SlideServe
Menu
Préférences
© SlideServe · v2026

Interactive Multimedia Applications/Markets

boris avatar
15 diapositives · 314 Views · Sep 17, 2014

This overview delves into the significant interactive multimedia markets, including training, education, point of purchase, and home entertainment. Notably, the training sector has seen consistent growth, utilized by military organizations and corporations. The education field, while slower to adopt interactive multimedia, is expanding with nearly all schools having Internet access and many equipped with advanced media technology. At the point of purchase, brands utilize interactive multimedia for engaging consumer experiences. The home entertainment market offers opportunities in video games and DVDs but faces unpredictability.

Interactive Multimedia Applications/Markets - slide 1
01 / 15Interactive Multimedia Applications/Markets
1 / 17

Télécharger la présentation

Interactive Multimedia Applications/Markets
Une image / un lien ci-dessous est fourni (tel quel) pour télécharger la présentation

Politique de téléchargement : le contenu du site vous est fourni TEL QUEL pour votre information et votre usage personnel ; il ne peut être vendu, concédé sous licence ni partagé sur d’autres sites sans l’accord de son auteur.Le contenu vous est fourni TEL QUEL, pour votre information et votre usage personnel uniquement. Téléchargez la présentation en cliquant sur ce lien. Lors du téléchargement, si vous ne parvenez pas à télécharger une présentation, l’éditeur a peut-être supprimé le fichier de son serveur.Pendant le téléchargement, si vous ne parvenez pas à obtenir une présentation, le fichier a peut-être été supprimé par l’éditeur.

F I N

Plus de contenu associé

Transcription de la présentation
  1. Interactive MultimediaApplications/Markets EDCI 663

  2. Major Interactive Multimedia Markets • Training • Education • Point of Purchase / Point of Information • Home and Entertainment

  3. Training • The training market has been and continues to be one of the major users of interactive multimedia

  4. Training • Military Training • Army Tank Gunnery Simulator • Combat physicians’ simulator • Aircraft maintenance performance support system • Navy sonar technicians’ training • EIDS, Electronic Information Delivery System

  5. Training • Corporate • General Motors videodisc network • Actronics CPR trainer • Accenture’s representative training and performance support

  6. 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

  7. 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

  8. 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).

  9. Point of Purchase/Information • Point of Purchase • Florsheim Shoes • Budget Rent-a-Car • Levi Strauss • Banks • Realtors

  10. Point of Purchase/Information • Point of Information • Walt Disney World • Shell Travel Centers • St. Louis Zoo Living World • Indianapolis Children’s Museum mummy exhibit

  11. 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.

  12. Home and Entertainment • Arcade • Dragon’s Lair • Home Videodisc • Criterion Collection movies • CD-ROM • Home reference/education • Games, e.g., Myst

  13. 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)

  14. 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.

  15. The End