Monday, 30 November 2009

the else if statement

==If var1 is equal to var2
>=If var1 is greater than or equal to var2
>If var1 is greater than var2
<=If var1 is smaller than or equal to var2
<If var1 is smaller than var2
!=If var1 is NOT equal to var2
&&If var1 and var2 exist or both var1 and var2 are both set to true.
||If either var1 and var2 exist and/or are set to true.

The above table lists the most common operators you will use. Now, it is time to explain how to use them. For the following examples, we will assume that variable_1 and variable_2 are values and have been initialized earlier.

If, for example, you wanted to check if variable_1 is greater than variable_2 you would use the following fragment of code:

if(variable_1 >= variable_2){
trace("variable 1 is greater than or equal to variable 2");

Similarly, to check if both variables are equal, you would use:

if(variable_1 == variable_2){
trace("variable 1 is equal to variable 2");

Let's say variable_1 is now equal to the string foo. If you are checking if variable_1 is equal to the string foo, you will need to use quotation marks on the foo to designate it as a string:

if(variable_1 == "foo"){
trace("variable 1 is equal to foo");

The == operator when applied to strings cares about capitalization. So "Foo" is not equal to "foo". If you want to check if the characters are the same, you can do a toUpperCase or toLowerCase on the text and then do the compare.

You can also daisy chain operators to perform more complicated logic evaluations:

if(variable_1 == variable_2 && variable_3 > variable_4){
trace("variable 1 is equal to variable 2 and variable 3 is greater than variable 4");

In the above statement, I check if variable_1 is equal to variable_2 and also check if variable_3 is greater than variable_4. Notice the order of operations does not check if variable_2 and variable_3 exist, even though at first glance it could look like that could be the case.

That is why it is recommended to use many parentheses to improve readability:

if((variable_1 == variable_2) && (variable_3 > variable_4)){
trace("variable 1 is equal to variable 2 and variable 3 is greater than variable 4");

Up until now, we have code that executes when the if statement is true. There will be cases, in fact almost always, when you want something to execute if the statement is false. Thus, this is where the else statement comes into play:

if(variable_1 == "foo"){
trace("variable 1 is equal to foo");
} else {
trace("variable 1 is not equal to foo");

In the above code, if variable_1 is not equal to foo, the code in the else statement will execute instead. Of course, to take this one step further, you can have multiple statements by extending else and if and getting else if. Else if allows you to have several if statements that evaluate in order as shown in the following code fragment:

if(variable_1 == 80){
trace("variable 1 is equal to 80");
} else if(variable_1 > 80){
trace("variable 1 is greater than 80");
} else {
trace("neither are true");

In the above code fragment you check if variable_1 is equal to 80, and if it is, you exit your code fragment and execute the code for the equal statement. If variable_1 does not equal 80, instead of jumping straight to the else statement, you stop at the else ifstatement and check if variable_1 is greater than 80 instead. Only if you fail again do you go to else for there is no where else for you to go!

When using else’s the code would not keep reading down if one statement is true. So, with the example code above, it would not read the } else if(variable_1 > 80){ if variable_1 is equal to 80, however if it isn’t equal to 80 it would read that code. The last else would not be read if either of the preceding statements are true.

So with this, I think you have a good idea of what you can do using if and else statements. They are quite fundamental for most programs, so it is good to be familiarized with them to a point where you don't spend too much time thinking about them.

Thursday, 26 November 2009

the future of the web video

the future of the web video


What is interactive media...

Brief history of interactive media

Interactive media andthe future.

life in the future.

Monday, 16 November 2009

actionscript for making a image or object scale in size, by showing size resaults

Making It Work...
Copy the ActionScript below.



{if ((_ymouse>212) || (_ymouse<184))
if (d==1){


Thursday, 12 November 2009

jobs in the interactive media sector. / career paths (U8 P2.3)

jobs in the interactive media sector.

click here to see resaults. here I have found all resaults related to interactive media.

the three resaults I have chosen are

  • Designer
  • Programmer
  • Developer

What are the skills required for department.

The skills required for a designer , are the following.

To become a designer you need to create the 'look and feel' of an interactive media product.
you must combine creativity with an awareness of the tools and technologies that will be used to build the product, and an understanding of what these can and cannot do.
you must produce visuals of user interfaces, using software like Adobe Photoshop or Illustrator. you will usually follow a design brief that may be given as verbal instructions, a written specification or 'wire–frame' diagrams.
At junior levels, you will tend to be tasked with only some aspects, typically the visual styling, of the interface.
There are no typical career routes, but many interactive media Designers come from a traditional design background – such as graphic, print or information design. Sometimes they combine this with experience or study in a more technical subject – such as computer science, engineering, mathematics or psychology.
It is this combination of creative and technical disciplines that tends to distinguish the best interactive media Designers and enables them to progress into more senior positions, either within the Designer role, or in roles such as Information Architect or Producer.
Essential knowledge and skillsDesigners need creativity and artistic flair but also a certain amount of technical understanding. The nature of interactive media means that they must often design within many unknown or variable parameters – for example, the user's screen size, or the amount of content to be included on a web page.
The Designer must therefore be able to identify these factors and think laterally so as to produce flexible designs that work correctly in a range of circumstances. They need to understand usability issues, the principles of interaction design, and any userinterface conventions and standards that are relevant to the product. Awareness of the technical process used to implement their designs is also important.

Key Skills include:

design talent;
good drawing and diagramming ability;
knowledge of relevant design, image manipulation, and asset optimisation software;
good interpersonal communication skills, especially when dealing with specialists in other disciplines;
ability to manage time, prioritise tasks and work under pressure;
knowledge of the requirements of the relevant Health and Safety legislation and procedures.
Training and qualifications Most interactive media Designers have Bachelor's Degrees, HND's and some have Master's Degrees. however, and a good portfolio of interactive media work is essential.


A day in the life of a web programmer includes developing code, modifying code, designing new concepts and products, testing products, and explaining the concept behind a new product to a work team. Since programmers work with a large number of people in order to finish a project, prospective programmers must be able to communicate effectively while working with others.
In addition, a programmer should be able to think creatively. Often, clients will approach programmers with an idea that has never been translated into a technical product. It is the job of a programmer to take this idea and turn it into something tangible. In this sense, imagination is an extremely important asset that a web designer must possess. While most techniques and skills can be learned within an academic environment, imagination and creativity cannot be taught.
Some web programmers obtain four-year university degrees, while others gain all the knowledge they need from technical school.


A Web developer is a term that can refer to an individual or a company that provides services to build and maintain high-end websites. The skills of a Web developer are more expansive than that of a webmaster, who might be a simple end-user utilizing ready-made scripts to patch together a personal website. A Web developer is generally capable of writing custom scripts to accommodate a client’s needs, and is either professionally trained in, or has ample personal experience working with various scripting languages.

The Web developer must also make sure that forms work properly. Various scripting languages exist in which to create surveys, contests, and sales mechanisms — the means to securely transfer information between visitors and the website. Browser settings for cookies and scripts can hamper the proper functioning of some Web forms. A Web developer takes all of this into consideration so that when a visitor fills in a form, they are sure to get satisfaction, and not have the form “hang” or “reappear blank” upon clicking the “Send” button. A site that is broken doesn’t bode well for business.

The WebDesigner

Quote taken from

To become a web designer one of the pre-requisite qualifications in the UK is to be higher educated. This means a minimum of a Higher National diploma (HND) in a computer or media related subject or better still, a degree from university. Studying for such qualifications allows you to develop an awareness of the industry and allows a lot of time for self learning of software skills and web design techniques, which are critical for a career as a web designer.
Skills Needed:
Some (but not all) of the skills which you will need in order to become a web designer are shown below.


action script
Macromedia Development Packages

Joomla is a possible program to learn in this section.

Of course the skills that you need will vary depending on the area of web design that you intend to persue. Graphically oriented web designers will need strong graphic design skills such as adobe photoshop, fireworks and flash. Web Designer that are more coding oriented will need a strong command of the following skills: HTML, CSS, SQL and ASP or PHP.

The name which refers to web designers is usually referred to as web developers rather than web designers.

Wednesday, 11 November 2009

actionscript for tracking an object in a WEB CAM

* @author >> Justin Windle
* @link >>

import com.soulwire.geom.ColourMatrix;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Shape;
import flash.display.Sprite;
import flash.filters.ColorMatrixFilter;

public class Main extends Sprite

| Private Variables | Data Type

private var _motionTracker: MotionTracker;

private var _target: Shape;
private var _bounds: Shape;
private var _output: Bitmap;
private var _source: Bitmap;
private var _video: BitmapData;
private var _matrix: ColourMatrix;

| Constructor

public function Main()
/*** SETUP ***/

var camW:int = 300;
var camH:int = 250;

// Create the camera
var cam:Camera = Camera.getCamera();
cam.setMode( camW, camH, stage.frameRate );

// Create a video
var vid:Video = new Video( camW, camH );
vid.attachCamera( cam );

// Create the Motion Tracker
_motionTracker = new MotionTracker( vid );

// We flip the input as we want a mirror image
_motionTracker.flipInput = true;

/*** Create a few things to help us visualise what the MotionTracker is doing... ***/

_matrix = new ColourMatrix();
_matrix.brightness = _motionTracker.brightness;
_matrix.contrast = _motionTracker.contrast;

// Display the camera input with the same filters (minus the blur) as the MotionTracker is using
_video = new BitmapData( camW, camH, false, 0 );
_source = new Bitmap( _video );
_source.scaleX = -1;
_source.x = camW;
_source.filters = [ new ColorMatrixFilter( _matrix.getMatrix() ) ];
addChild( _source );

// Show the image the MotionTracker is processing and using to track
_output = new Bitmap( _motionTracker.trackingImage );
_output.x = camW;
addChild( _output );

// A shape to represent the tracking point
_target = new Shape(); 0, 0xFFFFFF ); 0, 0, 10 );
addChild( _target );

// A box to represent the activity area
_bounds = new Shape();
_bounds.x = _output.x;
_bounds.y = _output.y;
addChild( _bounds );

// Configure the UI
blurStep.addEventListener( Event.CHANGE, setValues );
brightnessStep.addEventListener( Event.CHANGE, setValues );
contrastStep.addEventListener( Event.CHANGE, setValues );
areaStep.addEventListener( Event.CHANGE, setValues );

// Get going!
addEventListener( Event.ENTER_FRAME, track );

| Event Handlers

private function track( e:Event ):void
// Tell the MotionTracker to update itself

// Move the target with some easing
_target.x += ((_motionTracker.x + _bounds.x) - _target.x) / 10;
_target.y += ((_motionTracker.y + _bounds.y) - _target.y) / 10;

_video.draw( _motionTracker.input );

// If there is enough movement (see the MotionTracker's minArea property) then continue
if ( !_motionTracker.hasMovement ) return;

// Draw the motion bounds so we can see what the MotionTracker is doing; 0, 0xFFFFFF ); _motionTracker.motionArea.x,

private function setValues( e:Event ):void
switch( e.currentTarget )
case blurStep :
_motionTracker.blur = blurStep.value;

case brightnessStep :
_motionTracker.brightness = _matrix.brightness = brightnessStep.value;

case contrastStep :
_motionTracker.contrast = _matrix.contrast = contrastStep.value;

case areaStep :
_motionTracker.minArea = areaStep.value;

_source.filters = [ new ColorMatrixFilter( _matrix.getMatrix() ) ];



move a ball with your hands by using webcam movements

import flash.display.*;
import flash.geom.*;
// ----------------------------------------------------------
// ----------------------------------------------------------
ball.inTrans = false;
setInterval(detection, 100);
gameSizeX = 250;
gameSizeY = 200;
// ----------------------------------------------------------
// Connect the webcam
// ----------------------------------------------------------
cam = Camera.get();
// ----------------------------------------------------------
// Main Functions
// ----------------------------------------------------------
now = new BitmapData(cam.width, cam.height);
before = new BitmapData(cam.width, cam.height);
rect = new Rectangle(0, 0, cam.width, cam.height);
trace("cam.width="+cam.width+" cam.height="+cam.height);
sizeDif = gameSizeX / cam.width;
trace("This Screen Size VS Video = 1:"+ sizeDif);
pt = new Point(0, 0);
// Show The MonoColor image
//coverRect = new Rectangle(0, 0, 130, 120);
function detection() {

if (!cam.muted) {
now.draw(before, new Matrix(), new ColorTransform(), 'difference');
now.threshold(now, rect, pt, '>', 0xff333333, 0xffff0000);
now.fillRect(coverRect, 0xff000000);
re = now.getColorBoundsRect(0xffffffff, 0xffff0000, true);
// trace(r.toString());
ColorChange = now.threshold(now, re, new Point(re.x, re.y), '==', 0xffff0000, 0xffff0000);
// trace(ColorChange);
if (re.x<160>10) {
ballNewY = (re.height/2+re.y)*sizeDif;

if (re.y<200>10) {
ballNewX = re.width/2+re.x;
ballNewX = gameSizeX-(ballNewX*sizeDif);

// display the motion detection bitmap
//_root.attachBitmap(now, 10);
vx = 4;
vy = 4;
//r = ball._width/2;
function tweenPlayer(param,param2) {
easeType = mx.transitions.easing.Regular.easeOut;
var mc = ball;
if (mc.inTrans == false) {
//mc.inTrans = true;
var begin = mc._y;
var beginX = mc._x;
var end = param;
//var endy = mc._y+(random(10)-5);
var time = 0.4;
ballTween = new mx.transitions.Tween(mc, "_y", easeType, begin, end, time, true);
ballTween = new mx.transitions.Tween(mc, "_x", easeType, beginX, param2, time, true);
ballTween.onMotionFinished = function() {
mc.inTrans = false;

action script for taking a screen grab of your image and turning it into a bitmap data

//(From previous section)
/* capture the video stream from the active webcam and display it inside the video object */

import flash.display.BitmapData
import flash.geom.Matrix


create a new bitmap object that is the same size
as the Video object to store the pixel data

var snapshot:BitmapData=new BitmapData(output_vid._width,output_vid._height);


create a function that takes a snapshot
of the Video object whenever it is called

function takeSnapshot()
//draw the current state of the Video object into
//the bitmap object with no transformations applied
snapshot.draw(output_vid,new Matrix());

Tuesday, 10 November 2009

comparing bitmaps in webcam movements

click here to see more of my research on webcam detectors

click here to see how a bitmap web cam works, compared with a normal webcam ,

(you will need a webcam to see the resault.)

action script for loading a webcam into flash

here is some action script that I have been playing about with in flash action script 2.0

This script is to be placed on the first frame of your timelime.

you must import the a new video from the main library by clicking the top right corner of the library and then clicking new video. export for action script.

copy and paste this simple code.

c = Camera.get();

explanation of what is happening here.

c = the camera , it doesn't matter what letter you use as long as you delare the same letter later on in the code. as this is a varible.

the we say webcam as this is the name of the video
.attachvideo(c); all this phrase means is that the box on your screen named webcam, will attach the video named (c) which is your camera.

have fun!

cams that detect movment and audio.

in flash you can now build projects that allow the user to respond in a more interactive way.
when flash 8 came out it aloud a designer to add video in their coding, this video can be a web cam that actionscipt detects motion movements and audio sounds.

here is a demo version of a flash project that uses motion tracking, the user here has to move to make the audio heard.
have fun!

click here to see and here the audio in this web cam.

("oh yea you may need a web cam if your computer hasn't got one installed.") :)

click here
to see more different types of web cam motions with audio and visual movments.

Sunday, 8 November 2009

create a preloader for a website
click here

Monday, 2 November 2009

identify and select 2 contemporary (interactive) and 2 historical theories or methods of communication and compare them.

Historical communication

 The history of communication dates back to the earliest signs of life. Communication can range from very subtle processes of exchange, to full conversations and mass communication. Human communication was revolutionized with speech about 200,000 years ago. Symbols were developed about 30,000 years ago, and writing about 7,000. On a much shorter scale, there have been major developments in the field of telecommunication in the past few centuries.
The first Paintings

Cave paintings
more then 30,000 years Cave paintings were the first historical paintings ever to be produced on the planet, they were a way of communication, by drawing images with animal blood, or using stone to engrave onto the walls.
These images tell us today how the cave men lived their life's, through visual communication, and narrative story telling. By looking at these drawing we can see how they had to kill to survive. 

The Quill
The first signs of letters wrote.

  1. A quill is a pen made from the wing feather of a bird. The feathers of crows, geese and turkeys were the most common kind of feathers to be fashioned into quills.
  2. No single person can be credited with inventing the writing quill. However, the quill does have a long and interesting history, and it was the primary writing instrument for most civilizations for more than 1,000 years. The first letters were sent across england using the quill

    First Use

  1. The first writing quills began to be introduced between 500 and 700 A.D. They were most commonly used in nations that had previously developed either reed paper or parchment and a stable nut- or gum-based ink. Theses nations included Spain, China and Japan and most of the Middle East.


  1. The writing quill was slow to take hold in Europe. Because most Europeans used animal-skin paper, it was difficult to use a quill without having it break. This began to change in the 15Th century with the invention of the printing press, and when increased trade made reed paper and parchment cheaper and more widely available.

  2. Decline

  3. Use of the quill began to decline in the 19Th century with the invention of the steel pen. Invented in 1830 by the Englishman James Perry, steel pens could be mass produced and so were cheaper than quills. They were also easier to care for and did not have to be replaced as frequently.

Contemporary communication
The first signs of email


Email started in the mid 1960s and evolved massively with the ARPANET computer network. Messages often got lost and could take as long as a week to reach their destination.
In 1971 the @ symbol was chosen to combine the user and host name, i.e. username@host.
In the early 1980s this was extended to include the domain i.e. username@host.domain which could then be further divided to This standard for email remains today.
In the early 1980s, SMTP was developed to provide a more efficient protocol. SMTP allowed a single message with more than one addressee to be sent to a domain. A local server then copied the message to each recipient.
1988 saw the first authorised use of commercial email on the Internet.
In 1989 the CompuServe mail system was connected through the Ohio State University network.
In 1993 AOL connected their system to the Internet and email became global.

The first signs of texting.

SMS text definition.
(Short Message Service)

The first commercial SMS message was sent over the Vodafone GSM network as a way of communication in the United Kingdom on 3 December 1992, from Neil Papworth of Sema Group (using a personal computer) to Richard Jarvis of Vodafone (using an Orbitel 901 handset). The text of the message was "Merry Christmas". The first SMS typed on a GSM phone is claimed to have been sent by Riku Pihkonen, an engineer student at Nokia, in 1993.

Evaluation on Historical Communication.

The cave man

The first Historical image shows life in the first man times, around 50-100,000 years ago, before the ice age there were man like creatures that lived in caves, these people had to find ways to communicate to one another, they painted images in there caves which may have been away of communication to one another, or this might have just been for a hobbie.
There was no english lauguage in this time, as these were the first people, so if these people did speak asumedley they would have had a lauage of their own.
If these people didn't speak they cauld have communicated with their body expressions and their body movement to communicate with eachother.

Evaluation on the Quill

The quill was a successful instrument of it's time, it was light weight and easy to replace.
Once wrote a letter with a quill a messenger or servant would take the letter to it's location.
this form of communication was a long process if the location was from England to France on Horse back.
If the letter was wrote on a Monday and sent that same day it would take around 12 days for a reply if the messenger was traveling to France and back to England.
This form of communication worked but it was a very long process if the distance was far.

Evaluation on contemporary Communication

As email developed it became easier for people to keep intouch with each other, and communicate from other countries with the click of a button.
With Email we can order new products, speak to our friends, register on a new website, or even pay your home bills with the use of Email.
Now email is a global source of communication without Email there wouldn't be a third world we have today.

Evaluation on the use of Texting

Since the first traditional phone to the first mobile phone, phones have been able to do the one thing we want them to do , which is to make a phone call. But over the last few decades phones have been becoming more of a fashionable icon ("who's got the best phone") ? This is because technology has got much better in the 21 century and mobile phones have been able to give people better results.
One of these results is the (SMS Texting.) which has had an impact on the whole world.
before texting was invented people would ring to communicate but now just about every person who owns a phone in the world has the texting function on it, this means people prefer texting then ringing, as it can be cheaper, its quicker and too the point, and you can text as many friends as you like all in one go!

Compare Historical with Contemporary
cave man and the texting

After looking at the Historical cave man, there only form of communication was speech and body language, this is a big influence on the world today as we still use these methods to communicate in our own life's.
But when comparing this to the texting we use today, it is not all that different only the fact that we have the technology now and the cave man didn't.
We still communicate through words in our texts and add a few symbols that the phone adds for us, if you think of how the caveman drew symbols in his cave to communicate with eachother, we are not all that different.
But when comparing these two forms of communication the best form of communication is not through texting, it's through the caves man style, which is speech.

Compare Historical with Contemporary
The Quill And the Email.

After looking at both the Quill and the Electronic Mail, theses two methods are both a way of communication, they both deliverer mail and they both send mail back.
people still use the quill, now a pen method, when sending bills through the post, or maybe a post card to a relative, this form of communication is related and dates back to the quill times.
The Email However is a much more faster way of communication, users can write a message and send there note to there friend instantly.
This form of communication is much more powerful if your in a business and you want work to be in on the deadline.
Also with Email you can attach files, so if you need a file for work the next day you can email to yourself. where as you cannot post yourself an Electronic file through the post box.

So which is best.
Well i have to say the cave man theory is a better way of communication then texting.

Because speaking is better then texting.
Sometimes people get their texts mixed up and send them to the wrong person or they send the wrong subject, This proves a poor lack of communication.

However the cave man point proves that a good face to face chat can be a better result. but this depends purley on the subject of chat.


Email is most definitely better.
you can do the same job as the quill 1000 times faster, and you don't need a servant to post it.
Also you get a responce withing seconds.
Email is the future of communication.

Define criteria for measuring the Effectiveness of communication.

The effectiveness in terms of communication principles is that email is a powerful way of communication, email is becoming the future of communication as the Internet is the now third world we live in, but it will never be a better form of communication then speech, as speech is direct to the person and more formal, or straight to the point.

Select two examples of interactive media and report on their effectiveness as a means of communication.

The Interactive Dance Mat

This piece of interactive media is a contemporary arcade game and also a game that you can buy for home use.

In terms of communication, the user stands on a soft mat, that has pressure pads in four corners, these pads act as the input sensors that react when the user stands on them, and the information is passed on to the game which tells the program a message, then the program replies back to the user through it's well designed interface. It will respond by asking the user what steps to do next by showing them arrow movements. As the user copy's these movements in time with the music , they gain a score.

So the user communicates through visual communication and audio communication.

The Nintendo Wii

The Nintendo Wii is a great interactive familly game for all ages. In terms of communication the game is played using either one remote or two, or even mutiples can be added.

The Nintendo Wii is an innovative system and part of the 7th generation of video game systems .
The Nintendo Wii is an interactive system that relies on wireless controllers. The wii remote can detect any acceleration in 3 dimensions and a sensor bar to capture all of the movements and buttons that players use when using a compatible remote.
You communicate purely through using your body movements and actions as if you were playing a real sport or activity.
You need to be able to see to watch what is happening,
a deaf person cauld still play, but a blind person would have to play off the audio sounds in the background.
When playing a cursor on the screen is controlled by moving the Wii remote and actually pointing at different menu choices on the screen. You can also control the menu options by using the D-pad directional buttons.

You must stand to use the games and mimic the moves that you are creating on screen. ( play the games as if you are actually there) Examples include bowling, tennis, shooting, throwing, and a lot of leg activities by using the Wii Fit board.
Comparing the Wii and the Dance Machine.
The dance machine is aimed at those who want a good dance, where as the Wii is for family and friends who want to socialise and have fun on a saturday night. In terms of the communication the Dance machine communicates through it's interface, buying showing the user animated clips of movements. However the wii is much more spysial approach. The user uses body movements to communicate with the Wii sensor.
The Wii has an overal better out then the Dance mat, as the dance mat, can only provide two people per play, whilr the Wii can provide up to a whole familly, The wii also has special options where you can connect to the internet using Wifi, and communicate with online users, by playing interactively with them, this is the genoration for game design, being able to play another user wirlessly in another country is a new form of communication. which makes the Wii a better form of communication then any Computer game.

Sunday, 1 November 2009

10 audio with photo or video examples.

This website is aimed at young people who enjoy playing online flash games. There main purpose was to advertise there flash games and to increase there visits buy advertising these games.
In-terms of sound this particular game a "balloon game" where the user has to pop as many balloons as possible before the times runs out. The sound in this game has a background sound which is a fast paced sound, this type of sound pushes the user to run more quickly around the game which makes them think time is running out.  The designer has added a sound on the balloon when the user pops it. This communicates to the user that they have succeeded due to the "pop" sound and the animation of the balloon being exploded on the that specific sound tells them that they have scored 1 point.

This website is of  cafes menu.
The sound in this site is optional for the user which I liked, because not everybody enjoys sound on a website.
at the bottom right hand corner of the site, the designer has made a smaller user interface of a old fashioned music player which aesthetically communicates that this cafe is a old traditional cafe.
The music player Plays a old song which even myself didn't recognize and the designer even gave it a crackling effect to the sound as if the track was over 50 years old. (or this may have been the original track.) 
When looking at the style of the website (colours  shapes and font styles the audio track really fitted the websites purpose, it gave it a sense of traditional war time food. 

This website, a Video production company, have used audio feedback to show their users what they have to offer. 
 when I entered the site There was a TV in the top right hand side of the site which was displaying a old black and white film, the audio feedback I got was this website is a film production company.
When I hovered over their buttons sound changed to meet the content within the graphic that was being displayed.  Phone graphic communicated a ringing sound which communicated that this button refers to a contacts page because of its type of visual and audio communication.
This type of feedback is useful for those who are blind, as when a blind user hovers over this button they would hear the relevant communication needed and therefor click further if i was necessary for them.

Click on the link above to hear the sounds in the website.

This website is about a 3d animated program. 
The backing sound on the website is reflected on the style of the characters, which makes the characters look more interesting, funny and as they are 3d animated characters, the audio helps the user understand there personality due to the mischief and   type of music. 
When hovered over the navigation bar a sound of a xylophone is heard from a low note to a high note from left to right.
If we listen to the background music, it contains a xylophone in certain bars of the audio track.
The navigation bar sound fits well with the background sound, and the user can interact with the background sound by playing along with this using the navigation xylophone sounds.
I Personally like this idea as it is a good idea to attract the user, as I was playing with this for quite sometime.
However I do feel If they Can go to such length to add a good sound on the navigation bar 
and on the background then they should add a small sound, maybe another xylophone sound when The user hits a button and a new page is displayed. 
This will will let the user know there page has been clicked from that extra sound.

click above to here website sounds.

7 pagesdesign world leading interactive company 
uses futuristic sounds to give people a sense of there modern skills on offer.
There background sound Reminds me of Watching a episode of the "X Files". 
 I think the audio sound is to scientific for there needs.  Although the Flash is very good and advanced I think people would get lost on this site due to an over crowded  design and the use of  to many dark colours near each other clashes. There seems to be no space to breath, which only makes it more frustrating for a basic learner. When I hover over a button The sound changes to a futuristic button type sound.  This is helpful for users as this will let them know what is happening in this site, and where they are being directed to. 
When I clicked on the "launch web work button" they provided me with a new sound (phone ringing) This type of sound communicated to me that they were dialing up a connection while they connect to a host or file.
my conclusion in this site is , I think the sounds are relevant to the website, However I would still believe the background sound to part of a science website, martial art page or a magicians website not a interactive media site.

click above to hear website sounds.

  On load this website loads a navigation bar with each button displaying it's own sound as it enters the screen.
The sound of the menu forces the user to look and go straight to the interface.
This idea works because I went straight to the menu after hearing those sounds, so I knew there was more interactivity from the menu. I hovered over the "about button" and the button rolled over which had a very faint click on the rollover state. This gave me audio feedback that I was using this button correctly and for any user who is blind they would of found this button from listening for a faint click, and remembering it next time they visit this page.
Once the faint click told me I was rolled over I then clicked the button and I heard another different sound which was this time fainter then the first sound. this sound's purpose was to tell me I have been successfully been directed to the page I was looking for.
n the top right hand corner of the website they have made a menu for displaying background sound on or off. I spotted that they have uploaded two different sound files.
The first is "K-Pax" is a pop / rock audio track, and the second is a track named "21 Grams" the most suited track for the content of the website is "21 Grams" because it is more of a calm acoustic feel and the track lets you feel relaxed while viewing the site, also the style within the graphics is floral which is reflected by this.
When I changed the track from "K-Pax" to "21 Grams" the track played as normal but as I changed to a different page on the website the track instantly changed back to it's default class.

I found this Method a waste of time, as there is no point in having a track changer if you cannot select a specific track and view the rest of the site, while listening to that track. 
This problem can easily be solved by declaring a sound type variable in flash action-script.

click above to hear website sounds.

This website uses audio feedback to communicate when the uses has hit a new page in the site. The designer uses click sounds as the user is more commonly aware of these types of sounds due to when buttons are pressed in, they make a simple click sound. The user would be unaware if the sounds were of a dog barking or a car starting up. The only time this would be expectable is if the content within the site is reflected with the audio.
My conclusion on this site, is the navigation bar needs more audio sound. What I mean by this is it is missing audio feedback on the rollover state. If this site had audio feedback on the rollover state the users would find it more helpful in a interactive form, and more enjoyable to navigate around. This also applies to blind visitors, the fact they cannot see means they rely on audio feedback, so they need every bit of communication possible to help when navigating. 

CLICK HERE to listen to the audio in the game below.

This video came of rainbow has realistic sound effects that make you feel as if you are actually there fighting in a war.
The background audio contains Casino sounds from bandits and money being won. this communicates to the user that they are inside the location they should be, when the user moves out of that location the audio sound of the casino faintly disappears into the distance the further they move away from the bandits. The user can tell when there is a explosion near by due the feedback the audio communicates. Users can also communicate to each other using blue tooth head phone sets,  by using these they can communicate through audio to other team mates and inform them of plans or trouble near by. 
When a gun is fired the sound is heard instantly, If an enemy is nearby by at a distant a gunshot sound will be heard but at a faint level just as if in reality.
This makes the game more realistic and interesting to play, it also shows how well game designers are thinking to even think of programming a time delay between gunshot sounds.

click here on the link, to hear the games

When listening to the audio in this video game, It gives you the feel as if you are driving the car.
I noticed that when the car changed gear and the rev counter dial moved up, the audio sound changed to a different sound, making a sound of a gear changing. 
In the background there is a There commentator's voice which is clearly heard to the user.
You can here the sound of the crowd cheering and shouting as the car continues it's way around the track, this creates more of a interest in the game for the user making the game seem more believable and realistic.
if the game had no sound and was played with just a visual response there would be a different reaction, because when we play a high definition game like this, we react on both senses, our sight and hearing. Games of today are made to make users not only have fun but to educate users by making them do certain tasks. These tasks are are both visual and audio combined, the user may need to hear a message to get further and complete the game.

|Microwave interface from task 1.

clear here for audio sound on the Microwave.

click here to hear the audio in the micro interface.

the sounds in these buttons are very clear, they let the user know clearly that they have been pressed. a blind user would know these are being pressed from the response of the beep the buttons make.
a deaf user would see on the LCD screen of the interface that from what there putting into the screen is shown visible by text.