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Chapter - 3 Multimedia Technology: An Introduction
Chapter - 3 Multimedia Technology: An Introduction
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3.1 Multimedia: Definition
The term multimedia constituents of two words, „multi‟ and „medium‟.
Multi refers to many i.e. at least two. Media is the plural of medium. Medium
refers to storage, transmission, communication, representation, presentation,
input interaction and perception, meaning that it can refer to different level of
abstraction. It also refers to a basic information type like text, graphics, images,
audio, animation, video etc. Therefore multimedia is as an integration of many
types of media (i.e. text, graphics, images, audio, animation, video etc) on a
single medium in the same information unit.
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graphics, sounds and still or motion pictures in a smooth way to present
information. Print, telecommunications, video, broadcasting and computers
have merged and the result is what we now call multimedia” (Dahmer, 1993).
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twentieth century, it brought the video and has changed the world of mass
communication.
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whereas in hypermedia, these are organized non-linearly with links to each
other (Ramaiah, 1992).
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3.3.1 Text
In static text, the words are laid out to fit in well with the graphical
surroundings. The words are built into the graphics just like the graphics and
explanation given in the pages of the book, the information is well laid out and
easy to read. The learners are able to look at the pictures and read the textual
information, as they are available on the similar screen (Kindersley, 1996).
(ii) Hypertext
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3.3.2 Image
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Compression techniques are used to reduce the file size of images that is
useful for storing large number of images and speeding transmission for
networked application. Compression formats used for this purpose are GIF,
TIFF and JPEG.
3.3.3 Animation
The moving objects are one of the most appropriate tools to enhance
understanding, as they allow the learner to see the demonstration of changes,
processes and procedures (Earnshaw & Vince, 1995). Animation uses very
little memory in comparison to digital video as it consists of drawing and
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moving instructions. Animation is very useful for such multimedia applications
where moving visuals are required, but where digital video may be unsuitable,
unnecessary, or too expensive in terms of disc space or memory.
3.3.4 Sound
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quality of the captured sound when it is played back (Vaughan, 2008). The
quality of digital audio also relies on the quality of the original audio source,
capture devices, supporting software and the capability of playback
environment.
3.3.5 Video
Analog video is the video data that is stored in any non-computer media
like videotape, laserdisc, film etc. It is further divided in two types, composite
and component analogue video.
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when the master is copied to edit or for other purpose. This recording format
was used for customer analog video recording tape formats (such as Betamax
and VHS) and was never adequate for most multimedia presentations
(Vaughan, 2008). Composite video is also susceptible to quality loss from one
generation to other.
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Video requires high bandwidth to deliver data in networked
environment. This overwhelming technological bottleneck is overcome using
digital video compression schemes. There are video compression standards as
MPEG, JPEG, Cinepak and Sorenson. In addition to compressing video data,
streaming technologies such as Adobe Flash, Microsoft Windows Media,
QuickTime and Real Player are being implemented to provide reasonable
quality low bandwidth video on the web. QuickTime and Real Video are the
most commonly used for wide spread distribution.
There are certain standards for digital display of video i.e. Advanced
Television System Committee (ATSC), Digital Video Broadcasting (DVB),
and Integrated Services Digital Broadcasting (ISBD). ATSC is the digital
television standard for the United States, Canada and South Korea, DVB is
used commonly in Europe and ISBD is used in Japan to allow the radio and
television stations to convert into digital format (Molina & Villamil, 1998).
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3.4 Production of Multimedia Resources
3.4.1 Infrastructure
(a) Keyboard
(b) Mouse
Touch screens are monitors that usually have a textured coating across
the glass face. This coating is sensitive to pressure and registers the location of
the user‟s finger when it touches the screen initiative to pressure and registers
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the location of the user‟s finger when it touches the screen. Touch screens are
excellent for applications in a kiosk, at a trade show or in a museum delivery
system.
(d) Scanner
Scanner is the most useful equipment used in a multimedia project. It
may be flat bed, hand held and drum scanners. The most commonly used
scanner for multimedia application is colour flatbed scanners that provide
resolute of 600 dots per inch (dpi) or better.
(e) Optical Character Recognition Device
After scanning, a document can be converted into a word processing
document on the computer without retyping or rekeying, with the help of OCR
system. OCR system uses a combination of hardware and software to recognise
characters. Some examples of OCRs are omni page from Scansoft, Recore
from Maxsoft-Ocron. The OCR terminal can be of use to a multimedia
developer because it recognizes not only printed characters but also
handwriting. This facility may be beneficial at a kiosk or in general education
environment where user friendliness is a goal, because there are growing
demand for a more personal and less technical interface to data and
information.
(f) Voice Recognition System
Voice Recognition systems can be used for the hands-free interaction
with the computer. These behavioural biometric systems usually provide a
unidirectional cardioid, noise cancelling microphone that automatically filters
out background noise and learn to recognize voice prints. These systems can
trigger common menu events such as save, open, quite, print and other
commands that are more specific to the application.
(g) Digital Camera and Video Camera
Digital cameras capture the still image or video of a given number of
pixels (resolution) and the images are stored in the camera‟s memory to be
uploaded later to a computer. The resolution of digital camera is determined by
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megapixel rating. Video camera is a camera capable of recording live motion
video with audio for later display. Data may be uploaded from the camera‟s
memory using a USB cable connected to the computer.
(a) Monitors
All the computers are equipped with an internal speaker and a dedicated
sound chip, and they do are capable of audio without additional hardware. To
abate advantages of inbuilt stereo sound external speakers are required. Altec
Lansing‟s three piece amplified speaker system is designed for multimedia
applications.
(d) Projectors
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processing projectors, and liquid crystal on silicon projectors may be used for
the multimedia applications.\
(e) Printers
With the advent of reasonably priced colour printers, a hard copy output
has entered the multimedia scene. Many printers are available in the market i.e.
laser printer, solid-ink printer, dye-sublimation printer, liquid inkjet printer and
printers based on toner technology. Laser printers are the best in terms of
quality output.
(a) RAM
The Random Access Memory should be very good for graphics, audio
and video production and writing multimedia products. Graphics memory also
called VRAM (Video random access memory) for high resolution colour
display may be used.
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applications. It uses a tape ribbon of 4mm and 60 or 90 meters long enclosed in
a cartridge.
Magnetic disc is a thin plate made of plastic usually coated on both sides
with a magnetisable recording material. The information written on it can be
erased or reused indefinitely. The information stored can be read many times,
without affecting its quality. Floppy disc and hard disc are examples of
magnetic disc. Most popular magnetic discs used in multimedia application are
Zip disc, Jaz disc, super disc etc.
Multimedia data file size, especially for graphics, audio and video are
quite large. Therefore the key issue for multimedia communication is
bandwidth. Band width is the amount of information that can be transmitted
across a network of computers within a stipulated period of time. It is measured
in kilobits per second (kbps) or megabits per second (mbps). Communication
systems have created two classes of multimedia products, synchronous or real
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time and asynchronous. Synchronous applications are able to transmit and
receive data in real time allowing the end user to view or hear data as it is being
captured or created. Asynchronous applications use a store and forward method
in which data is transmitted and stored for future. Primary communication
devices for multimedia are as under (Hillman, 1998).
(a) Modem
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serial and parallel ports, MIDI port, joystick port and support for either
Microsoft Windows version 3.0, with multimedia extensions, or for Windows
version 3.1.
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simulations, searchable multimedia databases, hyperlinked presentations,
training materials.
(iii) MediaBlender
(v) PlayMo
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3.4.1.3 File Formats for Multimedia
Plain text files can be opened, read, and edited with most text editors.
Examples include Notepad (Windows), edit (DOS), ed, emacs, vi, vim, Gedit
or nano (Unix, Linux), SimpleText (Mac OS), or TextEdit (Mac OS X). Other
computer programs are also capable of reading and importing plain text. Plain
text is the original and ever popular method of conveying e-mail. HTML
formatted e-mail messages often include an automatically-generated plain text
copy as well, for compatibility reasons.
This format came into use with Windows 3.1. It is uncompressed and
can be quite large. For this reason, BMP is seldom used for the large or high-
resolution images.
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(c) DIB (Device Independent Bitmap)
This format was designed for maximum image compression. JPEG uses
loosy compression, which refers to a compression scheme that actually looses
some of the data needed to reconstruct the image. It works well on
photographs, naturalistic artwork, and similar material but does not work well
on lettering, simple cartoons, or live drawings. The rationale behind loosy
compression is that the human eye does not miss the lost information.
This was the first popular format for high-resolution images. The name
comes from the original Targa board, the first true-colour video board. Most
video-capture boards support TGA, as do most high-end paint programs.
An extensible file format for the loss less, portable, well compressed
storage of raster images. PNG provides a patent free replacement for GIF and
can also replace many common uses of TIFF. PNG is designed to work well in
online viewing applications, such as the worldwide web, so it is fully
streamable with a progressive display option.
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(iii) Digital Audio File Formats
The most popular audio file format used mainly in windows for storing
uncompressed sound files. It can be converted to other file formats like MP3to
reduce the file size.
(c) OGG
A free, open source container format that can be compared to MP3 files
in terms of quality.
(d) AU
It is a standard audio file format used by Sun, Unix and Java. The audio
in AU file format can be compressed.
A standard audio file format used by Apple which is like a WAV file for
the Mac.
Real Audio format is designed for streaming audio over the Internet.
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(iv) Digital Video File Formats
AVI is the file format used by Video for Windows, one of three video
technologies used on personal computers. In AVI, picture and sound elements
are stored in alternate interleaved chunks in the file.
A video file format is a standard for encoding digital video, audio and
some auxiliary information into a file. In contrast to audio and image formats,
most video file formats allow a variety of codecs, both audio and video to be
used (Pathak, 2006).
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identifying a relevant theme, budget and checking the availability of content on
that particular theme. Other criterion like how amenable is the content to the
multimedia treatment and issues like copyright are also considered in
conceptual analysis. Based on the available budget the theme should be
finalized and a thorough planning should be made.
(ii) Project design
After finalizing the theme, specific goals, objectives and activities are to
be laid down for the multimedia project. Goals are general statements, while
objectives are specific statements of the anticipated project outcomes.
Activities are the actions done in order to implement an objective. Specific
people are responsible for their execution and there is a time frame and cost
binding their development. A very important element that should be defined at
this stage is the potential target audience of that proposed title, which will
determine how the content should be presented. Strengths and weakness of the
project should be stated and the ways should be identified to maximize and
minimize them respectively.
(iii) Pre-production
Depending on the planning and design, it is required to develop the
project. There are following steps in pre-production.
(iv) Budgeting
Money is not an infinite resource, therefore a detailed budget should be
estimated for each step of the production of multimedia title. Typical budgeting
heads are cost of personnel, advisors and consultants, equipments (hardware
etc.), software, audio/video production, royalties, legal expenses,
communication expenses, travel expenses, typing and publishing.
(v) Multimedia Production Team
The production of the fine quality high-end application requires a
specialized team and its best efforts. As developing a multimedia project is a
teamwork, this team consists of a number of members i.e. Production Manager,
Content Specialist, Script writer, Text Editor, Multimedia Architect, Computer
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Graphics Architect, Audio/Video specialist, Computer Programmer and Web
Master. All the persons involved in above roles have specific duties and
responsibilities.
(vi) Hardware/Software Selection
For any multimedia production it is imperative to consider and finalize
the tools and equipment necessary to develop and playback the application.
Hardware selection include deciding the fastest CPU and RAM and largest
monitors that are affordable, sufficient disc storage for all working files and
records, file sharing for collaborative work via networks or e-mail and
establishing a file backup system. Selection of the appropriate authoring
software and file formats depends on what is the in-house team expertise, what
are the demands of the title being developed and what are the available funds
for this purpose.
(vii) Defining the Content
Content is the „stuff‟ around which the application is developed. It can
be defined as the specific message, data facts or information to be presented.
The content specialist provides the content to the multimedia architect, who in
turn prepares the narration, text bullets, charts and tables etc. that will be
presented in the multimedia title.
(viii) Preparing the structure
A detailed structure should be prepared depicting all the steps of the
future action along with timeline. This structure defines the activities, person
responsible for each activity and the start/end time for each activity.
(ix) Production
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Text to be incorporated can be typed or scanned using OCR software,
audio (narration music, sound effects etc. can be incorporated directly if it is
available in the digitized format or can digitize it for use. Pictures can be shot
or scanned by digital camera 35mm film/photo CD. Video clips can also be
shot, digitized, edited and compressed. Navigational elements like graphics
button can be created or already available buttons can be used. A pilot project
will be prepared at that time.
(x) Testing
(xi) Documentation
High-end multimedia applications that are text and graphic heavy, are
best delivered on a CD/DVD. The other effective way is on Internet website.
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CD/DVD should be chosen of a standard format and appropriate capacity for
the particular multimedia title. Now multimedia content is being widely
disseminated through Internet. Although bandwidth problems, requirement of a
number of plug-ins to play video and audio, long download time and other
problems exist that hamper the delivery of multimedia application through
Internet. The application can be continuously updated and the content does not
get outdated on the internet, while on CD-ROM continuous updation is not
possible.
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communication skills, budget management skills and conversant with relevant
legal issues. He should be experienced in human resource management and
must act as an efficient team leader.
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(vi) Computer Graphic Artist
The Computer Graphic Artist is the person responsible for the graphic
elements of the program- such as backgrounds, buttons, bullets, manipulations
and editing of pictures, 3-D objects, logos, animation, rendering etc. When
developing an interacting multimedia product where graphic elements are
clickable for other slides, it is the responsibility of the graphic artist that the
new screens and background should be in harmony and in balance with the rest
of the screen components.
These specialists are needed when narration and digitized videos are to
be included in a multimedia presentation. The audio/video specialist is
responsible for recording and editing narration, selecting, recording, or editing
sound effects, Recording and editing music and composition, video capturing,
editing and digitizing.
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product ready for consultation is a joint effort of the team. The production
manager identifies the content for a project, while the web master provides its
access to a wide range of community through web-services.
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3.6 Applications of Multimedia
Multimedia is one of the most fascinating and fastest growing area in the
field of information technology. The capability of computers to handle
different types of media makes them suitable for a wide range of applications.
A Multimedia application is an application which uses a collection of multiple
media sources e.g. text, images, sound/audio, animation and/or video on a
single platform for a defined purpose. Multimedia can be seen at each and
every aspect of our daily life in different forms. However, entertainment and
education are the fields where multimedia has its dominance. A brief account
of multimedia applications in different fields can be traced as follows.
(i) Education
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of new multimedia technologies and the internet to improve the quality of
learning by facilitating access to resources and services as well as remote
exchanges and collaboration (Garg & Jindal, 2009). Multimedia is used in
distance learning through stored presentations, live teaching, and participation
by the students. University of Melbourne has initiated a project GISWEB
(Geographical Information System) in 1999 to develop new delivery
mechanisms aimed at improving the quality of teaching and learning using
multimedia (Escobar, Frances, Bishop & Zerger, 2002).
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India for serving the educational sector of the country for emulating virtual
classroom in an effective manner. It is specially configured for the audiovisual
medium, employing digital interactive classroom and multimedia multi-centric
systems. Consortium for Educational Communication (CEC), an autonomous
body of University Grants Commission (UGC) has started regular transmission
through EDUSAT from 2005 (Behera, n.d.). UGC has established Educational
Multimedia Resource Centres (EMMRCs) in different parts of the country for
the production of multimedia resources for educational purpose.
(ii) Entertainment
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to television in the expression forms. A more relevant example is the new
formats deriving from the various interactions between the web and television,
such as interactive television or broadband web channels offering video
contents. An example of multimedia technology in television industry is the
integration of personal computer and TV-sets into a single multifunctional
screen to receive digital TV programs (Rangone & Turconi, 2003).
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preparation methods, gardening, interior designing, all is available on the
internet integrated with photographs, audio and video clips.
(iii) Business Systems
Business applications for multimedia include presentations, training,
marketing, advertising, product demos, simulations, databases, catalogues,
instant messaging and networked communications, voice mails and video
conferencing are provided on many local and wide area networks using
distributed networks and internet protocols.
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tiny digital cameras are inserted in human body and it can display the inner
scene of the body. In this way doctors are able to see the inner part without
actually dissecting it. This technique is used in operations having very small
cut on the human body. Video showing open-heart surgery with an audio
narrative can serve as preparation for the real event (Hasebrook & Gremm,
1999).
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(vii) Libraries, Information Centres and Archives
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participants at different sites by using computer networks to transmit audio and
video data.
(c) User Orientation Program
The role of multimedia in training is very popular because of its
interactivity. Hence, it is being used by several libraries for designing
individualized library instructional packages and also to provide in depth
subject training to their staff. Many librarians in schools, colleges, universities
and technical libraries are using multimedia for providing orientation and
training to the users and training to the staff.
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(Ramaiah, 1998). With the introduction of digital media the libraries started
digitizing the old formats into new multimedia formats. These resources are
either organized on shelves or in a digital library accessible through networks.
The librarian has to organise these varying types of resources and provide
efficient access to the users. There are many libraries, having rich collection of
multimedia resources e. g. Library of Congress, British Library, Bibliotheca
Alexendrina, libraries of major news channels etc like BBC, Doordarshan,
Discovery channel etc.
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The first Digital Library Project was started in 1995 in USA in
Carnegie-Mellon University. Previously digital library projects were based on
only textual data but later on all other media elements were also integrated into
digital library collection like images, audio and video recordings. IBM digital
library provides a hardware/software solution for the libraries to develop their
own multimedia digital libraries. It is an integrated system for capturing,
indexing, storage and retrieval of tabular, textual, audio, still images, and video
data at compressed and full resolutions. The Informedia poject at Carnegi
Mellon University, Alexendia digital library, Berkeley digital library sunsite,
the American Memory, has pioneered new approaches for automated image,
video and audio indexing, navigation, visualization, search and retrieval
(Gunjal & Urs, 2010).
In India, many Digital multimedia library projects has been initiated e.g.
Digital Library of India, Kalasampada – The digital library of IGNCA, Indian
Institute of Astrophysics, Sarai Multimedia Archive, Digital Library of
DESIDOC, Muktabodha Digital Library, Archives of Indian labour, etc. The
IGNCA has created a Multimedia Digital Library in which contains text, image
audio, video. DESIDOC has also created a well-structured image and video
gallery which is available on DRDO intranet.
3.7 Conclusion
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of low cost computers and easy to use word processing software, computer
based image processing techniques paved way for digitized information
comprising textual to multimedia - data consisting of text, images along with
digitized voice and video. Thus the information stored in libraries has taken a
major shift from volume-limiting printed to limitless multimedia digital form.
The libraries and information centres instigate production of multimedia
resources in various forms, however archival collection of library also have
audiovisual and multimedia resources. All these resources are either organized
on shelves in the multimedia library or in a digital multimedia library having
different content forms. i. e. text, music, videos, images, which can be accessed
simultaneously from geographically distributed areas through internet.
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