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Interactive multimedia

Interactive means providing the user with the tools to jump from one place to another in a movie or presentation in a non-linear way.   For instance, a presentation has sections A, B, C and D. You can jump from D to B to A, to C in any order (unless the creator builds in some restrictions).  Interactive also means that users can influence the multimedia presentation in whatever way available, such as typing text, tutorials, or with games. This depends largely on the creator and how far they will allow the user to interact. Computer games are highly interactive, whereas movies are linear. DVD movies are an exception, because they contain a menu that is interactive, thus making a linear product into an interactive product.  Some DVD's even contain little games based on the featured movie.
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A kiosk is basically a computer or video screen for display in public areas.  Kiosks often are encased in an enclosed stand.  The regular kiosk screens show linear movies or presentations, but some have touch screens the user can interact by pressing buttons shown on the soft plastic screen.  In this case the multimedia behind it is interactive, or non-linear.   These types of kiosks are also used as public terminals.  A good example is a job seeker kiosk placed at important railway stations or shopping centers that you may find in some countries. 
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Linear presentation

A film, a video and slide show are linear because you can only play back and forward.  They show a presentation or movie from start to end and no interaction from the user is needed or indeed possible, apart from the basic options. Likewise, a linear multimedia presentation works in the same way.   Good examples of linear presentations are Flash intros, QuickTime movies, RealPlayer movies and PowerPoint slide shows.  See also interactive.
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With an LCD projector connected to a laptop you can project multimedia presentations onto big screens or even onto a wall.  This is often the ideal solution when showing a presentation to a large group of people.   In most cases, these presentations are linear similar to a slide show, while multimedia projects in kiosks can be interactive
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Vectorial artwork

A technique to describe forms and colour in mathematic formula which results in images that remain smaller in kilobytes than in bitmaps (pixel based images).
The great advantage of vectorial images is, that it is resolution independent, and can be scaled to a nearly unlimited size or transformed without any loss at all times.
This is not possible with bitmapped images. Once a bitmap is made every change in size reduces the quality which is clearly visible at the edges of lines and objects. Bitmapped images only remember the value of each pixel it contains. If you want to enlarge a bitmap, the image editor must create in-between pixels to make up for the enlargement thus giving it a less crisp result. Likewise, by reducing the size you get an approximate calculation of pixel values that makes the image not sharp if the resizing is substantial.  Vectorial artwork always remains the same formula, whether blown up to 1000% or reduced to 1%, it will always show up crisp and clear.
Typical examples of vectorial artwork are logos and web graphics.  Vectorial artwork is not suitable for images containing much "noise" or bitmap textures like sand or any grainy texture. The nature of vectorial artwork is that it is sterile and clean whereas bitmaps can have photographic results.  Some vectorial applications have found workarounds to implement textures; however the whole point of vectorial technology is lost.
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