HYPERMEDIA AND INTERACTIVITY (2024)

HYPERMEDIA AND INTERACTIVITYFOR INSTRUCTION

Thomas L. Vernon

Graduate School of Education
University of Pennsylvania
Philadelphia PA 19104-6216, USA
E-mail: tvernon@pobox.upenn.edu

Keywords: Interactive Multimedia, LearningStyles, Developmental Stages, Hyper-media, Hypertext, HyperCard, InteractiveDesign, Media Design, Level of Interactivity.

Abstract: A brief overview of the elementsof hypermedia, four levels of interactivity and how they can be best utilizedto design interactive programs. Criteria for levels of user control vsmachine control are discussed, as well as ideas for incorporating infor-mationon learning styles into interactive media design.

1. INTRODUCTION

Although we think of active learning or student-directedlearning as a new concept, its origins actually lie in classical Greece.There, the Delphic Oracle spoke to worshipers enigma-tically, and it wastheir own struggle to comprehend that led to a deeper understanding. (Goodrich,1987) Today's multimedia programs allow learners to puzzle their way throughgames and simulations, and challenge users to think. Yet many programsare designed either with a very structured, linear approach, or includeevery feature available to the designer, with little thought to the instructionaloutcome. This paper discusses the important elements of hypermedia, thefour levels of interactivity, describes some criteria for user controlvs machine control, and discusses how an understanding of learning stylescan assist in the design process.

2. HYPERMEDIA DEFINED

Hypermedia is an outgrowth of hypertext, which isa term coined by computer pioneer Ted Nelson in the 1960s. It referredto the non-linear, associative linking to text in a computer file. Itsintent was to empower users by facilitating access in an associative fashion,the same way that the human brain functions. As technology advanced, theterm hypermedia was used to describe a sys-tem where the user creates;interrelationships between text, ideas, images, and sounds.

Hypermedia's most advanced implementation to dateis in a new form of electronic encyclo-pedia. With this new tool, userscan follow their own associative links through material via videotapes,films, articles, bibliographies, and more. Included in the system is thecapability for automatic language translation, continuous updating, andunlimited expansion of the encyclopedia. (Glushko, 1990)

3. HYPERMEDIA FUNDAMENTALS

There are several structural elements common to allhypermedia programs: nodes, links, and buttons. Nodes are the basic unitof information in hypermedia. These may take the form of text fields, digitizedsound bites, visual images, or QuickTime movies.

Students working on research projects soon discoverthat no single fact exists in a vacuum. It depends on links to other chunksof information to give it meaning. A researcher may record facts on 5 X7 cards, and quickly become frustrated when he tries to file them in alogical or alpha-numeric system. Many cards could easily fit in severallocations. Add to this the difficulty of finding references that may bein any of several locations, and the problem grows more complex.

This is the dilemma that is addressed by the linkswithin hypermedia. These links connect nodes of information, and may bestructured by the designer in any way from linear to open-ended. Two usersof the same hypermedia program may well link their way through the know-ledgebase in completely different ways, to arrive at the same end point.

Links may also be established to information externalto the hypermedia program. For example, architecture students may accessa project management software program running on a mainframe to learn aboutthe complexities of scheduling large construction projects. These linksinsure that the content is current, without having to periodically revisethe program.

Buttons are the vehicles which activate links. Astheir name implies, they often appear gra-phically as buttons, knobs, oricons which are activated by clicking a mouse on them. However virtuallyanything on the screen may be used as a button. Words within a text fieldmay be out-lined, and serve as buttons. These may then link to a glossarywith a definition of the word selected. A HyperCard program with iconslinking to different stacks is shown in Figure 1.

One of the major problems with hypermedia programsis disorientation. It may become dif-ficult for the user to visualize howthe information is linked together, and to keep track of where they are.Maps are the best solution to this problem. They typically take the formof graphical representations of how the material is organized. Often aflashing icon or maker on the map shows the user where he or she is. Largeprograms may have parent maps and child maps, and include a visual representationof the links the user has taken to get where they are. Figure 2 shows amap from a typical HyperCard program.

A useful tool for more structured programs is a tableof contents where the user can return to start a new unit of instruction.As each unit is completed, it is automatically checked off on the tableof contents. This permits the user to check his progress at a glance.

4. INTERACTIVITY DEFINED

Four levels of interactivity are generally recognizedin the development of interactive ma-terials. Level 0 is simply a linearpresentation of information, as shown in Figure 3. No interac-tivity takesplace. Also known as 'electronic page turning', it has very limited applicationin interactive media. Generally its use is restricted to brief introductionsor instructions. If course-

HYPERMEDIA AND INTERACTIVITY (1)

ware has a significant amount of text, either asexplanations or exercises, it is better to have a workbook to accompanythe course. For portability, this material may be included on the programdisk as a text file which is printed out by the user.

At level I, shown in Figure 4, the first level ofinteractivity, information is presented and the learner is asked to respondto a question about the material. Feedback is limited to revealing thecorrect answer to the learner. No remediation is supplied. This formatis useful for drill and practice exercises, or electronic flash-cards.

Level II has two subcategories: review of old instruction,and branching to new instruction. In the review of old instruction, whenthe learner makes an incorrect response he or she is bran-ched back tothe original material. This approach has the limitation of not providingthe learner with any insight as to why he made the wrong response. Thealternative, branching to new ma-terial, allows the developer to custom-designresponses to the type of mistake that the learner made. Motivation, instruction,practice-feedback, and evaluation may all be present. This is illustratedin Figure 5. This type of interactivity may be useful for frame-based masteryinstruc-tion. Some hypermedia courses, and most CBT programs fall intothis category, either as a function of limited funds, or vision restrictedto linear or hierarchical presentation of earning materials.

HYPERMEDIA AND INTERACTIVITY (2)

HYPERMEDIA AND INTERACTIVITY (3)

In the final level of interactivity, Level III, theresponse of the learner to a stimulus determines what the next level ofinstruction will be. For example, incorrect responses may each link todifferent remediation frame, based on the nature of the learner's mistake.This may be a video segment, text, or sound narration. A series of correctresponses may permit the user to skip ahead more quickly. Level III interactivityallows for many types of simulation and gaming exercises, as illustratedin Figure 6. It is today's hypermedia programs that support this most advancedlevel of interactivity.

HYPERMEDIA AND INTERACTIVITY (4)

5. USER CONTROL VS. MACHINE CONTROL

Although utilizing hypermedia to its fullest potentialentails design with associative links, some basic needs can be met by developinga more structured environment for students to work in. Some examples include:vocabulary drills, electronic flash-cards, and drill and practice materials.An emphasis on machine control should also be maintained with younger learnersor learners who have little familiarity with the subject material. Amongcollege-age and adult learners, several criteria for level of control havebeen identified: (Gery, 1987). Use a high level of machine con-trol when:

• Learners are used to highly structured learningexperiences.

• Learners are used to being told what to do.

• There are requirements that students have experiencedspecific

material (certification).

• The subject matter requires cumulative knowledgefor

competency.

• Learners don't know what they need or want to knowabout this

content.

• Learners have little experience with independentlearning.

Use a high level of learner control when:

• Learners know what they want or need to learn

• Learners are motivated to learn and see personalrelevance to

learning the material or acquiring the skill.

• Learners have experience and comfort with self-directedlearning.

• The program content is not necessarily linear andthe learning

sequence is not critical.

• Learning the content is largely discretionary ratherthan required.

6. ADAPTING HYPERMEDIA TO LEARNING STYLES

Hypermedia programs may be custom-tailored to addressdifferent student learning styles. One example would be left/right brainlearning. Researchers have determined that the left and right hemispheresof our brain process information differently. The left brain is logical,linear and analytic. The right brain is visual and creative. (Springerand Deutsch, 1985) Further, we know that almost everyone has one cognitiveorientation, or mode of learning, that is either visual or analytic. Only7% of the population is whole brained, or able to function effectivelyin both hemispheres. In Western culture, the left brain is usually dominant.Students who favor a visual mode typically have a great deal of troublewith abstractions. Seeing something usually means understanding it allat once, while abstractions involve linear thinking. In subjects that requiremastery of material that involves both components, virtually all studentswill experience difficulty. Examples of these disciplines include neuroanatomy,mineralogy, architecture, and physiology.

It is important to understand some of the difficultiesthat may arise when teachers teach and learners learn in their preferredstyles, without an understanding of their differences. Teachers often perceivestudents who learn in a manner that does not match their teaching styleas less intelligent or poorly motivated. Students perceive teachers witha style different that their own as poorly organized or ineffective.

An instructor may design a hypermedia program thataddresses the needs of both types of learners, and allows each to approachthe material in the way that feels most comfortable. Through the skillfulweaving of text fields, buttons and links, a program may be created wherestudents can begin the exploration in their preferred style. As comprehensionbegins to take place, students may use the program's links to explore thesame body of knowledge from a different perspective.

Another adaptation of hypermedia to learning stylescould involve structuring groups of exam questions. In Sternberg's modelof mental self-government, three types of learners are identified: executive,judicial, and legislative. (Sternberg 1990) Learners who favor an executivestyle prefer structured problems, and implementing and doing tasks usingfamiliar approaches. Students with a judicial style prefer to compare andcontrast materials created by others. Those favoring a legislative styleprefer open-ended, unstructured problems, where they can use their imaginationto create innovative solutions.

These three groups of students would approach a newbody of knowledge in completely different ways, and would demonstrate theircompetency differently. This in mind, an instructor could design coursematerials that permit students to demonstrate mastery of subject materialin the way they are most comfortable, but also stretch and understand theother styles as well. For example, a course on the history of World WarII might include a computer-based test bank with three types of questionscorresponding to Sternberg's learning styles. Students whose preferredstyle is executive might receive an exam where most of the material isin the form of objective questions - true/false or multiple choice. Learnerswho favor a judicial approach may receive a majority of their questionsin the form of 'compare and contrast' essays, where different historian'sinterpretations of events may be evaluated. Finally, students who workbest in the legislative style might receive a series of essay questionson the history of World War II that are more open-ended and call for agreat deal of creativity. An example may be to play the part of Harry Trumanand create a completely different scenario for the end of the war...withoutthe use of nuclear weapons.

There are many other ways of developing instructionalmaterials in terms of learning styles. There are several models, and thedeveloper must understand which one best serves his or her needs. Materialmay also be developed with respect to gender, (Belenky, 1983) multipleintelligence theory (Gardner, 1986) or student developmental stages (Perry,1970).

7. SUGGESTIONS FOR DEVELOPERS

The most important point for new developers of hypermediamaterials to remember is that it is not the same as creating classroommaterials. The dynamic nature of the classroom allows both teachers andstudents to compensate for inadequately developed materials. Instructorscan offer alternate explanations or put additional diagrams on the board,and students can ask more questions until the information makes sense.

Hypermedia has none of this slack. It is a preciseand unforgiving medium in terms of inadequate organization. New developerswould be well advised to start with a small project, develop it fully interms of flowcharts and story-boards, and test it thoroughly before releasingit. Often it is useful to observe beta testers to see how easily they movethrough the information and if there are points of confusion. The feedbackthat you receive from these people will be invaluable in fine-tuning theprogram. The new developer should start projects long before they willbe needed, as the process just described always takes much longer thanexpected!

Other important criteria are the amount of user controland simplicity of design. As the development process begins, the structuremust be designed with the right amount of user control. Too much freedomor too much structure can alienate your audience. A recommended path throughthe material should be suggested, but the user should be allowed to wanderas his unique interests and mental associations dictate. Many new developersare dazzled with all of the special effects that are easy to incorporatewithin this environment, and feel that their students must be dazzled aswell. Simplicity is the cornerstone of effective instructional materials.Learners should walk away from a program remembering its content, not thetransition effects between frames.

The good news is that you don't have to be a computerprogrammer to develop good instruc-tional materials. Most hypermedia programsallow you to do design work by dragging buttons and fields into place andsizing them. A minimal amount of scripting is necessary, and this is usuallydone in an English-language based environment. About all you need to getstarted is the hypermedia software, time and patience

8. CONCLUSIONS

We are now at a point in our evolution where cultureis no longer driving the technology, rather the technology is driving ourculture. Newer development platforms will soon replace today's multimediaequipment, and it will become increasingly difficult for the educator tostay abreast of the latest developments in hardware and software. Yet witha knowledge of good hypermedia design - allowing the student to link newmaterial with what he or she already knows, the instructor will be ableto develop effective teaching tools that can be readily transported tonew platforms as the technology evolves.

REFERENCES

Argyris, C., and Schon, D. Organizational Learning:A Theory-in-Action Perspective. Reading MA: Addison-Wesley, 1978.

Bolter, Jay. Writing Space. Hillsdale NJ:Erlbaum, 1991.

Gardner, Howard. Frames of Mind: The Theory ofMultiple Intelligences. New York: Basic Books, 1986.

Gery, Gloria. Making CBT Happen. Boston MA:Weingarten Publications, 1987. An excellent description of the technical,political, and logistical aspects of creating CBT programs in a corporateenvironment.

Glushko, Robert J. "Designing a Hypertext ElectronicEncyclopedia." ASIS Bulletin 16 (3): : 14-16, 21, 22 (February-March1990).

Goodman, Danny. The Complete HyperCard Handbook.New York: Bantam Books, 1988

________________. Danny Goodman's HyperCard Developer'sGuide. New York: Bantam Books, 1988.

This, along with Danny Goodman's other book, areessential references for anyone wishing to develop an effective HyperCardprogram.

Goodrich, Norma L. Priestesses. New York:FranklinWatts, 1989.

Heinich, Robert, Molenda and Russel. InstructionalMedia and the New Technologies of Instruct-ion. New York: MacmillanPublishing Company, 1989.

Kemp, Jerrold E. Planning and Producing AudiovisualMaterials. New York: Thomas Y. Crowell Company, 1975.

Long a classic, Kemp's book is one of the best "handson" texts for producing instructional materialS. Essential reading foranyone who likes to get their hands dirty. The chapters on planning provideuseful background reading for those interested in developing media materials.

Ornstein, Robert E. The Psychology of Consciousness.San Francisco: W.H. Freeman and Co., 1972.

Perry, William G. Forms of Intellectual and EthicalDevelopment in the College Years: A Scheme. New York: Holt Rinehard,1970.

Springer, Sally, and George Deutsch. Left Brain,Right Brain. New York: W. H. Freeman and Co., 1985.

Sternberg, Robert J., "Thinking Styles: Keys to UnderstandingHuman Performance," Phi Delta Kappan (January 1990): p. 366-371.Good summary of Sternberg's theory of mental self-government.

HYPERMEDIA AND INTERACTIVITY (2024)

FAQs

What is a good example of hypermedia? ›

The World Wide Web is a classic example of hypermedia to access web content, whereas a non-interactive cinema presentation is an example of standard multimedia due to the absence of hyperlinks.

What is interactive multimedia and hypermedia? ›

Multimedia is based on integration and interactivity. In contrast, hypermedia is based on interconnectivity and cross-referencing. Multimedia is a very simple thing that anyone with a basic knowledge of computers may utilize. In contrast, hypermedia is a more complex system that qualified individuals only utilize.

How can hypermedia helps in teaching learning process? ›

Hypermedia is particularly appropriate for the production of interactive and exploratory educational applications, where large numbers of links and cross-references are provided and the learner can explore her/his own interests according to previous experience, background and perspective.

What is the purpose of hypermedia? ›

Hypermedia is an extension to what is known as hypertext, or the ability to open new Web pages by clicking text links on a Web browser. Hypermedia extends upon this by allowing the user to click images, movies, graphics and other media apart from text to create a nonlinear network of information.

What are 2 examples of hypermedia? ›

What are hypermedia examples? One classic example of hypermedia is the World Wide Web, which allows users to access multiple web locations. Another example is Microsoft Office, which allows clients to embed hypertext and hyperlinks into documents.

What is an example of interactivity? ›

Human to artifact communication

For example, the interactivity of an iPod is not its physical shape and colour (its so-called "design"), its ability to play music, or its storage capacity—it is the behaviour of its user interface as experienced by its user.

What are 4 types of interactive media? ›

Examples of interactive media include web sites, user-generated content, interactive television, gaming, interactive advertising, blogs and mobile telephony.

What are 3 examples of interactive multimedia? ›

Examples of Interactive Media
  • Social networking websites such as Facebook, Twitter, and Instagram are examples of interactive media. ...
  • Video games are another type of interactive media. ...
  • You use apps if you have a mobile device like a smartphone. ...
  • Virtual reality (VR) is another form of interactive media.

What are the characteristics of hypermedia? ›

The characteristic of hypermedia most often mentioned is, certainly, its non-linearity. The net-like organization of nodes–links is different to the more formal linearity of the traditional type of text, in that it offers many possible routes that can be followed when reading.

What is hypermedia in interaction? ›

HYPERMEDIA DEFINED

It referred to the non-linear, associative linking to text in a computer file. Its intent was to empower users by facilitating access in an associative fashion, the same way that the human brain functions.

What is learner control in hypermedia? ›

Contrary to system-controlled multimedia learning environments, hypermedia systems are characterized by a high level of interactivity. This interactivity is referred to as learner control in the respective literature.

Can hypermedia affect learning explain? ›

The potential of hypermedia as a learning tool is derived from the nature of the learning that it supports. It facilitates student centred approaches, creating a motivating and active learning environment (Becker & Dwyer, 1994).

What is the difference between media and hypermedia? ›

Hypermedia is a mix of hypertext with media such as graphics, sounds, and animations.
...
Difference between Multimedia and Hypermedia.
ComparisonMultimediaHypermedia
Requirements of hardwareMultimedia necessitates its own distribution mechanism, which is referred to as a multimedia delivery system.To improve capability, it gives clickable connections.
5 more rows
Aug 22, 2022

What is the major benefit of using multimedia hypermedia in learning *? ›

What is a major benefit of using multimedia/hypermedia in learning? It increases motivation for learning. Research on multimedia and hypermedia systems in education suggests that: A primary advantage of hypermedia is the rapid search capability.

What is another name for hypermedia? ›

Hypermedia Synonyms - WordHippo Thesaurus.
...
What is another word for hypermedia?
multimediaaudiovisual
intermediadigital
computerisedUKcomputerizedUS
interactivesoftware
technologicalmixed media
19 more rows

What is the most common type of hypermedia? ›

What is the most common form of hypermedia? hypertext.

What is hypermedia message? ›

A hypermedia message may be a simple message in the form of text with an embedded graphics, sound track, or video clip, or it may be the result of analysis of material based books, CD ROMs, and other on-line applications.

What is the largest hypermedia? ›

The Web is the largest hypermedia system, but you can make your own hypermedia system that is not part of the Web. For example, you can host the hypertext documents and hypermedia files in a local network that is not connected to the Internet.

What are the three hypermedia structures? ›

Three graph algorithms are educational hypermedia analysis are used to identify courseware structures: Minimum Cut-Set, Strongly Connected Components, and Cut Vertex.

What is hypermedia structure? ›

We consider the generic hypermedia structure of a document to be a means of representing the document that allows it to be processed into a wide variety of presentations. Representing a document in this manner requires additional specification and resources to render it into any presentation.

What are the 5 types of interactivity? ›

8 Types of Interactive Content and Engaging Examples
  • Quizzes.
  • Calculators and Tools.
  • Interactive Infographics.
  • Image Sliders.
  • Games.
  • Interactive Maps.
  • Interactive Webinars.
  • Interactive Film and Video.
Sep 17, 2020

What are the three types of interactivity? ›

Planning for all three types of interactions is necessary in all classrooms but especially critical in hybrid classrooms.
  • Learner-Content Interaction.
  • Learner-Learner Interaction.
  • Learner-Instructor Interaction.
Dec 3, 2020

What is the purpose of interactivity? ›

Interactivity allows for active involvement of individuals on the content level of the communication process.

What is an example of interactive communication? ›

Interactive communication may be verbal or non-verbal and can occur between machines and people. For example, operating an ATM depicts interactive communication between you and the machine, as you provide your card details and see display messages.

What is the meaning of the word interactivity? ›

Interactivity refers to the communication between people and digital devices or content. It is the ability of a computer, program, or other content to respond to the actions of the person that's using it.

What are 5 uses of interactive multimedia? ›

Interactive media integrate computer, memory storage, digital (binary) data, telephone, television, and other information technologies. Their most common applications include training programs, video games, electronic encyclopaedias, and travel guides.

What are the types of interactive communication? ›

Interactive communication forms include basic dialogue and nonverbal communication, game-books, interactive fiction and storytelling, hypertext, interactive television and movies, photo and video manipulation, video sharing, video games, social media, user-generated content, interactive marketing and public relations, ...

What is basic interactivity in multimedia? ›

Interactivity in the context of computer-based multimedia learning is reciprocal activity between a learner and a multimedia learning system, in which the [re]action of the learner is dependent upon the [re]action of the system and vice versa.

What are two differences between hypermedia and multimedia? ›

Multimedia is a group of external rendition of the data and information using various forms of coding whereas hypermedia is kind of application of multimedia, where the multimedia elements are linked using the hyperlinks over the internet.

Is hypermedia only text? ›

Hypermedia is hypertext with a difference - hypermedia documents contain links not only to other pieces of text, but also to other forms of media - sounds, images, and movies. Images themselves can be selected to link to sounds or documents. Hypermedia simply combines hypertext and multimedia.

How does interactive media become hypermedia? ›

When you allow an end user, the viewer of a multimedia project, to control what and when the elements are delivered, it is Interactive multimedia. When you provide a structure of linked elements through which the user can navigate, interactive multimedia becomes hypermedia.

How do you keep learners focused? ›

Here are 10 tips to help you wrangle your students' focus back to the lesson or task at hand.
  1. Be clear. ...
  2. Be patient. ...
  3. Pump up the volume. ...
  4. Play a game. ...
  5. Strike a chord. ...
  6. Fly like a butterfly, sit quietly like a bee. ...
  7. Narrate your count down. ...
  8. Use clever attention-grabbers.
Oct 6, 2016

How do you control learner responses to questions? ›

Strategies for responding to student questions
  1. Answer the question yourself. ...
  2. Redirect the question to the class. ...
  3. Attempt to help the student answer his own question. ...
  4. Ask the student to stop after class to discuss the question. ...
  5. Refer the student to a resource where she can find the answer.

What is learner interface interaction? ›

The greater use of these devices, as well as their increasing complexity, has led us to define an additional model of interaction—learner-interface interaction—in which the learner must interact with the technological medium in order to interact with the content, instructor, or other learners.

Why is hypermedia important to students? ›

Hypermedia enables learners to successfully integrate new knowledge into their original knowledge bases so that learners become decision makers in information processing.

What are the advantages of hypermedia? ›

Advantages of a hypermedia API
  • Discoverability. Hypermedia allows you to follow links to discover related content and links – just like browsing a website. ...
  • Contextuality. Hypermedia allows you to personalize content for every customer. ...
  • Reactivity. ...
  • Extendability. ...
  • Stability.
Aug 15, 2017

What are the advantages and disadvantages of hypermedia? ›

According to Merrill (1980), hypermedia environments enable instruction that is adapted to the learners' preferences and cognitive needs, for instance, to their prior knowledge level. Some disadvantages are usability problems such as disorientation, distraction, and cognitive overload.

What are the examples of multimedia and hypermedia? ›

Other examples of multimedia usage include looking at pictures taken from a digital camera. In contrast, surfing the World Wide Web, following links from one site to another, looking for all types of information, is called experiencing hypermedia.

What does hypermedia mean in reading and writing? ›

Hypermedia combines a variety of media -- text, graphics, still photographs, animations, sound, and video -- in a nonlinear computer-based environment with which users can interact.

What is the most common form of hypermedia? ›

The most common type of hypermedia is an image link. Photos or graphics on the Web are often linked to other pages. For example, clicking a small "thumbnail" image may open a larger version of the picture in a new window.

What are the three characteristics of hypermedia? ›

This article offers a rede ning of three problem areas associated with the cognitive effects of the semiotic characteristics of hypermedia, highlighted by the rst years of research on this objective: the hypertext associativity, the non-linearity and the rapprochement of real and hypertext navigation.

What are the elements of hypermedia? ›

Elements of hypermedia design: techniques for navigation and visualization in cyberspace
  • Applied computing. Document management and text processing. Document preparation. ...
  • Computing methodologies. Computer graphics. Animation. ...
  • Human-centered computing. Human computer interaction (HCI) ...
  • Information systems. Information retrieval.
Jan 1, 1997

What are the different types of hypermedia links? ›

A lot of hypermedia types have been proposed (CCXML, RDF/XML, SensorML, Sitemap XML, SMIL, SVG, TriG, TriX, Turtle, and others) but not all of them are practically implemented. Some of the commonly used types are HAL, JSON-LD, and Collection+JSON. We are going to talk about each of them below.

What is the difference between hypermedia and hypertext? ›

Hypermedia is an extension of hypertext that contains many forms of media, such as text, images, audio, or video, as opposed to hypertext, which is only text-based. It allows you to connect web pages to form a network containing multimedia elements with a single click for a more comprehensive multimedia experience.

Top Articles
Latest Posts
Article information

Author: Rubie Ullrich

Last Updated:

Views: 6025

Rating: 4.1 / 5 (72 voted)

Reviews: 87% of readers found this page helpful

Author information

Name: Rubie Ullrich

Birthday: 1998-02-02

Address: 743 Stoltenberg Center, Genovevaville, NJ 59925-3119

Phone: +2202978377583

Job: Administration Engineer

Hobby: Surfing, Sailing, Listening to music, Web surfing, Kitesurfing, Geocaching, Backpacking

Introduction: My name is Rubie Ullrich, I am a enthusiastic, perfect, tender, vivacious, talented, famous, delightful person who loves writing and wants to share my knowledge and understanding with you.