Multimedia Applications/Markets

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Transcript Multimedia Applications/Markets

Interactive Multimedia
Applications/Markets
EDCI 663
Major Interactive Multimedia Markets
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Training
Education
Point of Purchase / Point of Information
Home and Entertainment
Training
• The training market
has been and
continues to be one
of the major users
of interactive
multimedia
Training
• Military Training
– Army Tank Gunnery Simulator
– Combat physicians’ simulator
– Aircraft maintenance performance support
system
– Navy sonar technicians’ training
– EIDS, Electronic Information Delivery
System
Training
• Corporate
– General Motors videodisc network
– Actronics CPR trainer
– Accenture’s representative training and
performance support
Education
• Education has tended to be somewhat
slow in adopting interactive multimedia,
but growth has been steady.
– About 50% of schools have (had) videodisc
players
– CD-ROM equipped computers are now
commonplace, and 30% of schools report
having DVD-ROM drives
– 99+% of schools report having Internet
access
Education
• Development of Living Things, first
educational videodisc
• Windows on Science, first multimedia
package to be adopted as a “textbook”
by a state
• Jasper Woodbury series
• Reference material, e.g., Encarta
• Multimedia enhanced CAI, e.g., Carmen
Sandiego, Oregon Trail
Point of Purchase/Information
• Interactive
multimedia has
found a niche as a
consumer-oriented
tool for sales (point
of purchase) and for
information delivery
(point of
information).
Point of Purchase/Information
• Point of Purchase
– Florsheim Shoes
– Budget Rent-a-Car
– Levi Strauss
– Banks
– Realtors
Point of Purchase/Information
• Point of Information
– Walt Disney World
– Shell Travel Centers
– St. Louis Zoo Living World
– Indianapolis Children’s Museum mummy
exhibit
Home and Entertainment
• The home market for interactive
multimedia has been up and down. For
most producers, the home market
continues to be the “holy grail” of
multimedia because of the sheer size of
the market. However, it is a fickle
market that is difficult to predict.
Home and Entertainment
• Arcade
– Dragon’s Lair
• Home Videodisc
– Criterion Collection movies
• CD-ROM
– Home reference/education
– Games, e.g., Myst
Home and Entertainment
• Video Games
– Sony Playstation, Nintendo, Xbox, etc.
• DVD
– Movies
• Next generation DVD
– Sony Playstation (Blu-ray)
– Microsoft Xbox add-on (HD-DVD)
End Notes
• Data on the exact size of markets is
hard to come by. However, it seems
that all four markets are doing
reasonably well now.
• The future is uncertain. Some predict a
boom, while others feel the Internet will
drive out disc media. We’ll just have to
wait and see how things fall out.
The End