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Interactive Multimedia Applications/Markets. EDCI 663. Major Interactive Multimedia Markets. 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.
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Major Interactive Multimedia Markets • 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.