amount in the buffer and the rate of data reception suggest that the video will be played to completion without interruption. Streaming video usually is played from a server. Sometimes, however, live video is compressed and delivered nearly immediately just seconds elapse between the live act and the information stream sent to the Internet.
Some sort of software player that decompresses the data stream that is arriving and displays it as video is necessary. A player may be included in browser software, or can be downloaded from the Internet.
Most Web uses involve thew client "pulling" material from a server. Streaming video is an example of a "pushing" technology wherein the server may transmit information without explicitly being requested to do so by the client. Streaming video is still evolving. RealNetworks {U08.20} is a company devoted to delivery of streaming video. Apple's QuickTime {U08.21} also supports streaming video. Both are available for both the Macintosh and Windows platforms. The software needed to play the files produced, QuickTime Player and RealPlayer may be downloaded for free.
An animation is a sequence of graphic images stitched together to form a movie. Animations are probably used as often as movies in teaching. Animated graphs, for example, provide clear indications of phenomena.
Elegant animations specifically designed to actively illustrate complex concepts can be developed. John Markwell uses an animation of an electron transfer {U08.22}, part of photosynthesis, in his undergraduate biochemistry courses (see Figure 8.13). This animation was developed using Macromedia Director.

Figure 8.13. Screen capture from animation of electron transfer during photosynthesis.
One of the simplest forms of animation for the Web is the animated GIF, which consists of a series of GIF images stitched together using appropriate software. Figure 8.14 is an animated GIF taken from one of the authors Web sites.
Figure 8.14. One easy animation is accomplished by pasting a series of images together to make an animation movie. This can be accomplished in Fireworks. The image above was created using Chem3D and rotations of about 15 degrees each. When stitched together into a new GIF file, the result appears as a movie. {U08.23}.
If you make your own video, you'll need a digital videocamera. Digital video camcorders are now available for under $1000. Industry scuttle butt has it that a prosumer (professional quality for the consumer market) digital video camera for less than $2000 will hit the market shortly after this book goes to press. It is also possible to start with analog video, and use "capture" hardware that has been available for a decade. If you are starting out, however, we urge you to go digital from the outset. The most important aspect of video is image quality. Because compression is a necessary reality of digitizing video, each step leads to degradation. It is better to start with and preserve pixels as long as possible in the editing, and then compress at the last stage of production. Compression procedures almost always are lossy. A state of the art computer with adequate RAM and drive space are essential to the manipulation of video. Thirty minutes of uncompressed video can fill 40 gigabytes. Editing operations will require space for the original file, the new file, and the interim work.
Once the files of digitized video are on your hard drive, youre ready to begin the editing process. You will need to use some nonlinear videoediting software. Drive space and RAM can limit what you are able to do. For most operations, a one gigabyte drive and 48 megabytes of RAM specify a small system.
Software packages allow you to open and view video. You can easily cut off the ends of a sequence. You also can cut something out of the middle. As in most cases, software recommendations in print age remarkably quickly. Two software packages to look at are Final Cut Pro {U08.24} and Adobe Premier
{U08.25}. To reduce download times, compression becomes a critical issue when movies are going to be served on the Web. Software such as Media Cleaner Pro {U08.26} can be used to fine-tune movie compressions. You will need powerful editing programs that combine video, animation, still images, and graphics to bring your ideas to life.

Figure 8.15. Modified screen capture from Adobe Premier video editing software.
Many visual effects are available to go from one segment to another as you edit them together. For example, you can use a cross-fade where the first image fades to black as the second image comes up from black. Also, you usually can control several soundtracks at the same time.
As it happens, adding information to the video titles, arrows, animated arrows, and the like is quite a bit more complicated and beyond the scope of the simplest editing programs. Most teachers tend to overdo "effects." Remember, your video is embedded in a multimedia platform that can deliver information in many ways. Keep your tapes simple. Think about first focusing students on what is important, and then adding complexity. Complexity cannot be avoided in most real-world situations. Recognizing an ecological relationship in the field is a great deal different than recognizing it in a clean video. For better learning, focus on the key points at first; then provide situations of increasing complexity.
There are at least five different ways in which sound can be used in multimedia programs:
Sound is recognized as one of the emotionally most compelling media. It is the core means of human communication. A teacher can record the sounds made by a scientific instrument, or the calls of a bird, and put these to extremely good use. But in most Web teaching situations, sound is not very useful.
A teacher can record lectures, and have these audio tracks available over the Web. For visually impaired students, this may be particularly helpful. It is not clear how much the teacher stands to gain by having a program read text to learners, however.
Remember, it can take nearly as long to download sounds as to download movies! In some situations, however, sound may be well worth using.
Sound is a very complex area nothing like delivering images where a few formats cover nearly all current situations and are available for nearly all platforms. If sound is mandatory for your pages, we recommend Webmaster Expert Solutions, by Morgan et al. [1996, Chapters 33 and 34] as a reference.
An earcon is a sound used to indicate some event or action. Computers play sounds when we mess up, or when e-mail arrives. Sounds can be used to indicate that a process is complete, that a new page has opened, that form information has been mailed, and so forth. Earcons often are built into hypermedia programs, and they are likely to find appropriate roles in Web-teaching.
Sounds That Convey Information
John Flowers has experimented with the use of sound to convey information [Flowers and Haver, 1995]. In his work, as quantitative graphical information appears on the screen, there is an accompanying sound that informs the viewer of a summary of the information represented in that graph. This is a potentially powerful multimedia application.
Live audio is now broadcast over the Web. In the same way that video can be streamed, audio can be streamed. Many radio stations across the country have turned to streaming audio to increase their listening audience. If a real time broadcast of a lecture or event is desired, one way to approach the problem is streaming audio. A basic Web site can be converted to a virtual broadcast booth. A better approach might be to use streaming video, including a PowerPoint style presentation with the audio.
If spoken voice is important for learning, consider making a movie that consists of a series of still pictures with voice superimposed. In this "voice movie," you can include several images. Make a video containing the desired speech and replace the visual portion with still images using videoediting software. Alternatively, put an image in an HTML file, and link it to a corresponding sound file. If using stills with a video, make the inter-picture transitions slow cross-fades rather than abrupt cuts.
There are two things to keep in mind about music. First, it takes a long time to download music over a slow line. If speed of transmission is an issue in your teaching situation, think twice about including music unless that is what you are teaching. Second, be concerned about authorship and copyrights for background music. The best procedure is to pay a music student a small amount of money to create original music for you such that you own the copyright. Digital music in MIDI format is an effective approach.
The quality of text to speech on computers has been improving steadily. To our ears, its up to the level of poor, possibly fair, but less than good. If you feel that spoken words are essential, consider electronic text to speech as an option. If possible, try this on your target audience. Our experience is that students quickly learn to impersonate the electronic voices, and have a great deal of fun doing so. They quickly pass the point of amusement, however, and get down to business.
When you include sound in your materials, one thing that is necessary is to be able to record and edit sounds conveniently. This requires some sound editing software.

Figure 8.16. Modified screen capture from Macromedia's SoundEdit, an excellent sound editing program.
bandwidth: in Internet jargon, the amount of electronic information that can be delivered per unit time.
bundled: computer jargon describing a package containing several related products, such as a piece of hardware together with one or several software packages used in conjunction with the hardware. The software packages often are limited editions of very well-known, powerful applications, and the purchaser is urged to upgrade to the full version at extra cost.
digital camera: records image as digital information on some digital storage medium (like a memory card).
digital technologies: technologies in which information is dealt with as strings of zeroes and ones rather than as a continuous (analog) signal.
draw; drawing program: graphics program that creates image elements using vectors whose appearance can be modified by selection followed by changing a parameter. [Contrast with paint programs that store information on a pixel-by-pixel (dot-by-dot) basis.]
drive space: the amount of room available on a hard drive. At one time, PCs with 10-megabyte drives were thought to be huge; today 2-gigabyte drives are small.
DVD (): an evolving format for compressed, digital video.
GIF (graphics interchange format): a pixel-based image format created by CompuServe and used widely on the Web.
hypermedia: multimedia linked so as to permit branching from one place to another based on the intent of the user (or programmer).
interlaced; interlacing: the scheme for sending sliced sections of an image in an alternating fashion to make images viewable more quickly. As more information becomes available to the browser, the interlaced image sharpens.
JPEG (Joint Photographic Experts Group): standards for a lossy compression format used for images and QuickTime movies.
metaprinter: software that behaves like a printer by receiving encoded information but which converts that to a different format. In principle, any application printing to a metaprinter may have its output converted to an HTML-tagged file that will appear on a browser much as would the printed copy.
lossless; lossy: descriptions of file compression strategies. Lossless compression retains all of the information so that the compressed file may be reconstructed exactly. Lossy compression involves some loss of information. JPEG and MPEG are lossy compression formats.
MIDI (Musical Instrument Digital Interface): a communications protocol between electronic musical instruments and computers
MNG (Multiple-image Network Graphics): an emerging format to deal with Web-based multimedia.
MPEG: a lossy compression format that is very efficient for movies. Requires hardware (chip) to replay from most desktop computers.
optical character recognition, OCR: a scheme for taking printed images as from typewriting, newspapers, and books, and converting those images of letters into digital text files usable by computers.
paint; painting program: image strategy involving individual dots or pixels in a screen. Difficult to modify after files are created.
Photo CD: digital format developed by Kodak and used to create optical storage media holding very large amounts of visual information.
pixel: dot on a computer screen. There are typically 72 dots per inch on a computer screen.
plug-in: dynamic code modules, native to a specific platform on which a browser runs, that enhance the capabilities of the browser.
PNG (Portable Network Graphics): a pixel-based image format.
RAM: random-access memory. Space in computer where programs and data are stored while in use. At one time, 64K was large; this manuscript was produced on a system with 192 megabytes.
scan; scanner: to scan an image is to create a digital file from the image. A scanner goes from analog information (the picture itself) to a digital file from with the image can be recreated on a computer display device.
sliced; slicing: breaking the image file into several chunks for transmission.
Web page: describes a hypertext file transmitted from server to client using the Web.
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