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CSE36D

MULTIMEDIA AND ANIMATION


TECHNOLOGY
CA -2
K PRASANTH
JK211
B65
12109966

QUESTIONS AND ANSWERS....

QUESTION1.
Give the configuration of a multimedia
computer. Explain the specifications of any
five input devices in a multimedia computer in detail.

Solution 1.

Multimedia Computer:- A multimedia computer is


a computer that has the basic functions of a standard
computer but also has hardware and features that
optimize it for displaying and editing multimedia sources.
These computers typically have hard drives and random
access memory (RAM) with larger memory stores and
come pre-installed with programs that let users work with
multimedia files. To help display files, a multimedia
computer will likely have surround-sound capabilities and
extra peripherals for media hardware. The screen sizes
also are generally larger than regular computers, because
this makes watching movies more enjoyable.

To make a multimedia computer that is optimized for


multimedia files, certain pieces of hardware should be
stronger than in a regular computer. Hard drives need to
be able to hold more memory, because movies take up a
lot of hard drive space, and the RAM should be stronger
to help work on files. The central processing unit (CPU)
should be at least 3 gigahertz (GHz) to ease both editing
and displaying files.
Video cards also should have more memory to boost the
quality of movie files.
Generally, when someone buys a multimedia computer,
he or she does not want just to display multimedia files;
editing also tends to be in the plans. While there are many
powerful editing programs on the market, multimedia
computers will usually come with pre-installed solutions.
This allows the user to perform edits without having to
spend extra money on similar programs. These programs
allow users to add colors and effects to images,
composite audio and video files, and change other
aspects of the files.
________________________________________
**SPECIFICATION OF INPUT DEVICES IN MULTIMEDIA **

COMPUTER
1. KEYBOARD:- A keyboard is a peripheral device
that enables a user to input text into a computer or any
other electronic machinery. A keyboard is an input
device and is the most basic way for the user to
communicate with a computer. This device is patterned
after its predecessor, the typewriter, from which the
keyboard inherited its layout, although the keys or
letters are arranged to function as electronic switches.
The keys include punctuation, alphanumeric and
special keys like the Windows key and various
multimedia keys, which have specific functions
assigned to them.
_____________________________
2. MICROPHONE:-
A microphone is an input device
that was developed by Emile Berliner in 1877. It is used to
convert sound waves into electric waves or input the audio into
computers. It captures audio by converting sound waves into
an electrical signal, which may be a digital or analog signal.
This process can be implemented by a computer or other
digital audio devices. The first electronic microphone was
based on a liquid mechanism, whichneedle in a dilu used a
diaphragm that was connected to a current- charged ted
sulfuric acid solution. It was not able to reproduce the
intelligible speech.

3. SCANNER:-
A scanner is an electrical device that reads
and converts documents such as photos
and pages of text into a digital signal. This
changes the documents in a form that can
be viewed and or modified on a computer
system by using software applications.
There are numerous kinds of scanners
available in the market that have different
resolutions.

4.MOUSE:-
A mouse is a small hardware input device used by hand. It controls
the movement of the cursor on the computer screen and allows users
to move and select folders, text, files, and icons on a computer. It is
an object, which needs to put on a hard-flat surface to use. When the
users move the mouse, the cursor moves in the same direction on the
display screen. The name mouse is derived from its size as it is a
small, corded, and elliptical shape device that looks a bit like a
mouse. A connecting wire of a mouse is imaginable to be the mouse's
tail. Additionally, some of the mice have combined features like extra
buttons, which may be assigned and programmed with many
commands.
The mouse invention is considered as one of the most important
breakthroughs in the computer field as it helps to reduce the use of a
keyboard.

4. JOYSTICK:-
A joystick is an input device that is commonly used to
control gaming applications and, sometimes, used in
graphics applications. It was first invented by C. B.Mirick at
the U.S. Naval Research Laboratory, and patented in 1926.
Generally, the use of a joystick is to manage a machine or
character in a computer program. It includes a base and a
stick that can be move to the left or right direction, also, it
can be rotated in different amounts to handle the movement
of the cursor in a computer device. With the help of
maneuvering a lever on the joystick, the movement of a
pointer or cursor is controlled. They consist of extra buttons
for additional functionality and look similar to the control
device found on an arcade game. The below image is an
instance of a joystick.
Joysticks fall into two categories, analog and digital. Digital
joysticks allow the user only to input the standard directions
of up, down, left, and right. #Game port: It was first found on
IBM computers in 1981, which is a 15-pin connector port,
originally known as the Analog-to-digital port. It is also
known as joystick port, game port, or game control adapter
that allows users to connect devices such as steering
wheels, joysticks, gamepads, and more. Some
motherboards contain an internal ISA or PCI card. A joystick
port could be installed on the motherboard if it does not have
this feature.
# Bluetooth: Bluetooth describes how devices can
communicate with each other as it is a computing and
telecommunications industry specification. There are various
devices that use Bluetooth, such as digital assistants,
smartphones, computers, keyboards, and mice. Bluetooth
has an effective range of 32-feet (10 meters) and a transfer
rate of 1 Mbps.

Q2
Explain the purpose of following
components in flash software: • Stage •
Work area • Application bar • Tools panel
• Properties panel • Frame

SOLUTION2
The purpose of following components in
flash software are :-

i. Stage:- The stage is the main workspace of Flash, all


your compositional elements (movie clips, buttons, graphics,
and etc.) will be arranged here. Content that is within the box
in the middle of the stage will be visible when the Flash movie
is output. The grey background area outside the box in the
middle is 'off-stage'. You can animate content from off-stage
onto the main stage area or use a background image that is
larger than the main stage to move around as if the camera
is panning across a background. The Stage has several
context which are indicated along the top bar of the stage. It
can present content that is in a Scene or can present sub-
content such as objects from the library. You can show and
hide the things that exceed the size of your stage by turning
off/on Pasteboard (View>>Pasteboard)

ii. Work area:- The Flash work area is similar to the


work area of other graphic packages. It can be compared
to your desktop area. When you are working on a
particular document, you have all this extra desktop
space surrounding the document. This extra space
allows you to keep on hand any additional tools, papers,
or notes that you might need to complete your main
document. The Flash work area can be compared to
extra desktop space. You can use this to store other
images or graphics that you might want to use in a movie
but do not need yet on the Stage. Figure shows a project
with an animation under construction.
The work area is the technical name for the grey area
surrounding the stage, although many Flashiondos call it
the backstage. This work area serves as a prep zone
where you can place graphic elements before you move
them to the stage, and as a temporary holding pen for
elements you want to move off the stage briefly as you
reposition things. For example, let’s say you draw three
circles and one box containing text on your stage. If you
decide you need to rearrange these elements, you can
temporarily drag one of the circles off the stage.

iii. Tool Panel:- The Tools panel is unique. For


designers, it’s probably the most used of all the
panels and toolbars. In the Essentials
workspace, the Tools panel appears along the
right side of the Flash program window. There
are no text labels, just a series of icons.
However, if you need a hint, just hold your
mouse over one of the tools, and a tooltip shows
the name of the tool. So, for example, mouse
over the arrow at the top of the Tools panel, and
the tooltip says “Selection tool (V).” The letter in
parentheses is the shortcut key for that tool.
Press the letter V while you’re working in Flash,
and your cursor changes to the Selection tool.
Most animations start with a single drawing. And
to draw something in Flash, you need drawing
tools: pens, pencils, brushes, colors, erasers,
and so on. The Tools panel shown in Figure 1-8
is where you find Flash’s drawing tools. Chapter
2 shows you how to use these tools to create a
simple drawing; this section gives you a quick
overview of the six sections
of the Tools panel, each of which focuses on a
slightly different kind of drawing tool or optional
feature.
Figure . On the Tools panel, when you click each tool, the
Options section shows you buttons that let you modify that
particular tool.

iv. Properties panel:- In many ways, the


Properties panel is Command Central as you
work with your animation, because it
gathers all the pertinent details for the
objects you work with and displays them in
one place. Select an object, and the
Properties panel displays all of its properties
and settings. It’s not just an information
provider; you also use the Properties panel
to change settings and tweak the elements in
your animation. When there’s fine-tuning to
be done, select an object and adjust the
settings in the Properties panel. (You can
learn more in the “Test
Drive” section on The Flash CS6 Test Drive.)
The Properties panel usually appears when you
open a new document. Initially, it shows
information about your Flash document, like the
stage dimensions and the animation’s frame rate.
Whenever you select an individual object in your
animation, the Properties panel shows that
object’s details. For example, if you select a text
field, the Properties panel lists the typeface, font
size, and text color. You also see information on
the paragraph settings, like the margins and line
spacing. Because the Properties panel crams so
many details into one place, you’ll find yourself
using the collapse and expand buttons to show
and hide some of the information in its subpanels,
as shown in Figure 1-10.

NOTE
consists of a number of still images at
different locations. The transition from one
image to another is so fast that the images
appear to be moving. Cartoon movies etc. use
flash animation techniques. Each image in
animation is called a frame. The frames are the
small rectangular cells in the timeline. These are
numbered. Every fifth cell is gray and the rest
are white with gray outline. At one time, one
one frame is active.
The different types of frames are:-
1.The current/ The active frame: It is indicated
by the red
marker on the top of the frame. It is the one
whose contents are shown onscreen currently.
2.Key frames: It helps in creating animation. A
key frame is a
frame that indicates the change in the image
appearance or its
position on the screen. It can contain a
graphical image or it might just be a blank.
3. Blank key frame: The frame in which
nothing appears is a blank key frame.
Steps for Insertion of a
frame:- Go to the insert menu. Select
frame. or
Click on the right mouse button on the frame
number and select the option insert frame.
Steps for deletion of a frame:
Put the red marker on any of the created
frame number, go to insert menu on the title
bar and
select remove frame
or
Click on the right button on any created
number and select the option delete frame.

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