ca605 multimedia production
DESCRIPTION
MultimediaTRANSCRIPT
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PN HAZLINA BINTI MAHFIDZ
EN ENGKU SHAHRULERIZAL
BIN ENGKU AB RAHMAN
CA604
MULTIMEDIA PRODUCTION
LECTURER:
http://modul2poli.blogspot.com/
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1. INTRODUCTION TO MULTIMEDIA 2. MULTIMEDIA ELEMENTS 3. MULTIMEDIA APPLICATION 4. VIDEO PRODUCTION
SYLLABUS
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1. INTRODUCTION TO
MULTIMEDIA
Apakah yang anda faham mengenai multimedia?
Adakah multimedia = video?
Apakah perbezaan antara komputer dan multimedia?
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1. INTRODUCTION TO
MULTIMEDIA
Multimedia boleh ditakrifkan sebagai : Multi: banyak atau pelbagai Media: berasal dari perkataan medium yang bermaksud "kaedah berkomunikasi"
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1. INTRODUCTION TO
MULTIMEDIA
Definisi multimedia (Asal):
Multimedia bermakna menggunakan 2 atau lebih media
bagi sesuatu persembahan, contohnya video dan slide.
Definisi multimedia (Baru):
Multimedia merujuk kepada persembahan
berpusatkan komputer yang
menggabungkan unsur-unsur
photo, video, teks, grafik, audio dan animasi.
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1. INTRODUCTION TO
MULTIMEDIA
Definisi multimedia (Terkini):
Proses komunikasi interaktif berasaskan penggunaan
komputer yang merangkumi penggunaan media audio
visual seperti teks, grafik, audio, video, dan animasi.
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1. INTRODUCTION TO
MULTIMEDIA
http://modul2poli.blogspot.com/
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1. INTRODUCTION TO
MULTIMEDIA
PERISIAN (SOFTWARE):
COREL STUDIO
PINACCLE
ADOBE AFTER EFFECT
SONY VEGAS
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2. MULTIMEDIA
ELEMENTS
Text
Graphics
Audio
Video
Animation
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TEXT • Teks merupakan asas utama penyaluran
sesuatu maklumat.
• Perbagai jenis rupa taip dan font memberi daya tarikan dalam sesuatu persembahan maklumat.
• Teks boleh juga digunakan untuk memberi penekanan atau pengukuhan kepada sesuatu isu.
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GRAPHICS • Grafik berupaya menyampaikan bukan sahaja maksud tetapi
situasi, perasaan, tonasi serta deria rasa secara lebih terperinci bagi sesuatu keadaan.
• Grafik digunakan di dalam aplikasi multimedia di dalam keadaan-keadaan berikut :
Elemen pelengkap. Grafik biasanya merupakan latar belakang
dan tekstur di mana ianya menjadi pelengkap terhadap maksud
yang ingin disampaikan melalui paparan.
Fokus utama. Logo, imej, lukisan, rajah dan fotograf yang menghiasi paparan
Grafik boleh dibahagikan kepada dua kategori asas, iaitu grafik
vektor dan grafik bitmap.
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Grafik jenis vektor
– merujuk kepada grafik berorientasi objek yang dihasilkan
menerusi arahan matematik.
– Contohnya, sebiji bola di dalam format grafik vektor terbina
daripada definisi matematik, di mana sebuah bulatan
dengan radius tertentu, ditetapkan pada lokasi tertentu dan
diisi dengan warna tertentu. Walaupun bola tersebut dialih
lokasi, diubah saiz mahupun di tukar warnanya, kualiti
grafik yang dihasilkan tetap sama.
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Grafik Bitmap
• Grafik bitmap juga dikenali sebagai imej raster atau imej peta bit.
• Imej bitmap terhasil daripada titik-titik yang disusun secara spesifik dalam bentuk matrik. Titik-titik ini dikenali sebagai piksel (Pixels = Picture + Element). Imej-imej piksel ini dinamakan imej bitmap.
• Piksel-piksel ini disusun mengikut saiz, warna, dan lokasi. Kombinasi kesemua piksel pada skrin komputer inilah yang menghasilkan imej. Setiap piksel atau titik yang membentuk imej bitmap terdiri daripada 3 warna iaitu Merah, Hijau dan Biru atau lebih dikenali sebagai warna RGB.(Red, Green, Blue). Walau bagaimanapun piksel-piksel ini juga boleh terdiri daripada warna hitam dan putih (monochrome) atau warna kelabu atau mempunyai 256 warna hingga 16 juta warna.
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Panduan Menggunakan Grafik dalam
Multimedia
• Pilih grafik yang bersesuaian dengan
kumpulan sasaran
• Pilih grafik yang tidak menyentuh sensitiviti
kaum atau agama
• Gunakan spesifikasi grafik yang boleh
digunakan tanpa masalah pada sistem
berkeupayaan rendah
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AUDIO
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VIDEO
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ANIMATION • Animasi berasal daripada perkataan Latin yang bermaksud
“dihidupkan” atau “bring to life”. Animasi adalah satu perbuatan atau proses menjadikan sesuatu agar kelihatan hidup.
• Definisi animasi yang lebih menyeluruh dapat dilihat daripada takrifan yang diberikan oleh Neo & Neo (1997) seperti berikut:
“Animasi merupakan satu teknologi yang membolehkan imej pegun kelihatan seolah-olah hidup, dapat bergerak, beraksi dan bercakap. Ini dimungkinkan dengan menerapkan satu teknik kinematografi grafik dan seni plastik untuk menghasilkan atau memberi ilusi pergerakan dan penghidupan kepada lukisan kartun, lukisan tangan, patung dan objek tiga dimensi.”
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• Animasi dimungkinkan kerana fenomena biologikal yang dikenali sebagai “persistence of vision”. Sesuatu objek yang dilihat oleh mata manusia akan dipetakan pada retina dalam satu jangka masa yang singkat selepas ianya dilihat.
• Ini membolehkan berlakunya satu siri imej yang berubah sedikit demi sedikit dengan kadar yang pantas secara silih berganti sehingga ia kelihatan dan menghasilkan satu ilusi yang hidup serta bergerak secara sendiri
• Denganmengubah sedikit kedudukan atau rupa bentuk sesuatu objek dengan pantas, mata kita akan mengandaikan perubahan tersebut sebagai satu pergerakan atau animasi.
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• Kepentingan Animasi
• Animasi menceriakan lagi persembahan sesuatu maklumat.
• Animasi membantu di dalam menerangkan suatu konsep yang
kompleks dengan mudah.
• Animasi mampu menarik perhatian pengguna atau penonton.
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3. MULTIMEDIA
APPLICATION
SOFTWARE
EQUIPMENT
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SOFTWARE
• VIDEO PRODUCTION SOFTWARE
• AUDIO SOFTWARE
• ANIMATION SOFTWARE
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EQUIPMENT
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a. Pegang dengan teguh – guna tripod jika perlu.
b. Klik pertama – rakaman bermula
Klik kedua – memberhentikan rakaman
c. Rakam dalam MANUAL.
d. Kamera dalam FOKUS sebelum rakaman dibuat.
- zoom in - fokus
- zoom out - fokus
- kemudian baru rakam.
Prinsip Asas Video Shooting
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• Kamera video
• Tripod
• Pita
• Bateri, pengecas bateri.
• Lampu / pencahayaan
Peralatan Penggambaran
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Perspektif Kamera
ZOOM
• Pengawalan terhadap kedudukan kamera dan perubahan jarak lensanya. Manipulasikan ZOOM-IN dan ZOOM-OUT.
FRAME
• satu bahagian Shot yg berlaku dgn mengubahkan jarak fokal lensa atau jarak subjek.
SHOT
• sebarang rakaman yg berkesinambungan dari kamera dimulakan (on) hingga ia diberhentikan (off)
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• Perspektif objektif (biasa)
• Perspektif Subjektif (pengalaman dapat
dirasai/kesan dramatik)
• Perspektif laporan (head on shot) –
kamera berhubung terus spt. Baca
berita
Perspektif Gambaran
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5
Shot Asas:
• Long Shot (LS)
• Medium Shot (MS)
• Close-up (CU)
Camera Shots
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A general view of the setting
and the subject. It provides
an orientation for the
viewer, by establishing all
elements in the scene.
Long Shot (LS)
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• A closer view of the subject,
eliminating unnecessary
background and other details.
• Gambar diambil dari atas
kepala sehingga ke paras atas
pinggang
Medium Shot (MS)
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• A concentration on the
subject, or on a part of it,
excluding everything else
from view.
• Pengambaran jarak dekat
menumpu pada bahagian
wajah seseorang
Close Up (CU)
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Extreme Wide Shot (EWS)
The view is so far from the subject http://modul2poli.blogspot.com/
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The subject takes up
the full frame, or at
least as much as
possible
Wide Shot/Full Shot
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• Half way
between a MS
and a CU.
Medium Close Up (MCU)
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• The ECU gets
right in and shows
extreme detail
Extreme Close Up (ECU)
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A comfortable
shot of two
people, framed
similarly to a mid
shot.
Two Shot
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Looking from behind
a person at the subject
Over the Shoulder Shot
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• The subject is the
weather, usually the sky.
Can be used for other
purposes.
Weather Shot
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Memperbagaikan, menekankan
dan memberi kesan dramatik
Asas Angle Shots
1. Eye level shot
2. High-angle shot
3. Low-angle shot
Angle dan Positions Shots
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The normal or neutral
camera position is at
about eye level for a
person standing.
Eye Level Shot
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A camera in a higher position, looking down on the subject, that gives the illusion of placing the subject in an inferior position, reducing its size and slowing its motion.
High-Angle Shot
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A camera in a lower than
normal position, looking up
at the subject, that seems to
give the subject a dominant
position, exaggerating its
height and speeding up
movement.
Low-angle Shot
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• The scene is shown from directly above. This is a completely different and somewhat unnatural point of view which can be used for dramatic effect or for showing a different spatial perspective.
• In drama it can be used to show the positions and motions of different characters and objects, enabling the viewer to see things the characters can't.
Bird Eye
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1. Panning
2. Tilting
3. Dollying
4. Zooming
Pergerakan Kamera
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Pergerakan Kamera
secara horizontal
- Pan left
- Pan right
Panning
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Pergerakan kamera secara vertikal
- Tilt up
- Tilt down
Tilting
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Pergerakan kamera menjauhi atau
mendekati subjek.
Dollying juga dikenali sebagai tracking.
Dollying
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A continuous change of the camera lens
focal length during a scene that simulates
the effect of camera movement towards or
away from the subject.
Zoom
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• An arc shot is a camera move around the subject, somewhat like a tracking shot.
• In mathematics, an arc is a segment of the circumference of a circle. A camera arc is similar — the camera moves in a rough semi-circle around the subject.
Arc Shot
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Headroom
• "Headroom", "looking room", and "leading room". These terms refer to the amount of room in the frame which is strategically left empty. The shot of the baby crawling has some leading room for him to crawl into, and the shot of his mother has some looking room for her to look into. Without this empty space, the framing will look uncomfortable. Headroom is the amount of space between the top of the
subject's head and the top of the frame.
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• Butang pengawal white balance- merujuk kepada proses penyelarasan warna. Kemudahan white balance digunakan bagi membantu proses mengenal warna. Ini dilakukan dengan mewakilkan setiap warna yang ada sebenar (true white) supaya gambar yang terhasil nanti mempunyai tona kecerahan yang semulajadi dengan keadaan sekeliling.
• Butang Zoom –membolehkan sesuatu objek yang di rakamkan kelihatan lebih besar ( lebih dekat ) atau kelihatan lebih kecil ( lebih jauh) dari lensa kamera.
• Fokus – mendapatkan imej yang lebih jelas supaya gambar objek atau pemandangan yang diambil lebih tajam dan jelas (tidak kabur)
Butang Utama
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• pose (posture)
• gerakan anggota badan (gesture)
• perpindahan tempat (movement)
• tindakan/perbuatan tertentu (purpose
action)
• ekspresi wajah (facial expression)
• hubungan pandang (eye contact).
Unsur Visual
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