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Encyclopedia of Computer Science and Technology

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322 multimediaa maximum <strong>of</strong> 640 kB <strong>of</strong> memory to hold the operatingsystem <strong>and</strong> application programs. A trick called “exp<strong>and</strong>edmemory” was developed to allow data to be swapped back<strong>and</strong> forth between the 640 kB <strong>of</strong> usable memory <strong>and</strong> the1–2 MB <strong>of</strong> additional memory that became available in thelater 1980s.By the early 1990s, MS-DOS (then up to version 6.0) was<strong>of</strong>fering an alternative comm<strong>and</strong> processor (called DOS-SHELL) that included some mouse operations, better supportfor larger amounts <strong>of</strong> memory, <strong>and</strong> the ability to switchbetween different application programs. However, by thattime Windows 3.0 was proving increasingly successful, <strong>and</strong>by 1995 most new PCs were being shipped with Windows.Many new users scarcely used MS-DOS at all. Finally, withthe advent <strong>of</strong> Windows NT, 2000, <strong>and</strong> XP, the MS-DOS programcode that still lurked within the process <strong>of</strong> runningWindows disappeared entirely.Further Reading“Information <strong>and</strong> Help with Micros<strong>of</strong>t DOS.” Available online.URL: http://www.computerhope.com/msdos.htm. AccessedAugust 15, 2007.Paterson, Tim. “An Inside Look at MS-DOS.” Byte, vol. 8, no.6, June 1983, 250–252. Available online. URL: http://www.patersontech.com/Dos/Byte/InsideDos.htm. Accessed February6, 2008.multimediaThe earliest computers produced only numeric output ortext (which itself actually consists <strong>of</strong> numbers—see characters<strong>and</strong> strings). During the 1960s, CRT graphics (seemonitor) came into limited use, mainly on computers usedfor scientific <strong>and</strong> engineering applications (see minicomputer).However, most business computer users continuedto receive only textual output. A notable exception in the1970s was PLATO, a system <strong>of</strong> networked educational computerterminals that combined text, graphics, <strong>and</strong> sound. Itis this combination that became known as multimedia.While much less powerful than mainframes or minicomputers,the hobbyist <strong>and</strong> early commercial PCs (seegraphics card) <strong>of</strong> the late 1970s generally did have thecapability <strong>of</strong> producing simple monochrome or color graphicson a monitor or TV screen. The Apple Macintosh, firstreleased in 1984, was a considerable leap forward: Its userinterface was inherently graphical, with even text beingrendered as graphic bitmaps (see Macintosh).The arrival <strong>of</strong> the PC greatly encouraged the development<strong>of</strong> entertainment s<strong>of</strong>tware (see computer games) aswell as educational programs. As PCs became more powerful<strong>and</strong> gained hard drives <strong>and</strong>, by the late 1980s, CD-ROMdrives (see CD-Rom), it became practical to put extensivemultimedia content on systems in the home <strong>and</strong> school.One popular application has been encyclopedias, where thetext from the printed version can be enhanced with graphicssuch as photographs, maps, <strong>and</strong> charts. Besides beingmore compelling <strong>and</strong> easier to use than the printed version,multimedia encyclopedias can be updated easily throughannual upgrades, as well as allowing for linking to Websites that can further amplify or update the content.<strong>Encyclopedia</strong>s <strong>and</strong> other educational programs alsobenefited from the use <strong>of</strong> links that the user can click withthe mouse, bringing up additional or related information orillustrations (see hypertext <strong>and</strong> hypermedia). Bill Atkinson’sHypercard, released for the Macintosh in 1987, provideda multimedia “construction set” that could be usedby nonprogrammers to create simple hyperlinked presentations,educational programs, <strong>and</strong> even games. Hypertext<strong>and</strong> linking are the “glue” that binds multimedia into anintegrated experience.Multimedia business presentations are now routinelycreated using s<strong>of</strong>tware such as Micros<strong>of</strong>t PowerPoint, thenprojected at meetings. While simple presentations can emulatethe traditional “slide show,” one-upmanship inevitablyleads to more elaborate animations.Multimedia <strong>and</strong> Daily LifeDVD-ROM drives, with about six times the storage capacity<strong>of</strong> CDs, now make it practical to include video or evenfeature-length movies as part <strong>of</strong> a PC multimedia package.Meanwhile, the video capabilities <strong>of</strong> PCs continue to grow,with many PCs as <strong>of</strong> 2008 having 256 MB or more <strong>of</strong> videomemory. Combined with processors running at up to 2.5GHz, this allows computer-generated graphics to rival thequality <strong>of</strong> live video.However, the most important trend is probably thedelivery <strong>of</strong> online multimedia content (see Internet,online services, <strong>and</strong> World Wide Web). The widespreadmarketing <strong>of</strong> the Mosaic <strong>and</strong> Netscape browsers (see Webbrowser) in the mid-1990s changed the Internet from anarcane, text-driven experience to a multimedia platform.The ability to deliver a continuous “feed” <strong>of</strong> video <strong>and</strong> audio(see music <strong>and</strong> video distribution, online <strong>and</strong> streaming)allows content such as TV news reports to be carriedwith full video <strong>and</strong> radio broadcasts carried “live” withgood fidelity. Newspapers <strong>and</strong> broadcast outlets are increasinglyinvesting in online versions <strong>of</strong> their content, viewinga Web presence as a business necessity. As more Internetusers gain access to high-speed cable <strong>and</strong> DSL services (seebroadb<strong>and</strong>), multimedia is becoming as pervasive a part <strong>of</strong>the computing experience as television is in daily life.Many facets <strong>of</strong> that daily life are likely to be affectedby multimedia technology in coming years. The ability todeliver real-time, high-quality multimedia content, as wellas the use <strong>of</strong> cameras (see videoconferencing <strong>and</strong> Webcam) has made “virtual” meetings not only possible butalso routine in some corporate settings. When applied tolectures, this technology can facilitate “distance learning”where teachers work with students without them occupyingthe same room (see distance education <strong>and</strong> education<strong>and</strong> computers). Video “chat” services <strong>and</strong> immersive,pervasive online games have become important social outletsfor many people, with the experience becoming evermore realistic (see online games <strong>and</strong> virtual reality).Already, the concept <strong>of</strong> multimedia is becoming lessdistinctive precisely because it is so pervasive. Today’s Webusers expect to see images, video, <strong>and</strong> sound, whether aspart <strong>of</strong> a news story or an educational presentation, <strong>and</strong>multimedia is appearing on all sorts <strong>of</strong> new platforms (see

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