Weka - Data mining Tool W eka is a tool for big data and data mining. It is used to various classification, experiments, and analysis over large data sets. Installation Guide -weka You can download Weka from here and follow the normal installation procedure. After completion you will get following window, here you can begin your classification or experiment on different data sets with Weka.
THE STAGES OF PROJECT
: Most multimedia and Web projects
must be undertaken in stages. Some stages should be completed before other
stages begin, and some stages may be skipped or combined. Here are the four
basic stages in a multimedia project.
- Planning and costing : A project always begins with an idea or need that we refine by outlining its messages and objective. Before we begin developing, plan what writing skills, graphic art, music, video, and other multimedia expertise will be required. Develop a creative graphic look and feel, as well as a structure and navigation system that will let the viewer visit the messages and content, estimate the time needed to do all elements, and prepare a budget. Work up a short prototype or proof of concept
- Designing and Producing : The major goal of this phase is to translate the problem studied in the first phase and design made in second phase into proper a finished project. Generally, programmers choose latest graphical tools and software to design a complete project.
- Testing: Always test our programs
to make sure they meet the objectives of your project, they work properly on the
intended delivery platforms, and they meet the needs of our client or end
user.
1. Black-box
testing : in this techniques of testing only the internal coding of the
program are tested. It is also called ‘Functional testing’ because it tests all
the function parts of the codes. When we write any code, it must be tested to
find out whether it does the real job which is wanted by the programmer.
2. White-Box
Testing : In this testing technique instead of testing the coding part or
internal functioning of the program, the structural of the program is tested.
In other words, it tests only the structures of the program. It is used to
check whether all the possible paths in the loops or control flow are covered
or not.
4.
Delivering : This
is last stage where the multimedia project to be packaged and deliver to the
end user. We should visit the end user
time to time and take the feed back and off work – on work fix their problems.
Requirements(Hardware, Software, Creativity,
Organization)
Hardware: Very first we
should understand the two most significant platforms for producing and
delivering multimedia projects: the Macintosh
OS from apple and any Intel-based
IBM PC, Microsoft windows. These computers, with their graphical user
interfaces and huge installed base. Of may millions of users throughout the
world, are the most commonly used platforms today for the development and
delivery of multimedia.
Software :- Multimedia
software tells the hardware what to do. Display the color red,. Move that tiger
three leaps to the left, slide the words “Now We have Done It!” from the right
and blink them on and off. There is not only one software that is use to create
multimedia project. We use some graphics applications like as Photoshop,
CorelDraw, FreeHand, for animation
applications like as Flash, ImageReady, 3D-Max, Maya etc.
Creativity: Actually, before beginning a multimedia project, we
must first develop a sense of its scope and content. Let the project take shape
in our head as we think through the various methods available to get our
message across to our viewers.
We have a lot of room for
creative risk taking, because the rules for that works and what doesn’t work
are still being empirically discovered; there are few known formulas for the
success of multimedia. Indeed, companies that produce a terrific multimedia
title are usually rewarded in the marketplace.
Organization: it is essential that we develop an organized outline
and a plan that rationally details the skills, time, budget, tools, and
resources we will need for a project. These be in place before we start to
render graphics, sounds, and other components, and they should continue to be
monitored throughout the project is execution.
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