Multimedia and Hypermedia information coding Expert Group - meaning and definition. What is Multimedia and Hypermedia information coding Expert Group
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What (who) is Multimedia and Hypermedia information coding Expert Group - definition

GUIDELINES IN OBJECT-ORIENTED DESIGN
Information expert; GRASP (Object Oriented Design)

Multimedia and Hypermedia information coding Expert Group      
<multimedia, standard> (MHEG) is an ISO standard encoding for multimedia and hypermedia information, designed to facilitate use and interchange of such information in varied domains such as games, electronic publishing and medical applications. MHEG Home (http://mheg.org/). (2002-12-30)
ISO/IEC JTC 1/SC 29         
SUBCOMMITTEE OF A TECHNICAL COMMITTEE
SC 29; SC29; JTC 1/SC 29; JTC1/SC29; Subcommittee 29
ISO/IEC JTC 1/SC 29, entitled Coding of audio, picture, multimedia and hypermedia information, is a standardization subcommittee of the Joint Technical Committee ISO/IEC JTC 1 of the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC). It develops and facilitates international standards, technical reports, and technical specifications within the field of audio, picture, multimedia, and hypermedia information coding.
expert testimony         
WITNESS WHO IS BELIEVED TO HAVE EXPERTISE AND SPECIALISED KNOWLEDGE IN A PARTICULAR SUBJECT BEYOND THAT OF THE AVERAGE PERSON
Expert witnesses; Expert source; Expert testimony; Expert Testimony; Scientific evidence (law); Expert Witness; Expert opinion; Expert evidence; Forensic witness; Forensic testimony; Professional witness; Judicial expert; Sociomedical assessment
n. opinions stated during trial or deposition (testimony under oath before trial) by a specialist qualified as an expert on a subject relevant to a lawsuit or a criminal case. See also: expert witness

Wikipedia

GRASP (object-oriented design)

General Responsibility Assignment Software Patterns (or Principles), abbreviated GRASP, is a set of "nine fundamental principles in object design and responsibility assignment": 6  first published by Craig Larman in his 1997 book Applying UML and Patterns.

The different patterns and principles used in GRASP are controller, creator, indirection, information expert, low coupling, high cohesion, polymorphism, protected variations, and pure fabrication. All these patterns solve some software problems common to many software development projects. These techniques have not been invented to create new ways of working, but to better document and standardize old, tried-and-tested programming principles in object-oriented design.

Larman states that "the critical design tool for software development is a mind well educated in design principles. It is not UML or any other technology.": 272  Thus, the GRASP principles are really a mental toolset, a learning aid to help in the design of object-oriented software.