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MULTIMEDIA CREATING CLIPPINGS: Once you've created a symbol, you can create instances of that symbol wherever you

like throughout the movie, including inside other symbols. To create a new instance of a symbol: 1)Select a layer in the Timeline Flash can lace instances only in keyframes, always on the current layer. !f you don't select a keyframe, the instance will be added to the first keyframe to the left of the current frame. ")#hoose $indow % &ibrary to o en the library. ')(rag the symbol from the library to the Stage. ))!f you created an instance of a gra hic symbol, choose !nsert % Frame to add the number of frames that will contain the gra hic symbol. *ach symbol has a uni+ue Timeline and Stage, com lete with layers. $hen you create a symbol, you choose how the symbol will behave, de ending on how you want to use it in the movie. ,se gra hic symbols for static images and to create reusable ieces of animation that are tied to the Timeline of the main movie. -ra hic symbols o erate in sync with the Timeline of the main movie. !nteractive controls and sounds won't work in a gra hic symbol's animation se+uence. ,se button symbols to create interactive buttons in the movie that res ond to mouse clicks or rollovers or other actions. .ou define the gra hics associated with various button states, and then assign actions to a button instance. ,se movie cli symbols to create reusable ieces of animation. /ovie cli s have their own multiframe Timeline that lays inde endent of the main movie's Timeline0think of them as mini1movies inside a main movie that can contain interactive controls, sounds, and even other movie cli instances. .ou can also lace movie cli instances inside the Timeline of a button symbol to create animated buttons. .ou can assign cli arameters 2variables with values) to a movie cli to create a 3smart3 cli . .ou can also add cli actions and scri t the smart cli to create interface elements0such as radio buttons, o 1u menus, or

toolti s0that res ond to mouse clicks and other events. For more information, see 4ctionScri t 5el . .ou create animation by changing the content of successive frames. .ou can make an ob6ect move across the Stage, increase or decrease its si7e, rotate, change color, fade in or out, or change sha e. #hanges can occur inde endently of, or in concert with, other changes. For e8am le, you can make an ob6ect rotate and fade in as it moves across the Stage.

There are two methods for creating an animation se+uence in Flash9 frame1by1 frame animation and tweened animation. !n frame1by1frame animation you create the image in every frame. !n tweened animation, you create starting and ending frames and let Flash create the frames in between. Flash varies the ob6ect's si7e, rotation, color, or other attributes evenly between the starting and ending frames to create the a earance of movement. Tweened animation is an effective way to create movement and changes over time while minimi7ing file si7e. !n tweened animation, Flash stores only the values for the changes between frames. !n frame1by1frame animation, Flash stores the values for each com lete frame. For an interactive introduction to animation, choose 5el % &essons % 4nimation. Creating eyframes 4 keyframe is a frame where you define changes in the animation. $hen you create frame1by1frame animation, every frame is a keyframe. !n keyframe 2tweened) animation, you define keyframes at im ortant oints in the animation and let Flash create the content of frames in between. Flash dis lays the inter olated frames of a tweened animation as light blue or green with an arrow drawn between keyframes. Flash redraws sha es in each keyframe. .ou should create keyframes only at those oints in the artwork where something changes. :eyframes are indicated in the Timeline9 a keyframe with content on it is re resented by a solid circle, and an em ty keyframe is re resented by a vertical line before the frame. Subse+uent frames that you add to the same layer will have the same content as the keyframe. To create a eyframe! "o one of t#e following: Select a frame in the Timeline and choose !nsert % :eyframe. ;ight1click 2$indows) or #ontrol1click 2/acintosh) a frame in the Timeline and choose !nsert :eyframe.

$las# "isting%is#es tweene" animation from frame&by&frame animation in t#e Timeline as follows: /otion1tweened keyframes are indicated by a black dot and intermediate tweened frames have a black arrow with a light blue background. Sha e1tweened keyframes are indicated by a black dot and intermediate frames have a black arrow with a light green background. 4 dashed line indicates that the final keyframe is missing.

4 single keyframe is indicated by a black dot. &ight1gray frames after a single keyframe contain the same content with no changes and have a black line with a hollow rectangle at the last frame of the s an. 4 small a indicates that the frame has been assigned a frame action with the 4ctions anel. 4 red flag indicates that the frame contains a label or comment.

ANIMATI'N( )IT* ('UND E$$ECT(:

ADDING SOUNDS:

Flash offers a number of ways to use sounds. .ou can make sounds that lay continuously, inde endent of the Timeline, or you can synchroni7e animation to a sound track. .ou can attach sounds to buttons to make them more interactive, and make sounds fade in and out for a more olished sound track. .ou can use sounds in shared libraries, to link a sound from one library to multi le movies. .ou can also use sounds in Sound ob6ects, to control sound layback with 4ctionScri t. There are two ty es of sounds in Flash9 event sounds and stream sounds. 4n event sound must download com letely before it begins laying, and it continues laying until e8 licitly sto ed. Stream sounds begin laying as soon as enough data for the first few frames has been downloaded< stream sounds are synchroni7ed to the Timeline for laying on a $eb site. .ou select com ression o tions to control the +uality and si7e of sounds in e8 orted movies. .ou can select com ression o tions for individual sounds with the Sound =ro erties dialog bo8, or define settings for all sounds in the movie in the =ublish

Settings dialog bo8. For an interactive introduction to using sound in Flash, choose 5el % &essons % Sound. ADDING AUDI' 'R +IDE'9 To add sound to a movie, you assign a sound to a layer and set o tions in the Sound anel. !t is recommended that you lace each sound on a se arate layer. To a"" a so%n" to a mo,ie: . / !m ort the sound if it has not already been im orted. See !m orting Sounds. #hoose !nsert % &ayer to create a layer for the sound. $ith the new sound layer selected, drag the sound from the library onto the Stage. The sound is added to the current layer. .ou can lace multi le sounds on one layer, or on layers containing other ob6ects. 5owever, it is recommended that each sound be laced on a se arate layer. *ach layer acts like a se arate sound channel. The sounds on all layers are combined when you lay back the movie. 0 #hoose $indow % =anels % Sound.

1 2

!n the Sound anel, choose a sound file from the Sound o 1u menu. #hoose an effect o tion from the *ffects o 1u menu9 None a lies no effects to the sound file. #hoose this o tion to remove reviously a lied effects. Left C#annel3Rig#t C#annel lays sound in the left or right channel only. $a"e Left to Rig#t3$a"e Rig#t to Left shifts the sound from one channel to the other. $a"e In gra"%ally increases the am litude of a sound over its duration. $a"e '%t gra"%ally decreases the am litude of a sound over its duration. C%stom lets you create your own !n and Out oints of sound using the *dit *nvelo e. See ,sing the sound1editing controls.

C#oose a sync#roni5ation o6tion from t#e (ync 6o6&%6 men%: *vent synchroni7es the sound to the occurrence of an event. 4n event sound lays when its starting keyframe is first dis layed and lays in its entirety, inde endently of the Timeline, even if the movie sto s. *vent sounds are mi8ed when you lay your ublished movie. 4n e8am le of an event sound is a sound that lays when a user clicks a button. Start is the same as *vent, e8ce t that if the sound is already laying, a new instance of the sound is started. Sto silences the s ecified sound. Stream synchroni7es the sound for laying on a $eb site. Flash forces animation to kee ace with stream sounds. !f Flash can't draw animation frames +uickly enough, it ski s frames. ,nlike event sounds, stream sounds sto if the animation sto s. 4lso, a stream sound can never lay longer than the length of the frames it occu ies. Stream sounds are mi8ed when you ublish your movie. 4n e8am le of a stream sound is the voice of a character in an animation that lays in multi le frames.

Note: !f you use an /=' sound as a stream sound, you must recom ress the sound for e8 ort. See #om ressing sounds for e8 ort. 7 *nter a value for &oo to s ecify the number of times the sound should loo . For continuous lay, enter a number large enough to lay the sound for an e8tended duration. For e8am le, to loo a 1>1second sound for 1> minutes, enter ?@. Note: &oo ing stream sounds is not recommended. !f a stream sound is set to loo , frames are added to the movie and the file si7e is increased by the number of times the sound is loo ed. Im6orting (o%n"s .ou use the File % !m ort command to bring $4A 2$indows only), 4!FF 2/acintosh only), or /=' 2either latform) sounds into Flash, 6ust as you would im ort any other file ty e. !f you have BuickTime ) or later installed on your system, you can im ort these additional sound file formats9

Sound (esigner !! 2/acintosh only) Sound Only BuickTime /ovies 2$indows or /acintosh) Sun 4, 2$indows or /acintosh) System C Sounds 2/acintosh only) $4A 2$indows or /acintosh) Flash stores sounds in the library along with bitma s and symbols. 4s with gra hic symbols, you need only one co y of a sound file to use that sound in any number of ways in your movie. !f you want to share sounds among Flash movies, you can include sounds in shared libraries. See ,sing shared libraries. To use a sound in a shared library, you assign the sound file an identifier string in the Symbol &inkage =ro erties dialog bo8. The identifier can also be used to access the sound as an ob6ect in 4ctionScri t. For information on ob6ects in 4ctionScri t, see 4ctionScri t 5el . Sounds can use considerable amounts of disk s ace and ;4/. /=' sound data, however, is com ressed and smaller than $4A or 4!FF sound data. -enerally, when using $4A or 4!FF files, it's best to use 1?1bit "" k57 mono sounds 2stereo uses twice as much data as mono), but Flash can im ort either D1 or 1?1bit sounds at sam le rates of 11 k57, "" k57, or )) k57. Flash can convert sounds to lower sam le rates on e8 ort. See #om ressing sounds for e8 ort. Note: Sounds recorded in formats that are not multi les of 11 k57 2such as D, '", or E? k57) are resam led when im orted into Flash. !f you want to add effects to sounds in Flash, it's best to im ort 1?1bit sounds. !f you have limited ;4/, kee your sound cli s short or work with D1bit sounds instead of 1?1bit sounds. To im6ort a so%n": . #hoose File % !m ort. !n the !m ort dialog bo8, locate and o en the desired sound file. The im orted sound is laced in the library for the current movie Creating interacti,e mo,ies o,er,iew !n sim le animation, Flash lays the scenes and frames of a movie se+uentially. !n an interactive movie, your audience uses the keyboard, the mouse, or both to 6um to

different arts of a movie, move ob6ects, enter information in forms, and erform many other interactive o erations. .ou create interactive movies by setting u actions0sets of instructions written in 4ctionScri t that run when a s ecific event occurs. The events that can trigger an action are either the layhead reaching a frame, or the user clicking a button or ressing keys on the keyboard. .ou set u actions in the 4ctions anel for a button, a movie cli , or a frame. ,sing the 4ctions anel controls in Formal /ode, you can insert actions without having to write any 4ctionScri t< if you're roficient in 4ctionScri t, you can write your own scri t. !nstructions can be in the form of a single action, such as instructing a movie to sto laying, or a series of actions, such as first evaluating a condition and then erforming an action. /any actions re+uire little rogramming e8 erience to set u . Other actions re+uire some familiarity with rogramming languages and are intended for advanced develo ment< for information on creating advanced actions, see 4ctionScri t 5el . Playing an" sto66ing mo,ies ,nless instructed otherwise, once a movie starts, it lays through every frame in the Timeline. .ou can sto or start a movie at s ecific intervals by using the =lay and Sto actions. For e8am le, you can sto a movie at the end of a scene before roceeding to the ne8t scene. Once sto ed, a movie must be e8 licitly started again, using the =lay action. The =lay and Sto actions are most commonly used to control movie cli s with buttons, or to control the main Timeline. The movie cli you want to control must have an instance name, must be targeted, and must be resent in the Timeline. To start or sto6 a mo,ie: . / Select the frame, button instance, or movie cli instance to which you will assign the action. #hoose $indow % 4ctions to dis lay the 4ctions anel. !n the Toolbo8 list, click the Gasic 4ctions category to dis lay the basic actions, and select the Sto action. Flash inserts 4ctionScri t similar to the following in the 4ctions list9 on#li *vent 2load) H sto 2)< I where on#li *vent 2load) indicates that when the movie loads, Flash should e8ecute the instruction sto to sto the movie.

Note: *m ty arentheses after an action indicate that it's a method 2ca ability) that has no arameters or arguments. To 6lay a mo,ie cli6: . / Select the movie cli you want to lay, or select the button that controls the layback. #hoose $indow % 4ctions to dis lay the 4ctions anel. !n the Toolbo8 list, click the Gasic 4ctions category to dis lay the basic actions, and select the =lay action. Flash enters 4ctionScri t similar to the following in the 4ctions list9 on 2release) H lay 2)< I where on2release) indicates that when the button is released, Flash should e8ecute the instruction lay to lay the movie.

)IND')( MEDIA PLA8ER: Acti,e9 Control1 can be automatically downloaded and e8ecuted by a $eb browser. 4ctiveJ is not a rogramming language, but rather a set of rules for how a lications should share information. !t enables a rogram to add functionality by calling ready1made com onents that blend in and a ear as normal arts of the rogram. They are ty ically used to add user interface functions, such as '( toolbars, a note ad, calculator or even a s readsheet. 4ctiveJ controls or active content are not always dangerous, but they are common tools for attackers. /icrosoft has develo ed a registration system so that browsers can identify and authenticate an 4ctiveJ control before downloading it. The default configuration in most $eb browsers is to rom t the user if an 4ctiveJ control is being re+uested so the user can decide to download it or not. Take the recaution of disabling active content from websites that youKre not familiar with or do not trust. The following scri t embeds $indows /edia =layer in your $eb age, using an 4ctiveJ control for !nternet *8 lorer and a lug1in for Fetsca e Favigator. 4dd the following code to your $eb age between the GO(. tags. ;e lace http://server/path/your-file.asx with the ath to a $indows /edia file or metafile on your local hard drive, the ,;& of a $indows /edia metafile on a $eb server, or the ,;& of a $indows /edia file on a $indows /edia Server. !f a browser does not su ort 4ctiveJ controls or lug1ins, a sim le link is available to o en the stream in a standalone $indows /edia =layer.

LOGM*#T !(N3/edia=layer13 widthN1C? heightN1)) classidN3#&S!(9""(?F'1"1G@F?111(@1E)4G1@@D@#C)#C*E>3 #O(*G4S*N3htt 9OOactive8.microsoft.comOactive8OcontrolsOm layerOenOnsm "inf.cabP AersionN?,),>,C1>3 standbyN3&oading /icrosoftQ $indowsQ /edia =layer com onents...3 ty eN3a licationO81oleob6ect3% L=4;4/ F4/*N34utoStart3 A4&,*N3True3% L=4;4/ F4/*N3FileFame3 A4&,*N3http://server/path/your-file.asx3%
<PARAM NAME="ShowControls" VALUE="False"> <PARAM NAME="ShowStatusBar" VALUE="False"> <EMBED ty e="a l!"at!on#$%& layer'" lu(!ns a(e="htt )##www*&!"roso+t*"o&#,!n-ows#Me-!aPlayer#" SRC="htt )##ser.er# ath#your%+!le*as$" na&e="Me-!aPlayer/" w!-th=/01 he!(ht=/22 autostart=/ show"ontrols=3> <#EMBED> <#4B5EC6> <a 7REF="htt )##ser.erna&e# ath#your%+!le*as$"> Start the strea&!n( &e-!a resentat!on Player*<#a>

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AGENT C'NTR'L : 4gent #ontrol is a static control. 4lthough a lications can write directly to the /icrosoft 4gent services using its automation server interfaces, /icrosoft 4gent also includes an 4ctiveJ 2O&*) control. The control su orts easy rogramming using a scri ting language such as /icrosoft Aisual Gasic Scri ting *dition 2AGScri t) or other languages that su ort the 4ctiveJ control interface.

(ocument #onventions 4ccessing the #ontrol in $eb =ages 4ccessing S eech Services 4ccessing the #ontrol from Aisual Gasic and Other =rogramming &anguages 4ccessing /icrosoft 4gent Services (irectly ;eference 4n agent is an a lication that e8 oses its services through the 4gent #ontroller. 4ny a lication that registers itself with the 4gent #ontroller and can communicate with it using control messages is an agent. 4 client accesses articular services of an agent through a documented set of control messages

Agent

defined by the agent. The 4gent #ontroller asses control messages between client and agent with no knowledge of their content. The agent determines whether it can serve multi le clients simultaneously and whether there can be multi le instances of itself running. 4n agent should only be registered with a single 4gent #ontroller. 4n agent ty ically collects data about the system on which it runs or an a lication it is monitoring, or it erforms services such as launching an a lication or co ying files. Agent Controller The 4gent #ontroller is a rocess that resides on each target system where a client wants the services of an agent. 4n agent and the 4gent #ontroller always coe8ist on the same system. The client and the 4gent #ontroller are not re+uired to reside on the same system. The 4gent #ontroller manages all the details of startu and communication with each agent. The 4gent #ontroller can interact with one or more agents simultaneously. 4 client is not associated with a articular agent until it obtains a handle to it from the 4gent #ontroller. /icrosoft has introduced the new /S 4gent #ontrol. This control is very similar to the office assistant that we see in /S Office 4 lications. This control can seamlessly integrate into e8isting a lications with a lot of ease due to good rogramming su ort that is available. !t richly enhances the user interface and has seemingly wide a lications as it is even scri table in to $eb =ages for which it is actually meant and su osed to have good erformance on the internet because of low band width re+uirements. The control is available as an O#J interface and #O/ rogramming su rovided. :ey a reciable features are9

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Te8t To S eech #onversion Su S eech ;ecognition *ngine

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The /S 4gent is distributed in to several com onents 2 ut into a single file AGENT:CPP and AGENT:* in the sam le)9

;e+uest 4gent 2control) #haracters 2collection) #haracter #ommands 2collection) #ommand Galloon 4nimationFames 2collection) S eech!n ut 4udioOut ut #ommands$indow =ro ertySheet

The 5ierarchical 4gent #ontrol 4rchitecture 254#) is a general toolkit for s ecifying an agent's behavior. 54# su orts action abstraction, resource management, sensor integration, and is well suited to controlling large numbers of agents in dynamic environments. !t relies on three hierarchies9 action, sensor, and conte8t. The action hierarchy controls the agent's behavior. !t is organi7ed around tasks to be accom lished, not the agents themselves. This facilitates the integration of multi1agent actions and lanning into the architecture. The sensor hierarchy rovides a rinci led means for structuring the com le8ity of reading and transforming sensor information. The !ndividual agent architecture is an im ortant com onent of the research effort. 4gents will be develo ed, so that they may be e8ecuted as inde endent software entities constructed. 5uman interface Task &ayer ,tility &ayer System &ayer
Embedding VRML in a web page:)#at is +irt%al Reality

4gent !nterface

Fetwork !nterface

Airtual reality is an artificial environment that is created with software and resented to the user in such a way that the user sus ends belief and acce ts it as a real environment. On a com uter, virtual reality is rimarily e8 erienced through two of the five senses9 sight and sound. The sim lest form of virtual reality is a '1( image that can be e8 lored interactively at a ersonal com uter, usually by mani ulating keys or the mouse so that the content of the image moves in some direction or 7ooms in or out. /ore so histicated efforts involve such a roaches as wra 1around dis lay screens, actual rooms augmented with wearable com uters, and ha tics devices that let you feel the dis lay images. Airtual reality can be divided into9

The simulation of a real environment for training and education. The develo ment of an imagined environment for a game or interactive story.

=o ular roducts for creating virtual reality effects on ersonal com uters include Gryce, *8treme '(, ;ay (ream Studio, trueS ace, '( Studio /4J, and Aisual ;eality. The Airtual ;eality /odelling &anguage 2A;/&) allows the creator to s ecify images and the rules for their dis lay and interaction using te8tual language statements.
EM;EDDING +RML IN A )E; PAGE:

A; can be broadly defined as interactive three1dimensional content. 4t its sim lest, it is a '( image of a single ob6ect that the user can rotate to see from various angles. 4t a

middle level, it can be an entire scene or virtual world that the user enters and interacts with. 5igh1end A; re+uires the user to wear s ecial goggles and gloves that make the illusion of reality more com lete. Screen1based A;, including single1ob6ect visuali7ation and virtual worlds, redominates on the $eb. /ore so histicated gloves1and1goggles A; is the rovince of games or s eciali7ed a lications like military training, which are not ty ically $eb1 based. The interactive nature of A; allows users to get e8actly the information they want in an intuitive fashion, without having to search through databases or F4Bs. The three1 dimensional nature of A; can enhance the resentation of the information, whether for abstract re resentations 2 resenting data in a '( interactive format) or for de icting actual ob6ects, eo le or laces. IN*ERENT LIMITATI'N( '$ +R =roblems of s eed and resolution will be alleviated over time as standard1issue deskto com uters gain s eed and are o timi7ed for '( gra hics. 5igher1bandwidth and more reliable connections to the !nternet will also become more common. *ven so, consumers will often need to get hands1on e8 erience with a roduct before they are willing to urchase it. Garring cumbersome and e8 ensive gloves and goggles, A; is still strictly an audiovisual e8 erience. *ven gloves have serious limitations, they can't rovide a tactile e8 erience of the te8ture of clothing. For can A; resent the fragrance of a erfume or the taste of food. The need for hands1on e8 erience is one reason why car sales on the $eb have been much sluggish9 /ost buyers want to test drive before they buy. !t would take very so histicated A; to du licate the test1drive e8 erience. 4nother roblem is that A; content can't be viewed with 6ust a standard browser. .ou need a s ecial viewer 1 either a s ecial1 ur ose browser or a lug1in. That wouldn't be so bad if one viewer could handle all A; content, but that's far from the case. !nstead, there are many viewers, each of which has to be downloaded and installed. $hichever viewer you've already downloaded, you'll robably need another one at the ne8t A; site you go to.

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