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Multimedia Introduction
Multimedia is an interactive media and provides multiple ways to represent
information to the user in a powerful manner. It provides an interaction between
users and digital information. It is a medium of communication.Some of the sectors
where multimedias is used extensively are education, training, reference material,
business presentations, advertising and documentaries.
Definition of Multimedia
By definition Multimedia is a representation of information in an attractive and
interactive manner with the use of a combination of text, audio, video, graphics and
animation. In other words we can say that Multimedia is a computerized method of
presenting information combining textual data, audio, visuals (video), graphics and
animations. For examples: E-Mail, Yahoo Messenger, Video Conferencing, and
Multimedia Message Service (MMS).
Multimedia as name suggests is the combination of Multi and Media that is many
types of media (hardware/software) used for communication of information.
Components of Multimedia
Following are the common components of multimedia:
Text- All multimedia productions contain some amount of text. The text can have various
types of fonts and sizes to suit the profession presentation of the multimedia software.
Graphics- Graphics make the multimedia application attractive. In many cases people
do not like reading large amount of textual matter on the screen. Therefore, graphics are
used more often than text to explain a concept, present background information etc.
There are two types of Graphics:
o Bitmap images- Bitmap images are real images that can be captured from
devices such as digital cameras or scanners. Generally bitmap images are not
editable. Bitmap images require a large amount of memory.
o Vector Graphics- Vector graphics are drawn on the computer and only require a
small amount of memory. These graphics are editable.
Audio- A multimedia application may require the use of speech, music and sound
effects. These are called audio or sound element of multimedia.Speech is also a perfect
way for teaching. Audio are of analog and digital types. Analog audio or sound refers to
the original sound signal. Computer stores the sound in digital form. Therefore, the
sound used in multimedia application is digital audio.
Video- The term video refers to the moving picture, accompanied by sound such as a
picture in television. Video element of multimedia application gives a lot of information in
small duration of time. Digital video is useful in multimedia application for showing real
life objects. Video have highest performance demand on the computer memory and on
the bandwidth if placed on the internet. Digital video files can be stored like any other
files in the computer and the quality of the video can still be maintained. The digital
video files can be transferred within a computer network. The digital video clips can be
edited easily.
Animation- Animation is a process of making a static image look like it is moving. An
animation is just a continuous series of still images that are displayed in a sequence.
The animation can be used effectively for attracting attention. Animation also makes a
presentation light and attractive. Animation is very popular in multimedia application
Applications of Multimedia
Following are the common areas of applications of multimedia.
Multimedia in Business- Multimedia can be used in many applications in a business.
The multimedia technology along with communication technology has opened the door
for information of global wok groups. Today the team members may be working
anywhere and can work for various companies. Thus the work place will become global.
The multimedia network should support the following facilities:
o Voice Mail
o Electronic Mail
o Multimedia based FAX
o Office Needs
o Employee Training
o Sales and Other types of Group Presentation
o Records Management
Multimedia in Marketing and Advertising- By using multimedia marketing of new
products can be greatly enhanced. Multimedia boost communication on an affordable
cost opened the way for the marketing and advertising personnel. Presentation that
have flying banners, video transitions, animations, and sound effects are some of the
elements used in composing a multimedia based advertisement to appeal to the
consumer in a way never used before and promote the sale of the products.
Multimedia in Entertainment- By using multimedia marketing of new products can be
greatly enhanced. Multimedia boost communication on an affordable cost opened the
way for the marketing and advertising personnel. Presentation that have flying banners,
video transitions, animations, and sound effects are some of the elements used in
composing a multimedia based advertisement to appeal to the consumer in a way never
used before and promote the sale of the products.
Multimedia in Education- Many computer games with focus on education are now
available. Consider an example of an educational game which plays various rhymes for
kids. The child can paint the pictures, increase reduce size of various objects etc apart
from just playing the rhymes.Several other multimedia packages are available in the
market which provide a lot of detailed information and playing capabilities to kids.
Multimedia in Bank- Bank is another public place where multimedia is finding more and
more application in recent times. People go to bank to open saving/current accounts,
deposit funds, withdraw money, know various financial schemes of the bank, obtain
loans etc. Every bank has a lot of information which it wants to impart to in customers.
For this purpose, it can use multimedia in many ways. Bank also displays information
about its various schemes on a PC monitor placed in the rest area for customers. Today
on-line and internet banking have become very popular. These use multimedia
extensively. Multimedia is thus helping banks give service to their customers and also in
educating them about banks attractive finance schemes.
Multimedia in Hospital- Multimedia best use in hospitals is for real time monitoring of
conditions of patients in critical illness or accident. The conditions are displayed
continuously on a computer screen and can alert the doctor/nurse on duty if any
changes are observed on the screen. Multimedia makes it possible to consult a surgeon
or an expert who can watch an ongoing surgery line on his PC monitor and give online
advice at any crucial juncture.
In hospitals multimedia can also be used to diagnose an illness with CD-ROMs/
Cassettes/ DVDs full of multimedia based information about various diseases and their
treatment.Some hospitals extensively use multimedia presentations in training their
junior staff of doctors and nurses. Multimedia displays are now extensively used during
critical surgeries.
Multimedia Pedagogues- Pedagogues are useful teaching aids only if they stimulate
and motivate the students. The audio-visual support to a pedagogue can actually help in
doing so. A multimedia tutor can provide multiple numbers of challenges to the student
to stimulate his interest in a topic. The instruction provided by pedagogue have moved
beyond providing only button level control to intelligent simulations, dynamic creation of
links, composition and collaboration and system testing of the user interactions.
Communication Technology and Multimedia Services- The advancement of high
computing abilities, communication ways and relevant standards has started the
beginning of an era where you will be provided with multimedia facilities at home. These
services may include:
o Basic Television Services
o Interactive entertainment
o Digital Audio
o Video on demand
o Home shopping
o Financial Transactions
o Interactive multiplayer or single player games
o Digital multimedia libraries
o E-Newspapers, e-magazines
Digitization of Sound
Digitization is a process of converting the analog signals to a digital signal. There
are three steps of digitization of sound.
Quantization of Audio
Quantization is a process to assign a discrete value from a range of possible values
to each sample. Number of samples or ranges of values are dependent on the
number of bits used to represent each sample. Quantization results in stepped
waveform resembling the source signal.
Quantization Error/Noise - The difference between sample and the value assigned to it
is known as quantization error or noise.
Signal to Noise Ratio (SNR) - Signal to Ratio refers to signal quality versus
quantization error. Higher the Signal to Noise ratio, the better the voice quality. Working
with very small levels often introduces more error. So instead of uniform quantization,
non-uniform quantization is used as companding. Companding is a process of distorting
the analog signal in controlled way by compressing large values at the source and then
expanding at receiving end before quantization takes place.
Transmission of Audio
In order to send the sampled digital sound/ audio over the wire that it to transmit the
digital audio, it is first to be recovered as analog signal. This process is called de-
modulation.
PCM Demodulation - PCM Demodulator reads each sampled value then apply the
analog filters to suppress energy outside the expected frequency range and outputs the
analog signal as output which can be used to transmit the digital signal over the
network.
Audio coding is used to obtain compact digital representations of high fidelity audio
signals for the purpose of efficient transmission of signal or storage of signal.
Objective in audio coding is to represent the signal with minimum number of bits
while achieving transparent signal reproduction that is generating output audio that
cannot be distinguished from the original input.
Fs=1/Ts
It is called the sampling rate or sampling frequency.
Quantization - Quantization is the process of assigning a discrete value from a range of
possible values to each obtained sample. Possible values will depend on the number of
bits used to represent each sample. Quantization can be achieved by either rounding
the signal up and down to the nearest available value which is lower than the actual
sample. The difference between the sample and the value assigned to it is known as the
quantization noise or quantization error. Quantization noise can be reduced by
increasing the number of quantization intervals or levels because the difference
between the input signal amplitude and the quantization interval decreases as the
number of quantization intervals increases.
Binary encoding - Binary encoding is the process of representing the sampled values
as a binary number in the range 0 to n. The value of n is choosen as a power of 2,
considering the accuracy.
Differential coding
Differential coding operates by making numbers small. Smaller numbers require
less information to code than larger numbers. It would be more accurate to claim
that similar numbers require less information to code. Suppose you are working with
a string of bytes. Bytes range from 0.255. Here is a string:
150 152 148 150 153 149 152
On the scale of 0...255, those numbers are reasonably large. They are quite similar
to each other. Differences are taken and coded instead of complete numbers.
Normally first number is taken as such and then differences are computed.
150
152 - 150 = 2
148 - 152 = -4
150 - 148 = 2
153 - 150 = 3
149 - 153 = -4
152 - 149 = 3
Thus coding string of numbers is
150 2 -4 2 3 -4 3
When decoding this string of numbers, start with the first number and start adding
the deltas to get the remaining numbers:
150
150 + 2 = 152
152 - 4 = 148
148 + 2 = 150
150 + 3 = 153
153 - 4 = 149
149 + 3 = 152
Therefore, audio is not stored in simple PCM but in a form that exploits differences.
But for a particular sequence of signal values, more than one previous values f n-1,fn-
2,fn-3 and so on may provide a better prediction of fn.For example
f¯n=1/2(fn-1+fn-2)
f¯n is the mean of previous two values. Such a predictor can be followed by a
truncating or rounding operation to result in integer.
The displacement of a point in the source image is then, actually a weighted sum of
the mappings due to each line pair, with the weights attributed to distance and line
length. The weight assigned to each line should be strongest when the pixel is
exactly on the line, and weaker the further the pixel is from it. The equation used is
as follow.
UNIT –III
Non-linear video editing is achieved by loading the video material into a computer
from analogue or digital tape. The editing process creates a new 'tape' by storing
all the commands entered by the operator. This method allows the operator to
cut, copy and paste scenes in any order and make any changes desired. At the
completion of the editing process the computer can then build a new file by
applying the commands to the original digital image stored on the disk. The
original digital image on the disk is unchanged. The new video file can then be
outputted to a video tape, attached to an email or posted to the web.
Adobe Premiere v 1.0 is a non-linear video editor for the Macintosh computer. It
was first released in December 1991 and made use of functions available within
QuickTime (also released in December 1991) to enable professional digital
editing of time-based imaging.
QuickTime permitted the editing of short movies; Adobe Premiere was a fully
professional video editor. Using Adobe Premiere software allowed easy video
editing at a very low cost compared to the professional systems in use in those
days - AUD$20,000 versus AUD$100,000. Video editing using Adobe Premiere
could be performed non-destructively, and inclusive of special effects, titling and
transitions previously the domain of high-end production firms.
By the end of 1991, video editing was brought to a slightly broader group than
high-end production houses through:
the availability of the state of the art Quadra 900 (released October 1991)
the development by Apple of the QuickTime video format (released December
1991)
the development by Adobe of its professional non-linear video editing
application Premiere (released December 1991); and
the availability of the Videospigot card for plugging in to the Quadra 900 to
perform analogue to digital conversion of video on transfer from the camera to the
computer.
Further advances followed in 1993, with the incorporation of analogue to digital
video converter cards into the Centris and Quadra AV series of Apple computers,
though none of these machines had the RAM capacity of the Quadra 900.
Subsequently digital video converter cards were incorporated into the full range
of Apple computers. Then, in 1999, great strides were made in empowering a
wide group of video enthusiasts to engage in digital video production. The iMac
DV SE computer was released with a FireWire port, which enabled Apple's
iMovie application, which came bundled with the iMac DV SE, to import video
footage to the iMac using the FireWire interface on most MiniDV format digital
video cameras. From then on, movie editing at home was accessible to the
general computing public. By then, transitions which took hours to be processed
on the Quadra 900 in 1991 could take place in minutes. From 2001 Apple's iDVD
was also bundled with the computer and this software enabled the edited movie
to be burnt to a DVD without resorting to a third-party application. Also in 1999,
Apple introduced a fully professional video editing application, Final Cut Pro,
which was a direct competitor on the Macintosh to Adobe Premiere.
The following is a brief explanation of the different video file formats found
commonly online:
Most videos files have at least two types of file formats. First there is the
container, and then the codec which is used inside the container.
The container is what describes the whole structure of the file, and
specifies which codec’s are being used. The following is a list of some of
the more common types of container formats:
AVI files most commonly contain M-JPEG, or DivX codec’s, but can also
contain almost any format.
The AVI format is supported by almost all computers using Windows, and
can be played on various players.
Some of the most common players that support the avi format are:
The format contains one or more tracks storing video, audio, text or effects.
. It is compatible with both Mac and Windows platforms, and can be played
on an Apple Quicktime player.
The MPEG-4 video format uses separate compression for audio and video
tracks; video is compressed with MPEG-4 video encoding; audio is
compressed using AAC compression, the same type of audio compression
used in .AAC files.
The mp4 can most commonly be played on the Apple QuickTime Player or
other movie players. Devices that play p4 are also known as mp4 players.
The most common files types that are contained within an ASF file are
Windows Media Audio, and Windows Media video.
This format can include text, graphics and animation. In order to play in
Web Browsers, they must have the Flash Plug-In Installed. The flash plug
in comes preinstalled in the latest version of many popular Web Browsers.
WAV
A Wave file is an audio file format, created by Microsoft, which has become a standard PC
audio file format for everything from system and game sounds to CD-quality audio. A Wave
file is identified by a file name extension of WAV (.wav). Used primarily in PCs, the Wave
file format has been accepted as a viable interchange medium for other computer platforms,
such as Macintosh. This allows content developers to freely move audio files between
platforms for processing, for example.
In addition to the uncompressed raw audio data, the Wave file format stores
information about the file's number of tracks (mono or stereo), sample rate, and bit
depth.
AIFF
AIFF (Audio Interchange File Format) is one of the two most-used audio file formats used in
the Apple Macintosh operating system. The other is Sound Designer II (SDII). Most CD
writers can accept AIFF or SDII files interchangeably when writing a Red Book audio CD.
AIFF is sometimes referred to as "Apple Interchange File Format."
The extension for this file type is ".aif" when it is used on a PC. On a Mac, the file
extension is not needed. A Mac file uses a Type and Creator resource to identify
itself to the operating system and the applications that can open it.
An AIFF file contains the raw audio data, channel information (monophonic or
stereophonic), bit depth, sample rate, and application-specific data areas. The
application-specific data areas let different applications add information to the file
header that remains there even if the file is opened and processed by another
application. For example, a file could retain information about selected regions of the
audio data used for recalling zoom levels not used by other applications.
MP3
MP3 (MPEG-1 Audio Layer-3) is a standard technology and format for compression a
sound sequence into a very small file (about one-twelfth the size of the original file) while
preserving the original level of sound quality when it is played. MP3 files (identified with
the file name suffix of ".mp3") are available for downloading from a number of Web sites.
Many Windows 98users will find that they have a player built into their operating system.
Otherwise, you can download a player from one of several popular MP3 sites. MP3 files are
usually download-and-play files rather than streaming sound files that you link-and-listen-
to with RealPlayer and similar products (However, streaming MP3 is possible.) Winamp
(PC), MacAmp (Mac), and mpeg123 (UNIX) are popular MP3 players, but there are many
others. To create an MP3 file, you use a program called a ripper to get a selection from a CD
onto your hard disk and another program called an encoder to convert the selection to an
MP3 file. Most people, however, simply download MP3s from someone else and play them.
Hypertext systems allow for non-sequential, or non-linear, reading. This is the underlying
idea of a hypertext system. The result is a multidimensional document that can be read by
following different paths through it. In this section we will look into the application of
hypertext in computer systems, mainly the World Wide Web hypertext system.
The main use of hypertext is in information retrieval applications. The ease of linking
different pieces (fragments) of information is the important aspect of hypertext information
retrieval. The information can be of various media: it may be fragments of textual
documents, structured data from databases, or list of terms and their definitions. Any of
these, or a mixture thereof, can make up the contents of a hypertext document.
Such a hypertext system can store a large collection of textual and multimedia documents.
Such a hypertext system gives the end-user access to a large repository of knowledge for
reading, browsing and retrieving. This is a "database" of sorts, and is the reason why such a
hypertext system is called a digital library. The Web started as an extensively large digital
library. As it has grown in popularity, it has offered the possibility of interactive applications
and commerce on the Internet, making it much more than a digital library.
To do:
A hypertext document contains links referring to other parts of the document, or even to
whole other documents. A hypertext document does not have to be read serially; the
fragments of information can be accessed directly via the links contained in the document.
The links embedded in a document are known as hyperlinks. When selected, these
hyperlinks allow for the portion of the document linked to by the hyperlink to be displayed.
This allows the reader to jump to another part of the same page, another page in the same
document, or another document. By following a series of hyperlinks, the reader can follow
their own path through the document.
A computerised hypertext system implements this idea by including anchors and links in
documents, which are usually represented by files. An anchor is a fragment of information
which links to another document or portion thereof. It is the visual representation of a link.
A link is the actual reference (or "pointer") to the other document. For example, in the
diagram below, the fragment of Document A containing 'You can find this in Section 5 of B'
is an anchor from which there is a link to the relevant section in Document B.
Take care not to confuse anchor or link. A link is a pointer to another piece of information
within the same document or in another document; often you cannot see how that link is
implemented (it may be a hidden URL or some other programmed mechanism). An anchor is
a fragment of information which the user interacts with in order to access the link. For
instance, in a Web Browser the phrase "Click here to return to the previous page" is the
anchor which the user interacts with — it contains the link to the previous page.
A hyperlink must have unambiguous reference to the document: this is usually information
on the document's location (where in some file space or network it is) and the mechanism
to access it (called the communication protocol). In Unit 2 you will meet HTML anchors and
how the referenced documents are identified and located with URLs.
Jumps
A hypertext document allow links to portions of the document occurring before the link's
anchor. This allows the reader to loop to portions of the document that they have already
seen.
The table of contents in a book is a collection of anchors with explicit links to the internal
parts of the book. Its bibliography is another collection of links but it refers to external
information. To refer to the internal parts of the book is simple: the reader merely turns to
the appropriate page, usually identified by page number. However, referring to the external
information given in a bibliography requires a more complicated effort of searching.
In computer-based hypertext documents, the mechanism to follow a link (the jump) is
automatic. Jumping to an external link (another document) is as easy as jumping to an
internal link within the same document. As long as the link is sufficiently specified with the
name and the exact location of the linked document, the user can directly access the linked
document with a simple click on the anchor.
Chain of Links
There may be more than one link in a page and the reader is free to choose any of these
links to follow. The path a reader takes will then be different from the path of another
reader. Each sequence of jumps forms a different path to fragments of the overall
information in the hypertext document. Generally, there is no rigid order to read the
information in.
There are two different but complementary purposes of chaining documents via links:
Focusing: At each jump along the path, the user can narrow the scope of the
search until the fragment containing the topic of their interest is reached.
Broadening: Multiple outgoing links from a document allow the user to broaden
their search. This is useful when the user does not have a precise idea of what is
being searched for, or wishes to conduct a broad search in a certain domain.
Travelling through hypertext documents usually poses no technical difficulty. However, the
reader might experience practical difficulties in retrieving a particular piece of information
from a document with numerous alternative links.
Just as the reader is free to choose which links and jumps a path through a hypertext
document is to follow, it is possible for a user to return to a point previously visited. In other
words, loops may exist. A path may even return to the original (home) document. Hence,
the structure does not necessarily follow a linear pattern; instead, the documents are
connected together in a graph / mesh defined by the links.
This critical property shifts the burden of devising suitable exploration paths from the
designer of a hypertext document to the user. This changes the way information is stored
and retrieved. Instead of searching directly for information, hypertext allows browsing for
information. However, the mesh of information creates difficulty in navigating through the
hypertext document.
Hypermedia
One of the original purposes for hypertext was the storage and management of textual
documents. As computer and telecommunications technology has improved, the capabilities
of hypertext systems have been extended to include any digitised media, such as sound and
images.
This means that music and videos can be accessed via hyperlinks. This addition of
multimedia to hypertext is known as Hypermedia. A combination of text, graphics, video or
sound can now easily be interlinked in hypermedia document to offer a rich, often
interactive, environment.
AUTHORING TOOLS:
Definition
Multimedia authoring is a process of assembling different types of media contents
like text, audio, image, animations and video as a single stream of information with
the help of various software tools available in the market. Multimedia authoring tools
give an integrated environment for joining together the different elements of a
multimedia production. It gives the framework for organizing and editing the
components of a multimedia project. It enables the developer to create interactive
presentation by combining text, audio, video, graphics and animation.
Advantages
Following are the advantages of card based authoring tools.
Easy to understand.
One screen is equal to 1card or 1page.
Easy to use as these tools provide template.
Short development time.
Disadvantages
Advantages:
Disadvantages:
Time based authoring tools allow the designer to arrange various elements and
events of the multimedia project along a well defined time line. By time line, we
simply mean the passage of time. As the time advances from starting point of the
project, the events begin to occur, one after another. The events may include media
files playback as well as transition from one portion of the project to another. The
speed at which these transitions occur can also be accurately controlled. These
tools are best to use for those projects, wherein the information flow can be directed
from beginning to end much like the movies. Some example of Time based tools
are:
Macromedia's Director
Macromedia Flash
Advantages
Disadvantages
Object oriented authoring tools support environment based on object. Each object
has the following two characteristics:
1. State or Attributes - The state or attributes refers to the built in characteristics of an
object. For example, a color T.V has the following attributes:
o Color receiver
o Volume control
o Picture control
o 128 channels
o Remote control unit
2. Behavior or Operations - The behavior or operations of an object refers to its action.
For example, a T.V can behave in any of the following manner at a given point of time:
o Switched on
o Switched off
o Displays picture and sound from
A TV cable connection
A TV transmitter
A DVD
A VCR
In these systems, multimedia elements events are often treated as objects that live in a
hierarchical order of parent and child relationships. These objects use messages
passed among them to do things according to the properties assigned to them. For
example, a video object will likely have a duration property i.e how long the video plays
and a source property that is the location of the video file. This video object will likely
accept commands from the system such as play and stop. Some examples of the object
oriented tools are:
o mTropolis (Mac/Windows)
o Apple Media Tool (Mac/Windows)
o Media Forge (Windows)
An image consists of a rectangular array of dots called pixels. The size of the image
is specified in terms of width X height, in numbers of the pixels. The physical size of
the image, in inches or centimeters, depends on the resolution of the device on
which the image is displayed. The resolution is usually measured in DPI (Dots Per
Inch). An image will appear smaller on a device with a higher resolution than on one
with a lower resolution. For color images, one needs enough bits per pixel to
represent all the colors in the image. The number of the bits per pixel is called the
depth of the image.