Ted Nelson is a key figure in the evolution of multimedia. As an information technology pioneer who developed the hypertext system in the 1960s, Nelson researched the capability of browsing and searching information using a multidirectional, linked approach. He coined the term hypermedia, which is nonsequential reading and writing. This coincided with a method he created called Project Xanadu, which was intended to deal with a nonhierarchical approach to storing, presenting, and manipulating data. It demonstrated a form of text that branched and allowed choices to the reader, so users could explore subjects from many different perspectives.
Nelson’s explorations opened doors to the multimedia revolution, which ultimately led to the widespread use of the Hypertext Markup Language. HTML is the fundamental web site programming language, or markup language, necessary for web pages to be viewed on the Internet.
Tip More information on Nelson’s hypertext Xanadu project can be found at http://xanadu.com/xuTheModel/index.html.
The first practical use of hypermedia using hypertext was with a software program called HyperCard, which was introduced by Apple Computer in 1987, as shown in Figure 1-2. It was touted as an easy-to-use “software construction kit,” and anyone could be both the creator and user of multimedia. It included buttons, text fields, and menus, and used a metaphor of cards (like individual web pages) that made up stacks (like entire web sites). The programming language that was used with HyperCard was called HyperTalk, and it was appealing to the masses due to its ease of use. HyperCard was used as a presentation program, like PowerPoint, as well as for designing games and learning tools. This paved the way for more sophisticated software programs that allowed the amateur to create and develop multimedia projects.
In the early 1990s, there was a surge of multimedia programming, referred to as edutainment, that focused on interactive educational projects and books designed for children. CD titles were being produced at a rapid pace, but they were not tested well enough either for significance of the content or technological feasibility. This trend never turned into the revolution that was promised, as it was riddled with hardware and software compatibility problems. It also faced consumer resistance due to cost and unfamiliarity with the use and benefits of such products.