This term was created by Ted Nelson. A simple definition we can find surfing the Internet is that Hypermedia is “the combination of text, video, graphic images, sound, hyperlinks, and other elements in the form typical of Web documents.”
Investigating a bit more Hypermedia can be thought of as a visual, interactive and non-linear medium for communication, which is based on a human-computer interaction paradigm where the user can browse through a database using point and click interaction techniques. Thus, a graphical user interface and direct manipulation (Shneiderman 1983) is essential to hypermedia, according to Mikael Kindborg. Typical applications for hypermedia systems include: information dissemination, interactive encyclopaedias, learning, education, reference databases, interactive presentations, simulations, idea processing, writing tools, personal information management, collaboration tools, games and entertainment, like interactive fiction and adventure games.
The user can move around the network in many different ways, randomly, purposefully, and so on. The ability to move quickly around the hypermedia network is critical to usability and is what makes browsing practical (Akscyn et alia 1988). It should be noted that the very problem discussed in this thesis is partly caused by this possibility; the easier it is to move quickly from concept to concept, the greater is the risk to loose track of what one is doing and to get lost.
The World Wide Web is a classic example of hypermedia, whereas a non-interactive cinema presentation is an example of standard multimedia due to the absence of hyperlinks.
- Webopedia http://webopedia.internet.com/TERM/h/hypermedia.html
- Wikipedia http://en.wikipedia.org/wiki/Hypermedia
- Visual Techniques for orientation in hypermedia structures http://www.ida.liu.se/~mikki/comics/lic/chap2.htm