Contents



Preface

Multimedia is the common name for media that combine more than one type of individual medium to create a single unit. In everyday language, the term multimedia usually presents an interactive computing project that uses film, text, and sound, such as, for example, interactive encyclopedia, educational compact discs,

Interactive media are the means of communication in which the outputs depend on the inputs made by the user. It is obvious that the user is an active participant in this kind of communication. Media have the same purpose, but the input parameters made by the user add an interaction to this whole story and lead to interesting options when it comes to the output of a given system. Perhaps the most important characteristic of interactivity is the interaction between user and machine, where

Interactive multimedia allows users to combine, control, and manipulate different types of media, such as text, graphics, audio and video materials, and animations. Interactive multimedia obtains the integration of computer, memory, storage, data, supporting devices, and other information technologies. The most common multimedia applications include interactive education and training programs, various games, and electronic encyclopedias. It should be noted that in recent years, multimedia has been increasingly used in education. The possibility of the unification of multiple components (five pillars of multimedia—audio and video, text, graphics, and animation) helps educators to transfer knowledge to students in a unique way. Students learn better and faster using these methods, and teaching material becomes more interesting and the whole process of learning more amusing.

Chapters are listed in a logical order, but they can be arranged differently, depend-

The first chapter is an introductory chapter that presents the basic guidelines when it comes to multimedia and interactivity. Special attention is paid to models of interaction and to interactive design. One part of the introductory chapter is dedicated to the patterns of interactions that are defined by conditions and modes of interaction, while the other part is dedicated to the interactivity design and simplified view of

Other chapters can be classified in two sections: Interactive Multimedia and Education (Chapters 2, 3, 4, 5, and 6) and Interactive Multimedia and Medicine

The second chapter deals with the importance of cloud storage in the area of pedagogy, where the collaborative task expresses the interaction between learners of individual differences who learn within collaborative purposes and skills to fulfill a specific purpose. The authors have shown how cloud storage allows information owners to host their information in the cloud and how data access control is an

each of the "participants" intends to have an active role.

or DVDs.

ing on the point of view.

(Chapters 7, 8, 9, 10, and 11).

the four major phases that define this discipline.

efficient way to ensure information security in the cloud.

*Anthony Diniz and Heliana Soares*
