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WORKING WITH DREAMWEAVER

Unique integration features make it easy to work on files


interchangeably in Dreamweaver and Fireworks.
Dreamweaver and Fireworks recognize and share many of
the same file edits, including changes to links, image maps,
table slices, and more. Together, the two applications
provide a streamlined workflow for editing, optimizing, and
placing web graphics files in HTML pages.

If you want to modify Fireworks images and tables placed in


a Dreamweaver document, you can start Fireworks from the
Property inspector in Dreamweaver to make edits and then
return to the updated document in Dreamweaver. If you
want to make quick optimization edits to images and
animations, you can open the Fireworks Export Preview
dialog box from the Dreamweaver Property inspector and
enter updated settings. In either case, updates are made to
the placed files in Dreamweaver, as well as to the source
Fireworks files, if those source files were opened.

To further streamline the web design workflow, you can


create image placeholders in Dreamweaver for future
Fireworks images. You can later select those placeholders
and start Fireworks to create desired graphics in the
dimensions specified by the Dreamweaver placeholder
images. Once in Fireworks, you can change the image
dimensions if desired.

ABOUT WORKING IN FIREWORKS

Fireworks is a versatile program for creating, editing, and


optimizing web graphics. You can create and edit both
bitmap and vector images, design web effects such as
rollovers and pop-up menus, crop and optimize graphics to
reduce their file size, and save time by automating repetitive
tasks. When a document is complete, you can export or save
it as a JPEG file, GIF file, or file of another format--along with
HTML files containing HTML tables and JavaScript code--for
use on the web. You also can export or save a type of file
specific to another program, such as Adobe Photoshop or
Adobe Flash, if you want to continue working in the other
program.

ADOBE DREAMWEAVER

Adobe Dreamweaver (formerly Macromedia Dreamweaver) is a web


development application originally created by Macromedia, and is now
developed by Adobe Systems, which acquired Macromedia in 2005.

Dreamweaver is available for both Mac and Windows operating systems.


Recent versions have incorporated support for web technologies such as CSS,
JavaScript, and various server-side scripting languages and frameworks
including ASP, ColdFusion, and PHP.

SYNTAX HIGHLIGHTING

As of version 6, Dreamweaver supports syntax highlighting for the following


languages out of the box:

• ActionScript
• Active Server Pages (ASP).
• ASP.NET
• C#
• Cascading Style Sheets (CSS)
• ColdFusion
• EDML
• Extensible HyperText Markup Language (XHTML)
• Extensible Markup Language (XML)
• Extensible Stylesheet Language Transformations (XSLT)
• HyperText Markup Language (HTML)
• Java
• JavaScript
• JavaServer Pages (JSP)
• PHP: Hypertext Preprocessor (PHP)
• Visual Basic (VB)
• Visual Basic Script Edition (VBScript)
• Wireless Markup Language (WML)

It is also possible to add your own language syntax highlighting to its


repertoire.

In addition, code completion is available for many of these languages.

ADDING RICHNESS TO WEB PAGES WITH 3D EFFECTS

3D effects can suggest a rich, multi-layered, realistic, believable


environment. The golden rule is: use with care Nothing works if it's applied to
everything - things need something to stand out *against*.

USE 3D GRAPHICS CONSISTENTLY

Light source is often crucial. Two things to remember about all 3D/shading
effects is that they're both light effects and illusions.

For the illusion to work, the user needs to believe that what they're seeing
could be real. To create a physical illusion, you need a plausible facsimile of
reality, and consistency in treatment. For example, if you had an element
appearing to be both behind and in front of another element, the illusion
effect could be broken.

One of the most common mistakes in 3D effects is to use different lighting


sources on different elements. It's OK to have more than one light source,
and a lot of design does that today, because it produces lighter and softer
effects. However, the overall light environment has to be just believable
enough.

3D graphics can give web page designs a range of 3D illusions, which are
powerful devices for managing attention. Using 3D graphics in web design
can also add significantly to overall page filesize, and can reduce usability if
overused, so should be used deliberately and with care
ADOBE FLASH

Adobe Flash (formerly Macromedia Flash) is a multimedia platform that is


popular for adding animation and interactivity to web pages. Originally
acquired by Macromedia, Flash was introduced in 1996, and is currently
developed and distributed by Adobe Systems.

Flash is commonly used to create animation, advertisements, and various


web page Flash components, to integrate video into web pages, and more
recently, to develop rich Internet applications. Flash can manipulate vector
and raster graphics, and supports bidirectional streaming of audio and video.
It contains a scripting language called ActionScript. Several software
products, systems, and devices are able to create or display Flash content,
including Adobe Flash Player, which is available free for most common web
browsers, some mobile phones and for other electronic devices (using Flash
Lite). The Adobe Flash Professional multimedia authoring program is used to
create content for the Adobe Engagement Platform, such as web applications,
games and movies, and content for mobile phones and other embedded
devices.

Files in the SWF format, traditionally called "ShockWave Flash" movies,


"Flash movies" or "Flash games", usually have a .swf file extension and may
be an object of a web page, strictly "played" in a standalone Flash Player, or
incorporated into a Projector, a self-executing Flash movie (with the .exe
extension in Microsoft Windows). Flash Video files[spec 1] have a .flv file
extension and are either used from within .swf files or played through a flv-
aware player, such as VLC, or QuickTime and Windows Media Player with
external codecs added.

VRML

VRML (Virtual Reality Modelling Language, pronounced vermal or by its


initials, originally — before 1995 — known as the Virtual Reality Markup
Language) is a standard file format for representing 3-dimensional (3D)
interactive vector graphics, designed particularly with the World Wide Web in
mind. It has been superseded by X3D.[1]

FORMAT

VRML is a text file format where, e.g., vertices and edges for a 3D polygon
can be specified along with the surface color, UV mapped textures, shininess,
transparency, and so on.[2] URLs can be associated with graphical
components so that a web browser might fetch a webpage or a new VRML file
from the Internet when the user clicks on the specific graphical component.
Animations, sounds, lighting, and other aspects of the virtual world can
interact with the user or may be triggered by external events such as timers.
A special Script Node allows the addition of program code (e.g., written in
Java or JavaScript (ECMAScript)) to a VRML file.

VRML files are commonly called "worlds" and have the *.wrl extension (for
example island.wrl). Although VRML worlds use a text format, they may often
be compressed using gzip so that they transfer over the internet more
quickly (some gzip compressed files use the *.wrz extension). Many 3D
modeling programs can save objects and scenes in VRML format.

STANDARDIZATION

The Web3D Consortium has been formed to further the collective


development of the format. VRML (and its successor, X3D), have been
accepted as international standards by the International Organization for
Standardization (ISO).

The first version of VRML was specified in November 1994. This version was
specified from, and very closely resembled, the API and file format of the
Open Inventor software component, originally developed by SGI. The current
and functionally complete version is VRML97 (ISO/IEC 14772-1:1997). VRML
has now been superseded by X3D (ISO/IEC 19775-1)

MEDIA (COMMUNICATION)

In communication, media (singular medium) are the storage and


transmission channels or tools used to store and deliver information or data.
It is often referred to as synonymous with mass media or news media, but
may refer to a single medium used to communicate any data for any
purpose.[1][2][3]

ELECTRONIC MEDIA

Main article: Electronic media

In the last century, a revolution in telecommunications has greatly altered


communication by providing new media for long distance communication.
The first transatlantic two-way radio broadcast occurred in 1906 and led to
common communication via analogue and digital media:

• Analog telecommunications include traditional telephony, radio, and TV


broadcasts.
• Digital telecommunications allow for computer-mediated
communication, telegraphy, and computer networks.

Modern communication media now allow for intense long-distance exchanges


between larger numbers of people (many-to-many communication via e-mail,
Internet forums, and teleportation). On the other hand, many traditional
broadcast media and mass media favor one-to-many communication
(television, cinema, radio, newspaper, magazines, and also teleportation).

SOCIAL IMPACT

Media technology has made communicating increasingly easier as time has


passed throughout history. Today, children are encouraged to use media
tools in school and are expected to have a general understanding of the
various technologies available. The internet is arguably one of the most
effective tools in media for communication. Tools such as e-mail, MSN,
Facebook etc, have brought people closer together and created new online
communities. However, some may argue that certain types of media can
hinder face-to-face communication and therefore can result in complications
like identity fraud.

In a large consumer-driven society, electronic media (such as television) and


print media (such as newspapers) are important for distributing
advertisement media. More technologically advanced societies have access
to goods and services through newer media than less technologically
advanced societies.

Media, through media and communications psychology, has helped to


connect diverse people from far and near geographical location. It has also
helped in the aspect of on- line/ internet business and other activities that
has an on-line version. All media intended to affect human behavior is
initiatied through communication and the intended behavior is coucned in
psychology. Therefore, understanding media and communications psychology
is fundamental in understanding the social and individual effects of media.
The expanding field of media and ocmmunications psychology combines
these established disciplines in a new way.

Timing change based on innovation and efficiency may not have a direct
correlation with technology. The information revolution is based on modern
advancements. During the 19th century, the information "boom" exploded
with advancement of postal systems, increase in newspaper accessibility, as
well as schools "modernizing". These advancements were made due to the
increase of people becoming literate and educated.The methodology of
communication although has changed and dispersed in numerous directions
based on the source of its sociocultural impact. The sociopsychomedia effect
coined by media and learning psychologist Bernard Luskin applies the
sociocultural implications of media to society and human behavior.
Media consumption

Listening of music

Watching tv

Watching movie on theatre

Listening radio

DIGITAL COMMUNICATION

Data transmission, digital transmission or digital communications is


the physical transfer of data (a digital bit stream) over a point-to-point or
point-to-multipoint transmission medium. Examples of such media are copper
wires, optical fibers, wireless communication media, and storage media. The
data is often represented as an electro-magnetic signal, such as an electrical
voltage signal, a radiowave or microwave signal or an infra-red signal.

While analog communications is the transfer of continuously varying


information signal, digital communications is the transfer of discrete
messages. The messages are either represented by a sequence of pulses by
means of a line code (baseband transmission), or by a limited set of
continuously varying wave forms (passband transmission), using a digital
modulation method. According to the most common definition of digital
signal, both baseband and passband signals representing bit-streams are
considered as digital transmission, while an alternative definition only
considers the baseband signal as digital, and the passband transmission as a
form of digital-to-analog conversion.

Data transmitted may be digital messages originating from a data source, for
example a computer or a keyboard. It may also be an analog signal such as a
phone call or a video signal, digitized into a bit-stream for example using
pulse-code modulation (PCM) or more advanced source coding (data
compression) schemes. This source coding and decoding is carried out by
codec equipment.
BASEBAND OR PASSBAND TRANSMISSION

The physically transmitted signal may be one of the following:

1. A baseband signal ("digital-over-digital" transmission): A sequence of


electrical pulses or light pulses produced by means of a line coding
scheme such as Manchester coding. This is typically used in serial
cables, wired local area networks such as Ethernet, and in optical fiber
communication. It results in a pulse amplitude modulated signal, also
known as a pulse train.
2. A passband signal ("digital-over-analog" transmission): A modulated
sine wave signal representing a digital bit-stream. Note that this is in
some textbooks considered as analog transmission, but in most books
as digital transmission. The signal is produced by means of a digital
modulation method such as PSK, QAM or FSK. The modulation and
demodulation is carried out by modem equipment. This is used in
wireless communication, and over telephone network local-loop and
cable-TV networks.

SERIAL AND PARALLEL TRANSMISSION

In telecommunications, serial transmission is the sequential transmission of


signal elements of a group representing a character or other entity of data.
Digital serial transmissions are bits sent over a single wire, frequency or
optical path sequentially. Because it requires less signal processing and less
chances for error than parallel transmission, the transfer rate of each
individual path may be faster. This can be used over longer distances as a
check digit or parity bit can be sent along it easily.

In telecommunications, parallel transmission is the simultaneous


transmission of the signal elements of a character or other entity of data. In
digital communications, parallel transmission is the simultaneous
transmission of related signal elements over two or more separate paths.
Multiple electrical wires are used which can transmit multiple bits
simultaneously, which allows for higher data transfer rates than can be
achieved with serial transmission. This method is used internally within the
computer, for example the internal buses, and sometimes externally for such
things as printers, The major issue with this is "skewing" because the wires in
parallel data transmission have slightly different properties (not intentionally)
so some bits may arrive before others, which may corrupt the message. A
parity bit can help to reduce this. However, electrical wire parallel data
transmission is therefore less reliable for long distances because corrupt
transmissions are far more likely.

TYPES OF COMMUNICATION CHANNELS


• Simplex
• Half-duplex
• Full-duplex
• Point-to-point
• Multi-drop:
o Bus network
o Ring network
o Star network
o Mesh network
o Wireless network
o Template:Jitenra computer

ASYNCHRONOUS AND SYNCHRONOUS DATA TRANSMISSION

Main article: comparison of synchronous and asynchronous signalling

Asynchronous transmission uses start and stop bits to signify the


beginning bit ASCII character would actually be transmitted using 10 bits e.g.:
A "0100 0001" would become "1 0100 0001 0". The extra one (or zero
depending on parity bit) at the start and end of the transmission tells the
receiver first that a character is coming and secondly that the character has
ended. This method of transmission is used when data are sent intermittently
as opposed to in a solid stream. In the previous example the start and stop
bits are in bold. The start and stop bits must be of opposite polarity. This
allows the receiver to recognize when the second packet of information is
being sent.

Synchronous transmission uses no start and stop bits but instead


synchronizes transmission speeds at both the receiving and sending end of
the transmission using clock signals built into each component. A continual
stream of data is then sent between the two nodes. Due to there being no
start and stop bits the data transfer rate is quicker although more errors will
occur, as the clocks will eventually get out of sync, and the receiving device
would have the wrong time that had been agreed in protocol (computing) for
sending/receiving data, so some bytes could become corrupted (by losing
bits). Ways to get around this problem include re-synchronization of the
clocks and use of check digits to ensure the byte is correctly interpreted and
received.

DIGITAL AUDIO BROADCASTING


For other digital audio broadcasting systems, see Digital radio.

Countries with DAB, DAB+ or DMB broadcasts[1]

Digital Audio Broadcasting (DAB), is a digital radio technology for


broadcasting radio stations, used in several countries, particularly in Europe.
As of 2006, approximately 1,000 stations worldwide broadcast in the DAB
format.[2]

The DAB standard was initiated as a European research project in the 1980s,
[3]
and the BBC launched the first DAB digital radio in 1995.[4] DAB receivers
have been available in many countries since the end of the nineties. DAB
may offer more radio programmes over a specific spectrum than analogue
FM radio. DAB is more robust with regard to noise and multipath fading for
mobile listening, but DAB reception quality degrades rapidly when the signal
strength isn't strong, whereas FM reception quality degrades slowly.

An "informal listening test" by Professor Sverre Holm has shown that for
stationary listening the audio quality on DAB is lower than FM stereo, due to
most stations using a bit rate of 128 kbit/s or less, with the MP2 audio codec,
which requires 160 kbit/s to achieve perceived FM quality. 128 kbit/s gives
better dynamic range or signal-to-noise ratio than FM radio, but a more
smeared stereo image, and an upper cutoff frequency of 14 kHz,
corresponding to 15 kHz of FM radio.[5] However, "CD sound quality" with MP2
is possible "with 256..192 kbps".[6]

An upgraded version of the system was released in February 2007, which is


called DAB+. DAB is not forward compatible with DAB+, which means that
DAB-only receivers will not be able to receive DAB+ broadcasts.[7] DAB+ is
approximately twice as efficient as DAB due to the adoption of the AAC+
audio codec, and DAB+ can provide high quality audio with as low as
64kbit/s.[8] Reception quality will also be more robust on DAB+ than on DAB
due to the addition of Reed-Solomon error correction coding.

More than 20 countries provide DAB transmissions, and several countries,


such as Australia, Italy, Malta and Switzerland, have started transmitting
DAB+ stations. See Countries using DAB/DMB. However, in a majority of
these countries very few DAB stations and DAB receivers exist.

DIGITAL RADIO

Digital radio describes radio technologies which carry information as a


digital signal, by means of a digital modulation method. The most common
meaning is digital audio broadcasting technologies, but the topic may also
cover TV broadcasting, two-way digital wireless communication technologies,
and radio delivered via the Internet. The acronym DAB (Digital Audio
Broadcasting) is synonymous with the Eureka 147 standard.

ONE-WAY DIGITAL RADIO STANDARDS

One-way standards those used for broadcasting, as opposed to those used for
two-way communication. While digital broadcasting offers many potential
benefits, its introduction has been hindered by a lack of global agreement on
standards. The Eureka 147 standard (DAB) for digital radio is the most
commonly used and is coordinated by the World DMB Forum, which
represents more than 30 countries. This standard of digital radio technology
was defined in the late 1980s, and is now being introduced in many
countries. Commercial DAB receivers began to be sold in 1999 and, by 2006,
500 million people were in the coverage area of DAB broadcasts, although by
this time sales had only taken off in the UK and Denmark. In 2006 there are
approximately 1,000 DAB stations in operation.[1] There have been criticisms
of the Eureka 147 standard and so a new 'DAB+' standard has been
proposed.

To date the following standards have been defined for one-way digital radio:

Two –way digital radio

MOBILE TELEPHONY

Most current mobile phones connect to a cellular network of base stations


(cell sites), which is in turn interconnected to the public switched telephone
network (PSTN) (the exception is satellite phones).
In 2008 there were 4.1 billion mobile cellular subscriptions in the world.[1]

MULTIMEDIA CONFERENCING

Definition : MULTIMEDIA CONFERENCING IS ONE OF THE MAIN BUILDING


BLOCKS OF COLLABORATIVE MULTIMEDIA COMPUTING TODAY.

It has been repeatedly hailed as on the brink of ubiquity and as a panacea for
communications in distributed teams. In this article, we use the term
“multimedia conferencing” instead of videoconferencing because the
systems discussed in this section integrate multiple media formats into one
system, not just video. The multimedia conferencing market is believed to be
one of the key markets within the multimedia market segment. Recent
developments in multimedia systems and networking technology show that
using desktop multimedia conferencing for group decision-making on WANs
such as the Internet is feasible. Researchers have often discussed the failure
of video to support interpersonal communication.

The merging of workstation technology and real-time computer conferencing


has had a significant impact on CSCW and group decision-making and lead to
the term “desktop conferencing”. Research on early multimedia conferencing
systems such as those developed at AT&T Bell Laboratories, Bellcore, and
NEC had as their aim the provision of the facilities found at face-to-face
meetings with remote groups. It is generally accepted that computer-
supported decision-making and communication results in many changes in
communication patterns, greater task orientation and shorter meetings. The
main obstacle, we argue in this chapter, is that group problem solving and
task accomplishments as well as organizational structure and – process
support have never been addressed adequately. Research in communications
studies showed that voice is only a little slower than face-to-face
communications. This might imply that video is not relevant for effective and
efficient communications. Hence, studies provided evidence that the final
outcome of any given task is not influenced positively by multimedia
conferencing support, although people were happy to use it.

Another promising area in multimedia conferencing research deals with so


called “gazeawareness” support. This research deals with the question of
how to provide eye contact between conferencing participants. From a social
perspective people who use frequent eye contact are perceived as more
attentive, friendly, cooperative, confident, mature, and sincere than those
who avoid it. The loss of gaze-awareness is one important contributing factor
to the failure of multimedia conferencing as a mass tool. Today, systems
supporting gaze-awareness are still in their infancy and mostly first research
prototypes.

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