The most distinct feature of multimedia interaction is that it is mutual and both the machine and the user take an equal active role (Morley and Parker 7).
Interactive multimedia can be used in multiple ways in the education sector and has benefits for the students or learners and teachers. The main benefit of it is the ability to individualize education (Lucas 77). The multimedia technologies that augment the existing curriculum allow immediate enhancement and encourage development in the sector (Cartwright 295). This can help resolve problems in the educational sector by providing activities that match with the learning style employed by the students. They have the ability to improve the learning outcomes of students as they increase their potential. The advancements in interactive media provide students with the opportunity to gain and share information with their peers and work on collaborative projects and increases motivation among the young people (Mishra and Sharma 311). These experiences are considered to be rich, social and have more meaning than the traditional word to word lessons.
Interactive multimedia is used for entertainment in many ways such as video games as explained by Morgan Stanley and Co (2010). Recent studies show that video games are most popular form of entertainment. It is the only segment of the United States consumer media with a significant increase in spending compared to other forms of media including; newspapers, books and broadcast TV (Mayer 99). 3D human tracking methods have been introduced in computer vision and applied in motion analysis, interactive computer graphics and surveillance. This is because such a system runs on inexpensive hardware, is fast and emphasizes on real time interactivity. Object segmentation processing is determined by color and the dimension of the object is computed. The motion corresponding on the 2D trajectories is