Professional Documents
Culture Documents
CONTENTS
Page No.
UNIT I
Lesson 1 Introduction to Multimedia 7
Lesson 2 Making Multimedia 25
UNIT II
Lesson 3 Making Instant Multimedia 43
Lesson 4 Multimedia Building Blocks (Using Text) 65
Lesson 5 Multimedia Building Blocks (Using Sound) 79
UNIT III
Lesson 6 Multimedia Building Blocks (Using Graphics and Images) 97
Lesson 7 Multimedia Building Blocks (Using Animation) 113
Lesson 8 Multimedia Building Blocks (Using Video) 124
UNIT IV
Lesson 9 Multimedia and the Internet 143
Lesson 10 Designing and Tools for the World Wide Web 158
UNIT V
Lesson 11 High Definition Television and Desktop Computing 175
Lesson 12 Knowledge-based Multimedia Systems 188
Model Question Paper 201
SYLLABUS
UNIT I
What is Multimedia - Introduction to making multimedia - Macintosh and Windows
production platforms - Basic Software tools.
UNIT II
Making Instant Multimedia - Multimedia authoring tools - Multimedia building
blocks - Text - Sound.
UNIT III
Images - Animation - Video.
UNIT IV
Multimedia and the Internet - The internet and how it works - Tools for World Wide
Web - Designing - Designing for the World Wide Web.
UNIT V
High Definition Television and Desktop Computing - Knowledge based Multimedia
systems.
5
Introduction to Multimedia
UNIT I
6
Multimedia and its Applications
7
LESSON Introduction to Multimedia
1
INTRODUCTION TO MULTIMEDIA
CONTENTS
1.0 Aims and Objectives
1.1 Introduction
1.2 Building Blocks of Multimedia
1.2.1 Text
1.2.2 Graphics
1.2.3 Sound
1.2.4 Animation
1.2.5 Video
1.3 Interactivity of Multimedia Applications
1.4 Delivery of Multimedia
1.5 Hypertext and Hypermedia
1.5.1 Hypertext
1.5.2 Hypermedia
1.6 Hypertext/media and Our Memory
1.7 Linking
1.7.1 Structural Links
1.7.2 Associative Links
1.7.3 Referential Links
1.8 Applications of Multimedia
1.8.1 Education and Training
1.8.2 Entertainment
1.8.3 Tool for Business
1.8.4 Video Conferencing and Virtual Reality
1.8.5 Electronic Encyclopaedia
1.9 Skills Needed for Multimedia Development
1.10 Let us Sum up
1.11 Lesson End Activities
1.12 Keywords
1.13 Questions for Discussion
1.14 Suggested Readings
1.1 INTRODUCTION
Multimedia is an old concept that has been given new meaning by the computer
industry through their efforts to create multimedia-capable computing platforms.
Multimedia can be scholarly defined as the ‘interactive dramatisation of information’.
Multimedia technology uses the computer to combine text, graphics, animation, audio
and full-motion video under the user’s control. Although combinations of these
functions have been available for some years, it has been difficult to integrate them so
that the non-technical user can manipulate them and thereby create documents or
applications that incorporate all these features. Traditionally, putting together such a
presentation requires the skills of a computer programmer or an information
technology specialist. In the past few years there has been sporadic use made of
multimedia materials both in academia and in industry, but this has been largely
driven by skilled individuals working ad hoc and in isolation.
Multimedia systems have the power to involve users in rich interactions with diverse
information. For interactions with complex, interrelated, bodies of information,
hypermedia techniques can be employed to give the user non-linear access to the
stored material. If a multimedia application is to offer the user more than this, for
instance to provide advice, or help with a problem, then a more intensive interaction is
necessary. Exploitation of knowledge-based system techniques may be relevant and
the interaction will need to have dialogue-like characteristics.
Multimedia is a new aspect of literacy that is being recognised as technology expands
the way people communicate. The concept of literacy increasingly, is a measure of the
ability to read and write. In the modern context, the word, means reading and writing
at a level adequate for written communication. A more fundamental meaning is now
needed to cope with the numerous media in use, perhaps meaning a level that enables
one to function successfully at a certain status in society. Multimedia is the use of
several different media to convey information. Several different media are already a
part of the canon of global communication and publication (text, audio, graphics,
animation, video, and interactivity). Others, such as virtual reality, computer
programming and robotics are possible candidates for future inclusion. With the
widespread use of computers, the basic literacy of ‘reading’ and ‘writing’ are often
done via a computer, providing a foundation stone for more advanced levels of
multimedia literacy.
Multimedia is the use of several media (e.g. text, audio, graphics, animation, video) to
convey information. Multimedia also refers to the use of computer technology to
create, store, and experience multimedia content.
Definition
Multimedia can be defined as any combination of two or more of the following:
z text
z graphics
z sound
z animation
z video
which are integrated together and delivered by a computer. England & Finney (2002)
cite Feldman, adding the ideas of ‘seamless integration’ and ‘information
environment’.
The term ‘multimedia’ is associated with sound and video in particular. It came into 9
Introduction to Multimedia
widespread use when it became technically feasible to incorporate these two elements
into software packages and applications. Multimedia need not incorporate both these
elements and just because you can incorporate a variety of individual media
components into a multimedia application, it does not mean that you have to. An ‘all-
singing all-dancing’ multimedia presentation with many special effects to dazzle the
eye may not be the most effective way of getting your message across. More often
than not, the special effects can detract from the content.
1.2.1 Text
Text is an essential component of any multimedia application. It can be used for:
z title and headlines (what it’s all about)
z menus (where to go)
z navigation (how to get there)
z content (what you see when you get there)
1.2.2 Graphics
Graphics can be used to
z reinforce text
z supplement text
z create impact
Images can be
z photographic
z drawn
Sources of graphics include
z paint and drawing programs
z scanners
z photo CDs
10 z digital cameras
Multimedia and its Applications
z digital video stills
Computer graphics can be
z bitmaps
z vector-based
1.2.3 Sound
Sound can be used to:
z create atmosphere
z feedback
z give instructions
z give warnings
z supplement information on screen
Sound can be
z MIDI - a series of instructions to a module or device to replay a note of a given
pitch, volume, voice and duration
z digital audio - digital approximation of analogue sound
1.2.4 Animation
z animation can be used to add visual impact to a multimedia application.
z visual effects, such as dissolves and wipes, can be used for primitive animation.
z more complex animations are based on Cell animation techniques.
z animations can be 2D or 3D.
1.2.5 Video
z digital video is a powerful tool in multimedia and can add great impact to a
multimedia presentation.
z MPEG allows computers to supports FSFM (full screen full motion) video, as
seen in DVD, as well as the more familiar small, jerky windows of Quicktime,
AVI and streamed video.
1.5.1 Hypertext
Hypertext is conceptually the same as regular text – it can be stored, read, searched, or
edited - with an important difference: hypertext is text with pointers to other text. The
browsers let you deal with the pointers in a transparent way – select the pointer, and
you are presented with the text that is pointed at.
Definitions of Hypertext
A way of presenting information online with connections between one piece of
information and another. These connections are called hypertext links. Thousands of
these hypertext links enable you to explore additional or related information
throughout the online documentation. See also hypertext link.
z This term describes the system that allows documents to be cross-linked in such a
way that the reader can explore related documents by clicking on a highlighted
word or symbol.
z A non-sequential method for reading a document displayed on a computer screen.
Instead of reading the document in sequence from beginning to end, the reader
can skip to topics by choosing a highlighted word or phrase embedded within the
12 document. This activates a link, connecting the reader to another place in the same
Multimedia and its Applications
document or to another document. The resultant matrix of links is called a web.
z This is a mark-up language that allows for non-linear transfers of data. The
method allows your computer to provide the computational power rather than
attaching to a mainframe and waiting for it to do the work for you.
z In computing, hypertext is a user interface paradigm for displaying documents
which, according to an early definition (Nelson 1970), “branch or perform on
request.” The most frequently discussed form of hypertext document contains
automated cross-references to other documents called hyperlinks. Selecting a
hyperlink causes the computer to display the linked document within a very short
period of time.
1.5.2 Hypermedia
Hypermedia is a superset of hypertext. Hypermedia documents contain links not only
to other pieces of text, but also to other forms of media – sounds, images, and movies.
Images themselves can be selected to link to sounds or documents. Hypermedia
simply combines hypertext and multimedia.
The example of Hypermedia can be: you are viewing a manufacturing plant’s floor
plan, you select a section by clicking on a room. The employee's name and picture
appears with a list of their current projects. Hypertext and Hypermedia are concepts,
not products and both terms were coined by Ted Nelson.
Definitions of Hypermedia
Hypermedia is a term created by Ted Nelson in 1970. It used as a logical extension of
the term hypertext, in which graphics, audio, video, plain text and hyperlinks
intertwine to create a generally non-linear medium of information. This contrasts with
multimedia, which, although often capable of random access in terms of the physical
medium, is essentially linear in nature. The difference should also be noted with
hyper-graphics or super-writing which is a Lettrist form from the 1950s which
systemises creativity across disciplines.
A classic example of hypermedia is World Wide Web, whereas, a movie on a CD or
DVD is an example of standard multimedia. The difference between the two can (and
often do) blur depending on how a particular technological medium is implemented.
The first hypermedia system was the Aspen Movie Map.
structures, basically a reverse operation of the writing process. For this, the reader 13
Introduction to Multimedia
breaks the information into smaller pieces and rearranges those based on the readers’
information requirement. We rarely read a text book or a scientific paper from start to
finish. We tend to browse through the information and then follow the information
headings that are interesting to us.
Hypermedia, using computer enabled links, allows us to partially imitate writing and
reading processes as they take place inside our brain. We can create non-linear
information structures by associating pieces of information in different ways using
links. Further, we can use a combination of media comprising of text, images, video,
sound and animation for value addition in the representation of information. It is not
necessary for an author to go through a linearisation process of his/her knowledge
when writing. Also, the reader can access some of the information structures the
author had when writing the information. This will help the reader create his/her own
representation of knowledge and to amalgamate that knowledge into the existing
knowledge structures.
In addition to being able to access information through association, hypermedia
applications are supported by a number of additional aspects. These include an ability
to incorporate various media, interactivity, vast data sources, distributed data sources,
and powerful search engines. All these make hypermedia an extremely powerful tool
to create, store, access and manipulate information.
1.7 LINKING
Hypermedia systems as well as information in general contains various types of
relationships between various information elements. Examples of typical relationships
include similarity in meaning or context, similarity in logical sequence or temporal
sequence, and containment.
Hypermedia allows these relationships to be installed as links which connect the
various information elements, so that these links can be used to navigate within the
information space.
One possible structure is based on the mechanics of the links. We can also look at the
number of sources and destinations for links (single-source single-destination,
multiple-source single-destination, etc.) the directionality of links (unidirectional,
bi-directional), and the anchoring mechanism (generic links, dynamic links, etc.).
A more useful link structure is based on the type of information relationships being
represented. In particular, we can divide relationships into those based on the
organisation of the information space called structural links and those related to the
content of the information space called associative and referential links.
Let us take a brief look at these links.
14
Multimedia and its Applications
1.7.2 Associative Links
An associative link is a link which is completely independent of the specific structure
of the information. For instance we have links based on the meaning of different
information components. The most common example which most people would be
familiar is cross-referencing within books for example – for more information on X
refer to Y. It is these relationships - or rather the links which are a representation of
the relationships – which provide the essence of hypermedia and in many respects can
be considered to be the defining characteristic of hypermedia.
1.8.2 Entertainment
The field of entertainment uses multimedia extensively. One of the earliest and the
most popular applications of multimedia is for games. Multimedia made possible
innovative and interactive games that greatly enhanced the learning experience.
Games could come alive with sounds and animated graphics. These applications
attracted even those to computers, who, otherwise would never have used them for
any other application.
Games and entertainment products may be accessed on standard computer work-
stations via CDs or networks or on special purpose Game machines that connect to
television monitors for display. These functions are quiet complex and challenging for
the users.
These products rely on fairly simple navigational controls to enable the user to
participate. Joystick and track ball are often used for moving objects, pointing guns or
flying aircrafts while mouse buttons and keystrokes are used to trigger events like
firing guns / missiles.
Multimedia based entertainment and game products depend on the use of graphics,
audio, animation and video to enhance their operation. A game may include computer
graphics taking the user on a hunt on a deserted island for hidden treasures or a
princess. Audio is used for sound effects while video and animation are used for
special effects.
These types of products also offer multi player features in which competition is
managed between two or more players.
Digital compression of audio and video streams in real time is the core technology
behind video conferencing. Codec is the hardware or software that performs
compression. Compression rates of up to 1:500 can be achieved. The resulting digital
stream of 1's and 0's is subdivided into labelled packets, which are then transmitted
through a digital network usually ISDN or IP.
The other components required for a VTC (Video Tele Conference) system include:
Video input: video camera or webcam
Video output: computer monitor or television
Audio input: microphones
Audio output: usually loudspeakers associated with the display device or telephone
Data transfer: analog or digital telephone network, LAN or Internet
There are basically two kinds of VTC systems:
1. Desktop systems are add-ons to normal PC's, transforming them into VTC
devices. A range of different cameras and microphones can be used with the
board, which contains the necessary codec and transmission interfaces.
2. Dedicated systems have all required components packaged into a single piece of
equipment, usually a console with a high quality remote controlled video camera.
These cameras can be controlled from a distance to move left and right, tilt up and
down, and zoom. They are known as PTZ cameras. The console contains all
electrical interfaces, the control computer, and the software or hardware-based
In most multimedia production teams, each person fills multiple roles. The larger the
project, the more specialised the roles. Also, remember that many roles may be
defined, or even validated externally. The governments of different nations publish
their skills frameworks. This defines many different roles within their IT industry. In
other industries trade unions may control what roles individuals may perform, and
what those roles consist of.
19
1.10 LET US SUM UP Introduction to Multimedia
Multimedia uses several media (e.g. text, audio, graphics, animation, video) to convey
information. Multimedia also refers to the use of computer technology to create, store,
and experience multimedia content. In this lesson, we have discussed the concept of
multimedia, its applications in various fields like education, training, business,
entertainment etc.
During this lesson you are working towards being able to achieve the following
objectives.
z to understand the basic concepts and various applications of multimedia
z to identify appropriate elements for multimedia interfaces
z to evaluate architectures for multimedia applications
Some final questions to ask yourself are:
z Have you planned your work for the rest of this module?
z Can you offer a variety of definitions of multimedia and its component parts?
z Where can multimedia add value?
z What are the different roles, or jobs, involved in developing multimedia?
What is multimedia?
Has there been a “multimedia revolution”, and if
so what caused it?
Why create multimedia?
20 how effectively are text, graphics, animation, sound and video used?
Multimedia and its Applications
how well does it meet the purpose for which it was intended?
which package did you like the most and why?
which package did you like the least and why?
1.12 KEYWORDS
Multimedia: Multimedia can be defined as any combination of two or more of the
following: text, graphics, sound, animation and video which are integrated together
and delivered by a computer.
Hypertext: Hypertext is conceptually the same as regular text - it can be stored, read,
searched, or edited – with an important difference: hypertext is text with pointers to
other text.
Hypermedia: Hypermedia is a superset of hypertext. Hypermedia documents contain
links not only to other pieces of text, but also to other forms of media – sounds,
images, and movies.
23
Associative Links: An associative link is a link which is completely Introduction to Multimedia
independent of the specific structure of the information. We have
links based on the meaning of different information components. The most
common example which most people would be familiar with is
cross-referencing within books for example - for more information on
X refers to Y.
Referential Links: A third type of link is a referential link. It is related to
the associative link. Rather than representing an association between two
related concepts, a referential link provides a link between an item of
information and an explanation for that information.
CYP 2
1. Users can use a variety of input devices to interact with the computer, such
as a joystick, keyboard, touch screen, mouse, trackball, microphone, etc.
Multi refers to the multiple file usages used in the multimedia product, such
as sound, animation, graphics, video, and text.
In multimedia, many media sources can be used as components in the
multimedia product, such as a videodisk, CDROM, videotape, scanner, CD
or other audio source, camcorder, digital camera, etc. Media may also refer
to the storage medium used to store the interactive multimedia product,
such as a videodisk or CDROM.
2. Multimedia is used in education and training fields as follows:
Computer simulations of things too dangerous, expensive, offensive, or
time-sensitive to experience directly. Interactive tutorials that teach
content by selecting appropriate sequencing of material based on the
ongoing entry of student responses, while keeping track of student
performance.
Electronic presentations.
Instruction or resources provided on the Internet (World Wide Web;
24 hours a day).
Exploratory hypertext software (i.e. encyclopaedias, databases) used
for independent exploration by learners to complete research for a
paper, project, or product development. They may use IMM resources
to collect information on the topic or use multimedia components to
create a product that blends visual, audio or textual information for
effectively communicating a message.
Education courses, skills, and knowledge are sometimes taught out of
context due to lack of application of real time examples. To overcome this,
educators are using multimedia to bring into their classrooms real-world
examples to provide in-context framework important to learning.
Multimedia and tools like the Internet give Faculty instant access to
millions of resources.
3. When a conference is conducted between two or more participants at
different sites by using computer networks to transmit audio and video
data, then it is known as video conferencing. A video conference is a set of
interactive telecommunication technologies which allow two or more
locations to interact via two-way video and audio transmissions
simultaneously. It has also been called visual collaboration and is a type of
groupware.
Contd…
24 Digital compression of audio and video streams in real time is the core
Multimedia and its Applications
technology behind video conferencing. Codec is the hardware or software
that performs compression. Compression rates of up to 1:500 can be
achieved. The resulting digital stream of 1's and 0's is subdivided into
labelled packets, which are then transmitted through a digital network
usually ISDN or IP.
The other components required for a VTC system include:
Video input: video camera or webcam
Video output: computer monitor or television
Audio input: microphones
Audio output: usually loudspeakers associated with the display device or
telephone
Data transfer: analog or digital telephone network, LAN or Internet.
25
LESSON Making Multimedia
2
MAKING MULTIMEDIA
CONTENTS
2.0 Aims and Objectives
2.1 Introduction
2.2 Multimedia Development Lifecycle
2.2.1 Concept Development
2.2.2 Requirements Specification
2.2.3 Design
2.2.4 Prototype
2.2.5 Production
2.2.6 Testing and Evaluation
2.2.7 Delivery and Support
2.3 Iterative Design Techniques
2.3.1 Prototyping
2.3.2 Exploratory Programming
2.4 Selection of the Production Platform (Macintosh and Windows Production Platforms)
2.5 Macintosh vs PC
2.5.1 Macintosh Platform
2.5.2 Windows Multimedia PC Platform
2.5.3 Networking Macintosh and Windows Computers
2.6 Basic Software Tools
2.6.1 Types of Basic Tools
2.7 Let us Sum up
2.8 Lesson End Activity
2.9 Keywords
2.10 Questions for Discussion
2.11 Suggested Readings
26
Multimedia and its Applications
2.1 INTRODUCTION
This lesson examines the different stages of a multimedia application lifecycle from
conception to delivery. The need for a systematic approach is emphasised. The
requirements for an interactive system can never be defined precisely from the start
and thus the process will be an iterative one. Different approaches are needed,
including understanding user requirements and culture. You may even need to
recognise when customers may want to undermine your methodical approaches. For
some people, the customer is always right. Later in the module we look at user-
centred design methodologies.
Also we introduce the importance of early definition of testing methodology, test
specifications etc. The definition of a test – how we can demonstrate that we have met
an objective, will often clarify that objective and avoid misinterpretation. Also, you
should understand the importance of good project management.
The lifecycle is not something that you merely follow, it is something that you select,
monitor and drive, perhaps even modify as you gain greater understanding of what is
useful. Storyboards are an early example of documentation that creates impressions,
makes commitments, to which the developer might later be held.
A multimedia developer may then ground their proposal to a potential client in a bid 27
Making Multimedia
to get them to commission their proposed project. Alternatively a client may ask a
number of developers to pitch for a given project they have in mind. Sometimes
relatively small projects may have a discussion/meeting lasting a day or longer to
agree the outline of the project.
Once the client and developer have agreed in principle to go ahead with the project, a
detailed content outline, schedule and budget can then be drawn up. Typically a
developer receives the right to invoice the customer for part of the budget at the outset
and several more payments will be due on acceptance of some or even all of the stages
described below.
Context of Use
However, at this stage relatively little is known about the eventual user of the software –
their preferences, needs and wants, the things they must do at the same time as use the
software, the higher-level activities in which they are engaged, the goals and
objectives they are trying to achieve. All this is what is known as the context of use.
Often the customer, the one paying for the project, has an imperfect understanding of
all of this. There remains a conflict between developer, customer and user to be
managed throughout, and there is much current research on how best to do this. One
approach is that of scenario-based design, another of task analysis, and each results in
a variety of possible lifecycles.
2.2.3 Design
The concept is further refined during this stage. A design document is drawn up. This
describes how the content will be organised and accessed. Navigation maps can help
28 in this. A script will be produced. This provides a complete guide to the production.
Multimedia and its Applications
An early version of this may have been supplied to give substance to the initial
proposal.
Storyboards are used to aid visualisation of representative screens and sequences. The
design should be presented to the client and, where possible, typical users for
comment and feedback, and revisions made, if necessary.
Having developed a broad overview of the project, more detailed design on the user
interface (buttons for navigation, help access, quit access etc.) and on the layout of
individual screens can be carried out.
In addition to designing the actual application, the project should be planned and
budgeted. This involves estimating how much time should be spent on individual
components, setting milestones or deliverables, and costing the project. This should be
started in the analysis phase and refined during the design phase.
2.2.4 Prototype
A small portion of the product is completed in detail. This detailed mini-production
tests not only the design but the production process as well. A skeleton outline of the
application can also be developed to test the structure and navigation. The client then
critiques the prototype and revisions are made. Where possible, typical end users
should also be involved in evaluating the prototype. In some cases, the client takes the
prototype to distributors to help sell the larger project.
2.2.5 Production
This is traditionally the most intensive phase in the development cycle. Different
approaches may be taken. For large-scale productions, the script expands into a
lengthy document describing screens, menus, titles and captions, every word spoken
or seen. Descriptions of images, animations, audio and video may also be included.
An evolutionary approach may be taken for small-scale productions. Here, the
prototype is added to and refined until the requirements have been met and the client
is satisfied.
In each case, individual media components have to be sourced, digitised, and
processed. Copyright clearances will have to be obtained. Integration can then take
place as the elements are imported into the authoring environment. Images are then
arranged on screen, objects animated, text formatted and audio and movies
synchronised. Programming can then take place, with the software coming to life as
interactivity is added to the content. Installation routines are prepared. After this the
product is then ready for beta testing.
However, there can be certain projects where production is an ongoing issue, even
after delivery, which may only have involved a small, token, amount of content.
Typically this might involve a content management system. Here, the customer may
take responsibility for generating further assets to the specifications that your software
engine can then access for their end-users.
E-commerce websites are a good example of this marketplace, but education, training
and audio-visual entertainment products also have a constant flow of new products
and variations to old. Implementation also demands that you develop an installation
process that is capable of being performed by the required person. Typically, this
might be a member of the customer's staff, who may not even be particularly
technical.
platforms (for example on the minimum, typical and most up-to-date hardware 29
Making Multimedia
specifications) and the testers are asked to review its functionality, critique it and
report bugs. Test scripts must be prepared and followed to ensure that every aspect of
the programme is tested under a variety of likely contexts. Wherever possible typical
users should be involved in the testing of the product. Corrections are made. Further
testing and debugging takes place until both developer and client are satisfied that the
product is ready for mass distribution. Regression testing requires a subset of all
known tests to be run every time an aspect of the programme is changed. Too often, a
fix to a bug breaks another aspect of the programme or reveals a previously
undetected flaw.
Testing is primarily concerned with the functionality of the application. These are
aspects which either work or do not work. The usability of the interface also needs to
be evaluated. Is the application fit for purpose? Is it effective to user’s environment? If
the customer has gone through a number of changes in their business objectives, do
we still understand what the objectives for the programme are? This can make all the
difference between getting a follow-up job and not.
Smithson & Hirschheim (1998) propose a three layer model to evaluate the quality of
a system: Efficiency, Effectiveness and Understanding. The first two are fairly
familiar, although effectiveness can be the source of endless debate, but understanding
is a more problematic issue – dealing with political issues, personal constructs etc.
30
Multimedia and its Applications
2.3.1 Prototyping
An initial program is developed for customer comment. The main objective of the
prototype (as shown in Figure 2.1) is to generate requirements.
Develop
outline
specification
no Software
Adequate
?
yes
Deliver
Software
31
2.4 SELECTION OF THE PRODUCTION PLATFORM Making Multimedia
(MACINTOSH AND WINDOWS PRODUCTION
PLATFORMS)
Selection of the proper platform for the development of multimedia project may be
based on your personal preference of computer, your budget constraints, project
delivery requirements, and the type of material and content in the project. Many
developers believe that multimedia project development is smoother and easier on the
Macintosh than in Windows, even though projects destined to run in Windows must
then be ported across platforms. But hardware and authoring software tools for
Windows have improved: today you can produce many multimedia projects with
equal ease in either the Windows or Macintosh environment.
2.5 MACINTOSH VS PC
Since its inception, the Macintosh has been, by definition, a multimedia computer: at
the famous rollout of the Macintosh in January 1984 at Apple's annual shareholders'
meeting, the new device actually introduced itself in a crudely synthesized voice.
Whereas the Macintosh had good built-in audio right from the start, in 1984 IBM
personal computers could not process sound without very expensive add-on
components. With its focus on business computing, the PC remained for many years
able to provide only system beeps and limited sound effects on a tiny (and tinny)
on board speaker. Recently, due primarily to the demands of game software, lower-
cost sound boards and software have become available for PCs. Other multimedia
tools and hardware, such as video digitizers, are now readily available in PC
marketing channels.
When installed with Windows, a sound board, and SuperVGA graphics, the PC
readily challenges the Macintosh in delivering excellent audio and visual
presentations. An MPC computer, moreover, will always provide sound capability, a
CD-ROM player, access to the Media Control Interface (MCI) for extensions to video
overlay boards and other peripherals, and minimum CPU and memory configuration.
The Multimedia Personal Computer, or MPC, is an industry wide effort begun in the
late 1980s to provide a standardized and capable multimedia computing environment
for PCs.
In 1997, with the Macintosh share of the personal computer market at an all-time low
of about 3 percent, Gistics, Inc., a market research firm, studied the comparative
advantages of Macintosh versus Windows/Intel computers and discovered that
Macintosh users:
z Spend 38 fewer hours per year futzing with files
z Save $4,950 annually on support and training
z Use more tools (14.3 versus 8.3)
z Save $2,211 in three-year cost of ownership
z Earn $5.01 more per hour
z Earn $12.22 more revenue per hour of labor
z Create $14,550 more profits per year per person
z Earn 32 percent more net profit per project
z Achieve platform payback in 7.2 months (versus 13.9)
32
Multimedia and its Applications
2.5.1 Macintosh Platform
All Macintoshes can play sound. And the latest generation of Macintoshes includes
hardware and software for digitizing sound without additional hardware or sound
cards. For most Macintoshes, 8-bit, 16-bit, and 24-bit graphics capability is available
‘out of the box.’ The AV series of Macintoshes can digitize video as well as sound.
Unlike the Windows environment, where users can operate an application with
keyboard input, the Macintosh requires a mouse.
Nevertheless, there is significant variation in the ways you can set up your Macintosh
hardware and software. The Macintosh computer you will need for developing a
project depends entirely upon the project's delivery requirements, its content, and the
tools you will need for production. Of course, the ideal production station is the
newest, fastest, and most flexible computer you can get your hands on, but such a
configuration may be beyond the scope of your budget. Thankfully, acceptable
performance is not limited to the top-of-the-line configuration: most Macintosh
models sold today are sufficient for multimedia development.
Apple introduced the first Power Macintosh computers based on reduced instruction-
set computing (RISC) microprocessors during 1994. RISC technology was typically
used in engineering workstations and commercial database servers designed for raw
computational power, but in an alliance with IBM and Motorola, Apple designed and
built this new line of RISC based models. They supplanted earlier models based upon
the Motorola 68000, 68030 and 68040 processors. In 1997, the G3 series was
introduced with clock speeds greater than 233 MHz and offering higher performance
than existing Pentium-based Windows machines.
microphone input, and a color monitor with display resolution of at least 640x480 33
Making Multimedia
with 65,536 (64K) colors.
In June 1995, the Multimedia PC Working Group released the Multimedia PC Level 3
specification providing for improved sound and video performance. For content
producers, MPC3 offers a solid set of minimum performance standards for multimedia
machines. Rather than merely defining the hardware, this specification focuses on the
quality of the end user experience. This quality is assured through the creation of
validation suites that test each machine as a complete system, rather than as a series of
individual parts. And the specification offers a number of exciting new capabilities
upon which developers can depend in creating new titles, such as wavetable sound, 4x
CD-ROM drives and MPEG video.
The big upgrade in this MPC3 standard, following many months of meetings and
negotiations within the Working Group, was the requirement for MPEG video
playback compliance. The MPC3 platform consequently provides full motion video
with TV-quality and CD-quality sound (albeit in a 352x240-pixel window). If your
multimedia project will be distributed into retail consumer channels, you should
consider applying to the MPC Working Group for a license to use the MPC logo on
your packaging.
34 network of Windows PCs that use the Microsoft Client TCP/IP protocols, or you can
Multimedia and its Applications
add software to your Windows PC that allows it to connect to a network of
Macintoshes that uses AppleTalk. Both require Ethernet as the connection method.
With DAVE from Thursby Systems software is installed on the Macintosh to enable
the Macintosh to connect to the Microsoft TCP/IP network. Users can then mount
shared Macintosh hard drives and PostScript printers that are connected to the
Macintosh's AppleTalk network so they can be used by the PCs in the network.
DAVE uses the industry standard TCP/IP protocol with a NetBIOS driver. To connect
a PC to a network of Macintoshes, you can use MACLAN Connect from Miramar
(http://www.miramarsys.com) to share the directories and files on all your computers
using AppleTalk protocols-you do not have to install a dedicated server workstation.
Movie making tools take advantage of QuickTime and Microsoft Video for Windows 37
Making Multimedia
also known as AVI or Audio Video Interleaved technology and let you create, edit and
present digitised video motion segments usually in a small window in your project.
To make movies from video you need special hardware to convert the analog video
signal to digital data. Movie making tools such as Premiere, Video Shop and Media
Studio Pro let you edit and assemble video clips captured from camera, tape and other
digitised movie segments, animations, scanned images and from digitised audio and
MIDI files. The completed clip usually with added transition and visual effects can
then be played back either stand alone or windowed within your project.
Morphing is an animation technique that allows you to dynamically blend two still
images creating a sequence of in-between pictures that when played back rapidly in
Quick Time, metamorphoses the first image into the second. For example a racing car
transforms into a tiger, and a daughter’s face becomes her mother’s.
Accessories
A Screen Grabber is an essential accessory. Bitmap images are so common in
multimedia, that it is important to have a tool for grabbing all or part of the screen
display so that you can import it into your authoring system or copy it into an image
editing application. Screen grabbing to the clipboard lets you move a bitmapped
image from one application to another without the cumbersome steps of exporting the
image to a file and then importing it back to the destination. Another useful accessory
is Format Converter which is also indispensable for projects in which your source
material may originate on Macintoshes, PCs, Unix Workstations or even mainframes.
38
Multimedia and its Applications 2.8 LESSON END ACTIVITY
To judge the multimedia awareness, discuss the following in groups:
z What is design?
z What does a designer do?
z What factors does a designer need to consider when developing a new product?
z Is fashion design different from engineering design?
z What differentiates good design from bad?
z What does a multimedia designer design?
z Multimedia designers: are they artists or software engineers? What is the
difference?
z How can we promote good design when designing interactive systems?
2.9 KEYWORDS
Screen Grabber: It is an essential accessory. The images are so common in
multimedia, that it is important to have a tool for grabbing all or part of the screen
display so that one can import it into authoring system or copy it into an image editing
application.
Image Editing Tools: These are specialized tools for enhancing and re-touching
existing bitmapped images. These applications also provide many of the features and
tools of the painting and drawing programs and can be used for creating images from
scratch.
LANs and WANs: Local area networks (LANs) and wide area networks (WANs) can
connect the members of a workgroup. In a LAN, workstations are usually located
within a short distance of one another, on the same floor of a building. WANs are
communication systems spanning great distances, typically set up and managed by
large corporations and institutions for their own use, or to share with other users.
40
Multimedia and its Applications 2.11 SUGGESTED READINGS
Dhiraj Sharma, Foundations of IT, Excel Books, 2008.
England, E. & Finney, A., (2002) Managing Multimedia Book 1 – People and Processes,
3rd Ed., Addison Wesley, Wokingham UK.
Smithson, S. and Hirschheim, R.A., (1998). "Analysing information systems evaluation:
another look at an old problem," European Journal of Information Systems, Vol. 7, No. 3.
Vaughan, Multimedia Making IT Work, Fifth Edition, Tata McGraw-Hill.
John F. Koegel Bufford, Multimedia Systems, Pearson Education, 2003.
Judith Jeffloate, Multimedia in Practice (Technology and Applications), PHI, 2003.
41
Making Instant Multimedia
UNIT II
42
Multimedia and its Applications
43
LESSON Making Instant Multimedia
3
MAKING INSTANT MULTIMEDIA
CONTENTS
3.0 Aims and Objectives
3.1 Introduction
3.2 Making and Linking Multimedia Objects
3.2.1 AppleEvents
3.2.2 Dynamic Data Exchange (DDE) and Object Linking and Embedding (OLE)
3.3 Office Suites
3.3.1 MS Office
3.4 Word Processors
3.4.1 MS Word
3.4.2 WordPerfect
3.4.3 WordPro
3.5 Spreadsheets
3.5.1 Lotus 1-2-3
3.5.2 MS Excel
3.6 Databases
3.6.1 FileMaker Pro
3.6.2 MS Access
3.7 MS PowerPoint
3.8 Multimedia Authoring Tools
3.8.1 Authoring Tools versus Programming Tools
3.8.2 Types of Authoring Tools
3.9 Cross-Platform Authoring Notes
3.10 Choice of the Right Tool for the Job
3.11 Multimedia Tool Features
3.12 Let us Sum up
3.13 Lesson End Activity
3.14 Keywords
3.15 Questions for Discussion
3.16 Suggested Readings
44
Multimedia and its Applications 3.0 AIMS AND OBJECTIVES
After studying this lesson, you would be able to:
Comprehend the process of making instant multimedia
Understand various packages and languages used in multimedia
Understand different types of authoring tools
Choose the appropriate tools in multimedia development
Make a choice in selecting appropriate language in multimedia development
3.1 INTRODUCTION
There is no reason to buy a dedicated multimedia authoring package if your current
software can serve the purpose. Indeed, not only can you save money by doing
multimedia with tools that are familiar and already at hand, but you also save the time
spent on arduous and sometimes lengthy learning curves involved in mastering many
dedicated authoring systems. Common desktop presentation tools have become
multimedia powerful, while dedicated multimedia authoring systems are offering
simplified, easy-to-use versions.
Most personal computers sold today are able to produce at least the sound and
animation elements of multimedia. Manufacturers of popular software for word
processing, spreadsheets, database management, graphing, drawing, and presentation
have added capabilities for sound, image, and animation to their products. You can
call a voice annotation, picture, or QuickTime or AVI movie from most word
processing applications. You can click a cell in a spreadsheet to enhance its content
with graphic images, sounds, and animations. Your database can include pictures,
audio clips and movies. Your presentation software can easily generate interesting
titles, visual effects, and animated illustrations for your product demo. With these
multimedia-enhanced software packages, you get many more ways to effectively
convey your message than just a slide show.
To enliven your material and provide interesting illustrations, you can add multimedia
elements to familiar tools such as word-processed documents, spreadsheets,
presentation aids, and even HTML documents. But where do you get these elements?
You can either make your images, sounds, and animations from scratch or you can
import them from collections of clip media. You can also license rights to use
resources or content, such as pictures, songs and music, and video, from their owners.
Importing from stock material limits you somewhat, but it may be all you need, and
these collections can yield quick and simple multimedia productions. If you make
your multimedia elements from scratch or edit existing material, you'll need to have
special software and hardware tools to customize the images, sounds, and animations,
but the results are more spectacular and dramatic. You would need special multimedia
tools for digitizing your sounds and creating animations and movies before you can
attach these objects to your word, data, or presentation documents.
Some multimedia projects may be so simple that you can cram all the organizing,
planning, rendering, and testing stages into a single effort, making instant multimedia.
Here is an example: The topic at your weekly sales meeting is sales force
performance. You want to display your usual spreadsheet so the group can see real
names and numbers for each member of the team; then you want to show a
multicolored 3D bar graph for visual impact. Preparing for your meeting, you annotate
the cell containing the name of the most productive salesperson for the week, using
sounds of applause taken from a public domain CD-ROM, or a recording of your CEO
saying ‘Good job!’ or a colleague's ‘Wait till next week!’ At the appropriate time
during the meeting, you click that cell and play the annotation. And that's it, you have
just made and used instant multimedia. The following overviews do not include all 45
Making Instant Multimedia
products in each category of software tools, but they will give you an idea of how
multimedia might be applied in your everyday life working with computers.
3.2.1 AppleEvents
On the Macintosh, AppleEvents lets applications communicate with each other,
sharing data and commands. Inter Application Communication (lAC) works with
AppleEvents to automatically update documents that are linked with the ‘publish-and-
subscribe’ features of AppleEvents.
When you publish an application and then edit the data in it, the changes you make are
copied to all of the subscribers to that data, even across a network. Publish-and-
subscribe uses a transition file called the edition file. You can subscribe to a
spreadsheet table in a word processing document, for example, and when you change
the spreadsheet, the word processing document gets changed automatically. Or you
can embed a PICT image or QuickTime file in one application and change it in
another, and the changes will appear in both applications – the two applications talk
directly to each other.
To use publish-and-subscribe, following are the steps:
1. Select data that you want to place into another application or document.
2. From the Edit menu, choose Create Publisher. This brings up a dialog box asking
you to name the edition file that will connect the publisher to the other documents
subscribing to the data.
3. After you have created the edition file, go to the document or application where
you want to use the data and select Subscribe To... from the Edit menu.
Now you have placed a live copy of the data in your document; whenever you modify
the original publisher data, the subscriber is automatically updated, too.
3.2.2 Dynamic Data Exchange (DDE) and Object Linking and Embedding
(OLE)
Dynamic Data Exchange (DDE) and Object Linking and Embedding (OLE) are two
methods for linking data objects among Windows applications. For example, let's say
you want to advertise your new mousetrap design with a flashy graphic-an illustration
showing your mousetrap compared to other mousetraps on the market – and some text
describing its extraordinary features. First, you make a colorful picture in a graphics
application such as Microfax Designer, then you create a bar chart comparing the
number of mice in a spreadsheet program such as Excel, and finally, you paste all
your elements into a word processor such as Microsoft Word.
When two applications share data through DDE, they are in a conversation. DDE
allows data to be transmitted between a client (the application that initiates the
conversation) and a server (the application responding to the client). Data can be
transmitted as a hot link so that modifications in the server application are also
46 updated in the client application, or as a cold link so that data in the client application
Multimedia and its Applications
remain independent of the server after it has been imported.
OLE lets you embed or link data objects created in different Windows or Macintosh
applications. An embedded object becomes a part of the file into which it is pasted,
independent of the original application where it was created. A linked object, on the
other hand, is changed automatically in a container file that points to the original file
when the original file is updated. Linking is a useful feature for data that may be
modified after it has been placed into other files. While using OLE, make sure that
your linked files are not moved to other directories, or the links may be broken.
OLE 2.0 (and later versions) have improved the ability to track links between
containers and objects, but the best way to ensure that your object is not lost is to
embed it in a file.
3.3.1 MS Office
MS Office is the most efficient suite of applications for document creation,
communication and business information analysis. For many functions, the business
platform has evolved from paper to the Web. Microsoft Office extends desktop
productivity to the web, streamlining the way you work and making it easier to share,
access and analyze information so you get better results. Office offers a multitude of
new features. Of particular importance for this release are the features that affect the
entire suite. These Office-wide, or shared features hold the key to the new realm of
functionality enabled by Office. Office offers a new Web-productivity work style that
integrates core productivity tools with the Web to streamline the process of sharing
information and working with others. It makes it easier to use an organization's
intranet to access vital business information and provides innovative analysis tools
that help users make better, timelier business decisions. Office delivers new levels of
resiliency and intelligence, enabling users and organizations to get up and running
quickly, stay working and achieve great results with fewer resources. The components
of MS Office are as follows:
MS Word
MS Excel
MS PowerPoint
MS Access
47
3.4 WORD PROCESSORS Making Instant Multimedia
Many word-processed documents are ultimately printed to paper, but many are also
delivered on a server or floppy disk, to an electronic mailbox, or as HTML documents
on the World Wide Web. If others will be viewing your document on a computer,
consider attaching multimedia voice notes, pictures, or animated illustrations to
emphasize your point or to clarify something that is difficult to express in words.
3.4.1 MS Word
MS Word is a powerful word processor that allows you to create:
Memos
Fax coversheets
Web pages
Reports
Mailing labels
Brochures
Tables, and
Many other professional and business applications.
Microsoft's Word for Macintosh and Windows provides essentially the same user
interface on both platforms and offers special multimedia features. You can make and
import various image formats, including PICT, TIFF, BMP, and EPS, to place them in
your document. You can add QuickTime movies to your document; control the
movie's playback characteristics (forward, backward, start, and stop); and perform
simple editing with cut, copy, and paste commands. In the Windows version, AVI
movies can also be played within your Word document. You can import digitized
sounds, and you can record voice comments from an internal microphone, saving the
recording (with a portion of the text or an icon as an identifier) for playback.
Annotations can be searched for sound effects and content, edited, and even saved as
separate files in any of four formats. With Word for Windows, you can also create
links to other programs using OLE.
MS Word provides easy graphics handling, calculation of the data tables, ability to
create a mailing list, list sorting and efficient file management.
48 4. Letter Wizard: This helps you format and enter the key information for the letters
Multimedia and its Applications
to ensure that they are consistent and professional. It lets you write quickly and
easily and also to add to your letter.
5. Office Assistant: The MS Office uses IntelliSense Natural-Language Technology.
The assistant anticipates the kind of help you require and suggests the Help topics
on the work that you are doing. This office assistant provides the visual examples
and the step-by-step instructions for the specific tasks.
6. Smart Spelling Features
Recognizes your name, your organization’s name and the professional names
of varying ethnicity.
Recognizes your writing pattern and does not mark some patterns as errors in
the document.
Ignores the Internet and the file addresses as error in the spellings.
7. Natural Language Grammar Checker: This provides improved syntactical
analysis, better rewrite suggestions and user friendly grammar styles.
8. Spelling and Grammar Checking Combination Feature: This feature eliminates
the separate dialog boxes and provides the interface that lets you proofread the
document online.
9. Hyperlinks Features: This links to the Microsoft Outlook, HTML or the other
files on any internal and external Web site or file server.
3.4.2 WordPerfect
In Corel's WordPerfect Macintosh version, a tool palette and drawing commands
allow you to create and edit graphics with the standard Macintosh drawing tools, as
well as create Bezier curves and polygons; there's also a free rotation tool. A color
editor lets you blend, rainbow, and complement colors. You can edit, size, scale, and
crop graphic images, and then click and drag them anywhere in your document while
text automatically reformats around them.
WordPerfect for Macintosh offers a QuickTime movie-playing facility. The movie is
represented by its poster, usually the first frame of the movie. You can represent your
movie as a character, anchor it to a page or paragraph, move it, add a caption, or put a
frame around it, just as you can with graphics. There is a movie controller that gives
you many options, such as custom playback or changing the poster.
Using DDE, WordPerfect for Windows can share data with other DDE compatible
programs that use DDE links. If the data changed in a linked program, they are
automatically updated in the WordPerfect document. A figure editor makes it easy to
add graphics to your documents. You can view, retrieve, create, modify, and size
figures, and save or import them into your document. WordPerfect for Windows
works with the common graphic formats for DOS, as well as Windows metafiles and
bitmaps.
3.4.3 WordPro
With its Windows DDE and OLE capabilities, Word Pro (formerly Ami Pro) from
Lotus can link to other applications and embedded objects, such as sounds and AVI
movies. Using DDE, you can paste a link in Windows bitmap or metafile format into
an empty selected frame. You can even create a macro to control another application
through DDE. With OLE, you can link or embed objects into a frame in a Word Pro
document.
49
3.5 SPREADSHEETS Making Instant Multimedia
3.5.2 MS Excel
MS Excel is a spreadsheet package. When you start excel, a blank workbook appears
in the document window. The workbook is the main document using excel for storing
and manipulating the data. A workbook has individual worksheets each of consisting
of data. Each work sheet is made up of 256 columns and 65,536 rows. Using a special
template document, you can create a slide show with Microsoft Excel (in both the
Macintosh and Windows versions) to present worksheets, charts, and graphics. You
can apply video and audio transition effects between slides, adjusting speed and the
method of slide advance. The SLIDES.XLA file must be installed in the Windows
version, and the Slideshow Add-In file for the Macintosh. QuickTime and AVI
movies can be linked to Microsoft Excel documents.
Features of Excel
(a) The multiple Undo feature can Undo up to the last 16 actions.
(b) When you quit Microsoft Excel with multiple files open, you get a YES to ALL
option. You can choose this option to save all the files before exiting, instead of
being prompted to close each open file.
(c) Conditional Formats dynamically apply a different font style, pattern and the
border to the cells whose values fall outside or within the limit specified by you.
This lets you quickly spot areas of interest without reading through tables of
values.
(d) The Hyperlinks Feature helps you to create hyperlinks that connect to other
office files on the system, your network. A hyperlink can be text in the cell, a
graphic or you can write a formula that creates a hyperlink.
(e) The Web Queries feature allows you to create and run the queries to retrieve data
available on the World Wide Web.
50 (f) The Internet Assistant Wizard steps you through the process of saving the
Multimedia and its Applications
worksheet data and the charts in the HTML format. You can save the data and the
chart as a complete new Web Page or add them to an existing Web Page.
(g) The new Share Workbook feature lets multiple users open a workbook on the
network and edit the document simultaneously.
(h) CellTips and the ScrollTips automatically display the comments added to cell.
(i) The Worksheet has expanded to include 65,536 rows and you can type up to
32,000 characters in a cell.
(j) Natural Language formulas allow you to create formulas that use row and the
column headers instead of the range references.
(k) The Auditing and the Validation Facility allow you to circle the invalid data and
to see at a glance all the entries that don’t meet your validation rules.
(l) The enhanced Get External Data features enable you to query Access and the
other databases either on the system or a network or the Internet or intranet
resources.
3.6 DATABASES
A database program can store, sort, retrieve, and organize many types of information.
Like spreadsheets, databases can exist in a digital environment without ever needing
to be printed to paper. Images, sounds, and movies are treated as objects and can be
stored, retrieved, and played by many databases. In the coming years, it is likely that
multimedia databases will become a primary method by which corporate users interact
with multimedia elements.
3.6.2 MS Access
MS Access is the relational database application in the Microsoft Office Professional.
With Access, you can perform the following tasks:
Organize data into manageable related units.
Enter, modify and locate data.
Extract subsets of data based on the specific criteria.
Create custom forms and reports.
Automate common database tasks.
Graph data relationships.
Microsoft Access (Windows only) is a relational database application available on its
own or as part of the Microsoft Office Professional bundle of products. With a
relational database, you input and store data only once, but you can view data in
various ways. With Access, you can view the data in tables that show data from many
records at once, forms that show data from each individual record, and reports from 51
Making Instant Multimedia
which to summarize and print data. The Database Wizard automatically builds tables,
queries, forms, and reports with common business and personal database templates,
including ones for asset management, order entry, and music collection tracking. It
even adds sample data to help you get started. Or, if you already have a flat-file list or
spreadsheet, use the Table Analyzer Wizard to import the data into an Access
database. Access supports OLE objects and allows you to import images into forms
and reports.
3.7 MS POWERPOINT
MS PowerPoint is a powerful presentation software which is used to create
professional quality presentations. These can be reproduced on the Transparency,
Paper, 35mm slide, Photo print, on screen presentations. This allows the user to easily
publish presentations on the Internet.
Features of PowerPoint
(a) PowerPoint Central: It connect you with the resources like the templates, sounds
and the animation clips on the CD-ROM and the sites on the Internet.
(b) Slide Finder: Slide Finder allows the previewing and the insertion of slides from
the other presentations.
(c) Quick Start Tutorial: This helps to introduce the features of Power Point.
(d) Graphs: It provides the improved charting module for the Power Point. Following
are the major features:
i. Additional Chart Types: MS PowerPoint gives new chart types such as
bubble, pie of pie and the bar of pie. It also offers additional 3D and 2D chart
types such as cylinder, pyramid and cone.
ii. Chart Data Tables: Enhances the chart by adding explanatory details by
attaching the data table that contains the numbers represented
diagrammatically.
52 iii. Rotated Texts on the Chart Axes: To display all the necessary data
Multimedia and its Applications
proportionately for easier viewing, the fonts can be scaled and the text rotated
along the chart axes.
iv. Picture, Text and Gradient Fills: To graphically represent data, you can fill
the chart elements such as the bars, areas and the surfaces with texture,
imported pictures or gradient fills.
(e) Multiple Undo Feature: This feature displays an Undo List on the standard tool
bar from which you can select the change you want to reverse.
(f) Active Web Service: This active web service is used and shared by all Microsoft
Office programs to browse rich webs of the presentations and documents on the
local computer, any server, an Intranet or the Web.
(g) Built in Buttons: Power Point has a set of built in buttons for the actions such as
Forward, Back, Home, Help, Information, sound and Movie. By clicking on any
of these buttons another program can be started.
(h) CD-Auto Play: CD-Audio tracks can be played during the presentation.
(i) Auto Content Wizard: Auto content wizard guides user to pick from the set of
pre-built templates. It also provides ideas and the starter text for the presentations.
(j) Summary slide: Summary slide is used to create a summary slide based on the
titles of the slides created.
(k) Office Art: This is a drawing tool shared by Microsoft Office programs and
provides:
i. AutoShapes-includes six new auto shapes.
ii. Bezier Curves-used to draw exact curves with point positions.
iii. Transparent Background- inserts a bit map as a part of design of the slides.
(l) Multimedia Capabilities: Animation effects and Multimedia include:
i. Custom Animation - an easier way to define and preview animated effects.
ii. Voice narration - to add a presenter’s voice to the self-running documentation.
iii. Music tracks - to add background music and the sound effects to the
presentations.
iv. Animated templates - animation effects can be added to the slide master and
will be automatically added when the slides are created.
53
3.8 MULTIMEDIA AUTHORING TOOLS Making Instant Multimedia
Multimedia authoring tools provide the important framework you need for organizing
and editing the elements of your multimedia project, including graphics, sounds,
animations, and video clips. Authoring tools are used for designing interactivity and
the user interface, for presenting your project on screen, and for assembling
multimedia elements into a single, cohesive project.
Authoring software provides an integrated environment for binding together the
content and functions of your project. Authoring systems typically include the ability
to create, edit, and import specific types of data; assemble raw data into a playback
sequence or cue sheet; and provide a structured method or language for responding to
user input.
With multimedia authoring software, you can make:
Video productions
Animations
Games
Demo disks and interactive guided tours
Presentations
Interactive kiosk applications
Interactive training
Simulations, prototypes, and technical visualizations
Authoring tools usually refers to computer software that helps multimedia developers
create products. Authoring tools are different from computer programming languages
in that they are supposed to reduce the amount of programming expertise required in
order to be productive. Some authoring tools use visual symbols and icons in
flowcharts to make programming easier. Others use a slide show environment.
Authoring tools help in the preparation of texts. Generally, they are facilities provided
in association with word processing, desktop publishing, and document management
systems to aid the author of documents. They typically include an on-line dictionary
and thesaurus, spell-checking, grammar-checking, style-checking, and facilities for
structuring, integrating and linking documents.
Also known as Authorware, it is a program that helps you write hypertext or
multimedia applications. Authoring tools usually enable you to create a final
application merely by linking together objects, such as a paragraph of a text, an
illustration, or a song. By defining the objects’ relationships to each other, and by
sequencing them in an appropriate order, authors (those who use authoring tools) can
produce attractive and useful graphics applications.
Object-oriented Tools
Object-oriented tools are particularly useful for games, which contain many
components with many personalities, and for simulating real-life situations, events,
and their constituent objects.
58 improved by their makers, who add new features and increase performance with
Multimedia and its Applications
upgrade development cycles of six months to a year. It is important that you study the
software product reviews in computer trade journals, as well as talk with current users
of these systems, before deciding on the best ones for your needs.
Delivering your project may require building a run-time version of the project using
the multimedia authoring software. A run-time version allows your project to play
back without requiring the full authoring software and all its tools and editors. Often,
the run-time version does not allow users to access or change the content, structure,
and programming of the project. If you are going to distribute your project widely,
you should distribute it in the run-time version. Because the World Wide Web has
become a significant delivery medium for multimedia, authoring systems typically
provide a means to convert their output so that it can be delivered within the context
of HTML, either with special plug-ins or by embedding Java or other code structures
in the HTML document. Make sure your authored project can be easily distributed.
It is also increasingly important to use tools that make transfer across platforms easy.
For many developers, the Macintosh remains the multimedia authoring platform of
choice, but 80 percent of that developer's target market may be Windows platforms. If
you develop on a Macintosh, look for tools that provide a compatible authoring
system for Windows or offer a run-time player for the other platform.
Because the Web has become a significant delivery medium for multimedia, authoring
systems typically provide a means to convert their output so that it can be delivered
within the context of HTML or DHTML either with special plug-ins or by embedding
Java, JavaScript or other code structures in the HTML document.
59
3.12 LET US SUM UP Making Instant Multimedia
This lesson discusses the common desktop presentation tools that have become
multimedia powerful. Dedicated multimedia authoring systems are offering
simplified, easy-to-use versions. Some multimedia projects may be so simple that one
can cram all the organizing, planning, rendering, and testing stages into a single effort,
making instant multimedia. The lesson discusses Multimedia Authoring Tools and
their various types: Card and page based authoring tools, Icon-Based Authoring Tools,
Time-Based Authoring Tools and Object-oriented tools.
3.14 KEYWORDS
DDE and OLE: Dynamic Data Exchange (DDE) and Object Linking and Embedding
(OLE) are two methods for linking data objects among Windows applications.
Office Suites: Office suites integrate into a single package the various productivity
tools essential to running a business. Suites offer the convenience of a common
interface with similar menus, commands, and toolbars, and they also allow you to
share data among the applications in that suite using OLE and DDE.
WordPerfect: A tool palette and drawing commands which allows to create and edit
graphics with the standard Macintosh drawing tools, as well as create Bezier curves
and polygons; there's also a free rotation tool.
Database: A program which can store, sort, retrieve, and organize many types of
information. Like spreadsheets, databases can exist in a digital environment without
ever needing to be printed to paper.
62 e. The Web Queries feature allows you to create and run the queries to
Multimedia and its Applications
retrieve data available on the World Wide Web.
f. The Internet assistant wizard steps you through the process of saving
the worksheet data and the charts in the HTML format. You can save
the data and the chart as a complete new Web Page or add them to an
existing Web Page.
g. The new Share Workbook feature lets multiple users open a workbook
on the network and edit the document simultaneously.
h. CellTips and the ScrollTips automatically display the comments added
to cell.
i. The worksheet has expanded to include 65,536 rows and you can type
up to 32,000 characters in a cell.
j. Natural Language formulas allow you to create formulas that use row
and the column headers instead of the range references.
k. The Auditing and the Validation facility allow you to circle the invalid
data and to see at a glance all the entries that don’t meet your validation
rules.
l. The enhanced Get External Data features enable you to query Access
and the other databases either on the system or a network or the
Internet or intranet resources.
4. MS Access is the relational database application in the Microsoft Office
Professional. With Access, you can perform the following tasks:
Organize data into manageable related units.
Enter, modify and locate data.
Extract subsets of data based on the specific criteria.
Create custom forms and reports.
Automate common database tasks.
Graph data relationships.
Microsoft Access (Windows only) is a relational database application
available on its own or as part of the Microsoft Office Professional bundle
of products. Following are the major features of Access:
The Publish to the Web Wizard converts your Access information to a
dynamic Internet or intranet site including query pages.
The Outlook Journal helps you to track when a database file was
opened or closed, or when an object was printed.
A new Hyperlink data type is supported to allow insertion of links to
other objects, documents, or Internet performance.
Improved design features include the ability to create forms with
multiple tabs.
Lightweight Forms and Reports load without loading Visual Basic for
Applications, leading to faster performance.
User-Level Security Wizard creates a secured copy of the database.
The Visual basic code for the objects has been updated with the
methods, properties and other language elements.
Contd….
The multiple pages button allows you to select the number of pages to 63
Making Instant Multimedia
preview.
The Performance Analyzer analyses database objects and suggest ways
to make them fast.
CYP 2
1. Various types of basic tools for creating and editing multimedia elements
are:
Painting and Drawing tools
Image editing tools
OCR software
3-D Modeling and Animation tools
Sound editing programs
Animation, Video and Digital movies
2. Selection criteria for image editing applications are:
Conversion of major image data types and industry standard file formats.
Direct input from scanners etc.
Employment of virtual memory scheme.
Multiple window scheme.
Image and balance control for brightness, contrast etc.
Masking undo and restore features.
Multiple video, Anti-aliasing, sharpening and smoothing controls.
Color mapping controls.
Geometric transformations.
All colour palettes.
Support for third party special effects plug ins.
Ability to design in layers that can be combined, hidden and recorded.
3. Authoring tools usually refers to computer software that helps multimedia
developers create products. Authoring tools are different from computer
programming languages in that they are supposed to reduce the amount of
programming expertise required in order to be productive. Some authoring
tools use visual symbols and icons in flowcharts to make programming
easier. Others use a slide show environment.
4. Authoring tools are grouped based on metaphor used for sequencing or
organising multimedia elements and events
i. Card or Page Based Tools
ii. Icon Based or Event Driven Tools
iii. Time Based and Presentation Tools
iv. Object Oriented Tools
64
Multimedia and its Applications 3.16 SUGGESTED READINGS
Dhiraj Sharma, Foundations of IT, Excel Books, 2008.
Vaughan, Multimedia Making IT Work, Fifth Edition, Tata McGraw-Hill.
John F. Koegel Bufford, Multimedia Systems, Pearson Education, 2003.
Judith Jeffloate, Multimedia in Practice (Technology and Applications), PHI, 2003.
Ze-Nian Li and Mark S. Drew, Fundamentals of Multimedia, Prentice-Hall, 2004.
65
LESSON Multimedia Building Blocks
(Using Text)
4
MULTIMEDIA BUILDING BLOCKS (USING TEXT)
CONTENTS
4.0 Aims and Objectives
4.1 Introduction
4.2 Multimedia Building Blocks
4.2.1 Text
4.2.2 Graphic Images
4.2.3 Animation
4.2.4 Sound
4.2.5 Interactive Links
4.3 Text in Multimedia
4.4 Types of Fonts
4.4.1 Special Font Types
4.4.2 Font Styles
4.4.3 Font Size
4.4.4 Weight of Font
4.4.5 Tracking of Font
4.4.6 Cases of Fonts
4.4.7 More Styles of Fonts
4.4.8 Points to Remember while Choosing the Fonts
4.5 Buttons
4.6 Setting Fields
4.7 Portrait versus Landscape
4.8 HTML Documents
4.9 Symbols and Icons
4.10 Animating Text
4.11 Adobe Type Manager
4.12 Let us Sum up
4.13 Lesson End Activity
4.14 Keywords
4.15 Questions for Discussion
4.16 Suggested Readings
66
Multimedia and its Applications 4.1 INTRODUCTION
The Multimedia building blocks are Text, Graphic Images, Animation, Sound and
video. This lesson discusses the role and use of Text in multimedia projects. Text is one
of the important multimedia building blocks. The lesson throws light on various aspects
of text usage such as types of fonts, special fonts, font styles, font size, weight of font
etc.
4.2.1 Text
Similar to printed publications and other media, text is the basic element of
communication and it is essential for any multimedia programme. In fact, multimedia
packages often involve the conversion of a book to computerised form, allowing the
user to look up information quickly with built-in interactive links.
4.2.3 Animation
Animation refers to moving graphic images or videos - for example, the movement of
a mechanism. Just as a photograph is a powerful communicating tool, a small
movie/video clip is even more powerful and is especially useful for illustrating
concepts that involve moving objects. As animation files require much more storage
space than ordinary graphic files involving a single image, this often necessitates the
use of a CD-ROM drive or a large hard disk drive.
4.2.4 Sound
It can substantially reinforce our understanding of information presented together with
text and graphic images. The incorporation of sound in a multimedia programme can
provide the user with information not possible using other methods. As with graphic
images and animation, sound files are very large and require lots of disk space.
information any way they choose (sometimes called "non-linear" information access). 67
Multimedia Building Blocks
Because of this, multimedia is a more flexible and effective way to learn. (Using Text)
In this lesson, we will discuss Text in multimedia – one of the important multimedia
building blocks.
68
Multimedia and its Applications
4.4.1 Special Font Types
Comic Sans MS is often used on Web pages, almost never in business reports whether
screen or paper. Aria l Bla c k a nd I m pa c t a re use d for spe c ia l
purpose s on print e d out put .
Y Y Y Y
12 points 24 points 36 points 48 points
AV AV
This space can be adjusted using the method called kerning. Notice the second way of
writing the characters in the above text, the characters space between the two
characters is quite valid.
70 z Use as few different faces as possible in the same work, but vary the weight and
Multimedia and its Applications
size of your typeface using italic and bold styles where they look good.
z Using too many fonts on the same page is called ransom note typography.
z In text blocks, adjust the leading for the most pleasing line spacing. Lines too
tightly packed are difficult to read.
z Vary the size of a font in a proportion to the importance of the message you are
delivering.
z In large-size headlines, adjust the spacing between letters (kerning) so that the
spacing feels right. Big gaps between large letters can turn your title into a
toothless wait. You may need to ken by hand, using a, bitmapped version of your
text.
z To make your type stand out or be more legible, explore the effects of different
colors and of placing the text on various backgrounds. Try reverse type for a stark,
white-on-black message.
z Use anti-aliased text where you want a gentle and blended look for titles and
headlines. This can give a more professional appearance. Anti-aliasing blends the
colors along the edges of the letters (called dithering) to create a soft transition
between the letter and its background.
z Try drop caps and initial caps to accent your words. Most word processors and
text editors will let you create drop caps and SMALL CAPS in your text. Adobe
and other make initial caps. The letters are actually, carefully drawn artwork and
are available in special libraries as encapsulated PostScript files (EPSF).
z If you are using centered type in a text blocks, keep the number of lines to a
minimum.
z For attention-grabbing results, try graphically altering and distorting the text.
Wrap your word onto a sphere, bend it into a wave or splash it with rainbow
colors.
z Experiment with drop shadows. Place a copy of the word on top of the original
and offset the original up and over a few pixels. Then color the original gray
(or any other color). The word may become more legible and provide much
greater impact. At Web sites, shadowed text and graphics on a plain white
background add depth to a page.
z Surround headlines with plenty of white space. White space is a designer's term
for roomy blank areas; programmers call the invisible character made by a space
(ASCII 32) or a tab (ASCII 9) white space.
z Pick the fonts that seem right to you for getting your message across; then double-
check your choice against other opinions. Learn to accept criticism.
z Use meaningful words or phrases for links and menu items.
z Text links (anchors) on Web pages can accent your message: they stand out by
color and underlining. The ink colors consistently throughout a site and avoid
iridescent green on red or purple on puce.
z Bold or emphasize text to highlight ideas or concepts, but do not make text look
like a link or a button when it is not.
z On a Web page, put vital text elements and mends in the top 320 pixels. Studies of
surfer habits have discovered that only 10 percent to 15 percent of surfers ever
scroll any page.
71
4.5 BUTTONS Multimedia Building Blocks
(Using Text)
In most modern cultures a doorbell is recognized by its context (next to the door itself,
possibly lit); but if you grew up in a high-rise apartment, you may have seen 50 or
more buttons at the entrance. Unless you knew that yours was the third from the top
on the left, you could find your button only by reading the printed or scrawled name
beside it.
In multimedia, buttons are the objects, such as blocks of text, a pretty blue triangle, or
a photograph, that make things happen when they are clicked. They were invented for
the sole purpose of being pushed or prodded with cursor, mouse, key or finger - and to
manifest properties such as highlighting or other visual or sound effects to indicate
that you hit the target. On the Web, text and graphic art may be buttons.
Remember that the rules for proper selection of text and fonts in your projects apply to
buttons as well as headlines, bullet items and blocks; of text. The automatic button-
making tools supplied with multimedia and, HTML page authoring systems are
useful, but in creating the text for you; they offer little opportunity to fine-tune the
look at the text. Character and world-wrap highlighting and inverting are
automatically applied to your buttons as needed by the authoring system. These
default buttons and styles: may trite, but by using common button styles, shapes,
borders and highlights, you increase the probability that users will know what to do
with them – especially when they are also labeled.
Your button fonts will need to travel with your project. The following are the most
popular fonts that should be there in your computer. These are perhaps safest for
button labeling and for page design on the Web; you can expect them to be available
on most personal computers.
Arial
Bookman Old Style
Century
Century Gothic
Courier New
Book Antiqua
Bookshelf Symbol
Cosmic Sans MS
Haettenschweiler
Lucida Console
Garamond
Impact
Marlett
Monotype Corsiva
Monotype Sorts
MS Outlook
MS Sans Serif
MS Serif Symbol
Tahoma
Trebuchet MS
Reading hard copy is still more comfortable. Research has shown that when people 73
Multimedia Building Blocks
text on a computer screen they blink only 3 to 5 times per minute, but they blink 20 to (Using Text)
25 times per minute when reading text on paper. This reduced eye movement may
cause dryness, fatigue and possibly damage to the eyes. Research also suggests that
monitors should be placed lower than eye level.
Unless the very purpose of your multimedia project or Web site is to display large
blocks of text, try to present to the user only a few paragraphs of text per page. Use a
font that is easy to read rather than a prettier font that is illegible. Try to display whole
paragraph on the screen and avoid breaks where users must go back and forth between
pages to read the entire paragraph.
74 it with the tags <B>; the text between the tags will then be displayed by your browser
Multimedia and its Applications
application in bold type.
Where you have a header, surround it with <H1> and </H1>; for an ordered list of
things (1, 2, 3,…Or a, b, c,…etc.) surround your list with <OL> and </OL>. There are
many tags you can use to layout a page.
The remarkable growth of the Web is straining the old designs for displaying text on
computers. Indeed, while marked-up text tiles (HTML documents) remain at the
foundation of Web activity, when you visit a well-designed Web site, you often
discover graphic images, animations and interactive workarounds contrived to avoid
displaying text. The neat paragraphs, indented lists and formats for text documents for
which HTML was originally intended are evolving into multimedia documents, not
text documents and the HTML method and standard is consequently suffering great
stress.
As features and tags and plug-ins and special scripts are tacked onto or embedded into
HTML to satisfy the demand for multimedia interfaces, at some point HTML, will
need to be redesigned from the ground up - as a multimedia delivery tool, not just a
text display tool with assorted attachments. Indeed, this redesign is currently under
way in the form of Dynamic HTML (DHTML).
HTML doesn’t provide you much flexibility to make pretty text elements but you may
be able to lay out pleasing documents using block quote indents, tables, frames and
horizontal rules. Pretty text in HTML documents is typically done as graphical
bitmaps that are placed within the HTML document's layout with image tags, <IMG>.
<! DOCTYPE HTML PUBLIC“-//W3C//DTD HTHL 4.0 Transitional//EN”>
<HTML> <HEAD>
<TITLE>This is a test page</TITLE>
<P>Study carefully during your studies
</HEAD>
</HTML>
The default display font is a preference that can be set in the browser and is one
known to be available on the viewer's machine. So some viewers may read your
words in serif Times Roman, others in sans serif Helvetica or Arial. Dynamic HTML
however, uses cascading style sheets (CSS) to define choices ranging from line height
to margin width to font face. A font face, if not found, is degraded to the next best
match. Indeed, using CSS, you can define the following text properties: font-weight,
font-family, fontsize, font-size-adjust, font-variant, font-style, font-stretch, text-
decoration, text-transform, text-shadow, letter-spacing, word-spacing, line-height,
vertical-align, text-indent, text-align and direction.
On the other hand, pictures, icons, moving images and sounds are most easily recalled 75
Multimedia Building Blocks
and remembered by viewers. With multimedia, you have the power to blend both text (Using Text)
and icons (as well as colors, sounds, images and motion vide) to enhance the overall
impact and value of your message. Word meanings are shared by millions of people,
but the special symbols you design for multimedia project are not; these symbols must
be learned before they can be useful message carriers. Some symbols are more widely
used and understood than others, but readers of even these common symbols had to
grow accustomed to their meanings. Learning a system of symbols can be as difficult
as lessons in any foreign language.
Here are some symbols you may already know:
76
Multimedia and its Applications 4.11 ADOBE TYPE MANAGER
It is required to display Type I PostScript fonts at all size without jaggier. This
software is available for Windows. Once installed ATM works automatically with
word processing, page layout, spreadsheet and graphics applications including
multimedia authoring systems.
77
4.14 KEYWORDS Multimedia Building Blocks
(Using Text)
Animation: Animation refers to moving graphic images or videos.
Interactive Link: This means that the user can manipulate screen objects such as
clicking a button or highlighted text with a mouse and cause the programme to
respond in a certain predetermined way.
Button: A button is a screen object with a label that indicates what action it activates.
78 Using too many fonts on the same page is called ransom note
Multimedia and its Applications
typography.
In text blocks, adjust the leading for the most pleasing line spacing.
Lines too tightly packed are difficult to read.
Vary the size of a font in a proportion to the importance of the message
you are delivering.
In large-size headlines, adjust the spacing between letters (kerning) so
that the spacing feels right.
To make your type stand out or be more legible, explore the effects of
different colors and of placing the text on various backgrounds.
Use anti-aliased text where you want a gentle and blended look for
titles and headlines. This can give a more professional appearance.
Try drop caps and initial caps to accent your words.
If you are using centered type in a text blocks, keep the number of lines
to a minimum.
For attention-grabbing results, try graphically altering and distorting
the text. Wrap your word onto a sphere, bend it into a wave or splash it
with rainbow colors.
Use meaningful words or phrases for links and menu items.
CYP 2
1. The standard document format used for pages on the Web is called
Hypertext Markup Language (HTML). In an HTML document you can
specify typefaces, sizes, colors and other properties by "marketing up" the
text in the document with tags. The process of marking up documents is
simple: Where you want text to be bold, surround it with the tags <B>; the
text between the tags will then be displayed by your browser application in
bold type. The remarkable growth of the Web is straining the old designs
for displaying text on computers. Indeed, while marked-up text tiles
(HTML documents) remain at the foundation of Web activity, when you
visit a well-designed Web site, you often discover graphic images,
animations and interactive workarounds contrived to avoid displaying text.
The neat paragraphs, indented lists and formats for text documents for
which HTML was originally intended are evolving into multimedia
documents, not text documents and the HTML method and standard is
consequently suffering great stress.
2. There are plenty of ways to retain a viewer's attention when displaying text.
For example, you can animate bulleted text and have it "fly" onto the
screen. You can "grow" a headline a character at a time. For speakers,
simply highlighting the important text works well as a pointing device.
When there are several points to be made, you can stack keywords and
flash them past the viewer in a timed automated sequence. You might fly in
some keywords, dissolve others, rotate or spin others and so forth, until you
have a dynamic bulleted list of words that is interesting to watch. But be
careful- don't overdo the special effects, or they will become boring.
79
LESSON Multimedia Building Blocks
(Using Sound)
5
MULTIMEDIA BUILDING BLOCKS (USING SOUND)
CONTENTS
5.0 Aims and Objectives
5.1 Introduction
5.2 Sound in Multimedia
5.2.1 Sampling Rate
5.2.2 Sound Capturing and Delivery
5.3 Audio Manipulation Techniques
5.3.1 Trimming
5.4 Types of Sound/Audio Files
5.4.1 MIDI Files
5.4.2 Digital Sound
5.5 Digitisation and File Sizes
5.5.1 Bit Resolution
5.5.2 Compression Method (Codec)
5.5.3 Channels
5.6 Management of Audio Files in Multimedia Projects
5.6.1 Streaming
5.6.2 Major Audio File Formats
5.7 Adding Sound to a Multimedia Project
5.7.1 Process of Adding Sound
5.8 Let us Sum up
5.9 Lesson End Activities
5.10 Keywords
5.11 Questions for Discussion
5.12 Suggested Readings
5.1 INTRODUCTION
The Multimedia building blocks are Text, Graphic Images, Animation, Sound and
video. This lesson discusses the role and use of sound in multimedia projects. Sound
80 is one of the important multimedia building blocks. The lesson throws light on various
Multimedia and its Applications
aspects of sound usage such as Sampling rate, Sound Capturing and Delivery, Audio
manipulation techniques, Trimming, Types of Sound/Audio Files etc.
81
Multimedia Building Blocks
(Using Sound)
Amplify increases or decreases the volume of sound by changing the height of the
wave. Amplifying ensures the audio will be clearly heard or not heard.
Mute does not play the audio
Equalisers or filters are used to make adjustments to the strength of sounds at different
frequencies
Stretch changes the frequency (pitch) and duration of the audio signal. For
example, you can use stretch to change a song to a higher key
Noise removal reduces background noise with minimal reduction in sound quality. It is
often used to reduce the background noise of the microphone
Delete silence is used to remove periods of silence between words or other sounds
Echo is used to add an echo to a sound. For example, you can create the echo
‘Hello-ello-llo-lo-o’
Fading is used to change from one audio to the next. Fade-in gradually increases
the audio volume and fade-out gradually decreases the audio volume.
The wavelength is the distance between the ends of one complete cycle of a wave. It
gives the sound its pitch or note. The frequency of the wave is the number of
82 wavelengths in one second and is measured in hertz (Hz). Sounds are edited in many
Multimedia and its Applications
different ways and affect the amplitude, wavelength and frequency of the wave.
Original
waveform
Sampling
frequency
Sampled data
Reconstructed
waveform
5.3.1 Trimming
Removing blank space or dead air, as it is called, from the front of a recording and any
unnecessary extra time off the end is your first sound editing task. Trimming even a
few seconds, here and there might make a big difference in your file size. Trimming is
typically accomplished by dragging the mouse cursor over a graphical representation
of your recording and choosing a menu command such as Cut, Clear, Erase, or
Silence.
Advantages
z MIDI files tend to be much smaller than digitized wave form files.
z They can be stretched or edited more easily.
z They may sound better if the playback quality of the instruments is better.
Disadvantages 83
Multimedia Building Blocks
z Doesn’t provide reliable playback, depends on what’s available (Using Sound)
Essentially digital sound consists of a digital reproduction of the vibrating waves that
make up sound.
84 one. Digital sound represents waveforms as a series of samples, taken at specific time
Multimedia and its Applications
intervals, whose values are given as binary numbers. The sample rate is the number of
times per second that the analogue signal is measured. The sampling rate influences
the quality of digital sound. The standard encoding (sampling method) for digital
audio and digital video is Pulse Code Modulation (PCM).
The difference between analogue audio signals and digital sound is best shown by the
following diagram:
Clearly, the greater the sampling rate the smaller the size of each ‘stair’ and the closer
the digital sample is to the original analogue waveform.
The conversion of analogue data to digital and back to analogue is accomplished by
special chips. A chip that converts analogue to digital is called an ADC – (an
Analogue to Digital Converter). The ADC measures the amount of current at each
sampling interval and converts it to a binary number. This is the process by which
analogue sound is digitised. At the other end of the process is a chip called a DAC –
(a Digital to Analogue Converter). This chip takes the binary numbers which represent
the sampled sound and converts it to an output voltage which can then be transmitted
through audio speakers as analogue waveforms which our ears can hear.
Digital audio is more common for multimedia applications. Digitized sound is
sampled sound
z Every nth fraction of a second, a sample of analog sound is taken and stored in
binary form
z Sampling rate: how often the sound sample is taken
z Sampling size: how much information is stored for each sample
z The more often you sample and more data per sample, the higher your quality and
resolution
z The value of each sample is rounded off to the near integer (this is called
quantization)
z An 8-bit sampling size provides 256 bits to describe dynamic range of amplitude
z A 16-bit sampling size provides over 65 thousand bits for dynamic range, but
significantly increases space requirements
86 Error Correction
Multimedia and its Applications
Error correction in digital audio playback equipment is both a blessing and a curse.
CD and DVD players both contain error correcting mechanisms to allow uninterrupted
audio (and video) playback in spite of bit level errors. Unfortunately, this makes
playback of such media on such equipment an unreliable method of determining
integrity of the digital signals. Indeed by the time errors can be heard the bitstream has
decayed to such an extent that recovery through re-copying is impossible.
formats, such as AAC, can achieve similar or better compression ratios with much less 87
Multimedia Building Blocks
loss of quality. (Using Sound)
Sampling Rate
Sampling rate is the number of times a sample (slice) is taken from the sound wave.
During a sample the amplitude of the wave is measured and converted to a number.
88 The higher the sampling rate the better the sound but the larger the file size (see Table
Multimedia and its Applications
below).
5.5.3 Channels
The number of channels greatly influences the size of the resulting file. Stereo files
are usually twice the size of mono files, while surround sound, which has 5 channels,
can be much larger still.
Mono uses one channel and stereo uses two channels (left and right) of sound. Stereo
sound results in better sound.
To determine the file size of audio in kilobytes we use the following formula:
File size = Sample rate × Bit resolution × Time(s) × Channels
8 × 1024
z Evaluate your sounds RAM requirements as well as your users’ playback setup 89
Multimedia Building Blocks
z Be sure you understand the implications of using copyrighted material. You are (Using Sound)
breaking the law of you record and use copyrighted material without first securing
the appropriate rights from the owner or publisher
z You can purchase and use digitised clip sounds with an unlimited-use, royalty free
licence.
5.6.1 Streaming
Streaming is the process that allows video or audio frames to be loaded and played
before later frames are loaded. As the frames are loaded, some are being played,
others are being discarded from memory and still others are being loaded into RAM.
The user believes the whole video/music file is loaded but the memory only retains a
few frames at a time. The method depends heavily on the computers memory and the
connection speed.
This process enables audio and video files to be displayed as quickly as possible and
avoids the user having to wait long periods for the full file to download. i.e. the file is
not permanently stored on the computer.
Streaming uses the bandwidth efficiently as it sends data at the speed the computer
can play the content. The bandwidth is the quantity of information that can be sent
through a communication medium. Streaming is widely used on the Web.
Wave (.wav)
A proprietary Microsoft audio wrapper format that is the standard for storing audio on
Windows PCs. A subtype of the RIFF format method so is similar to Apple’s AIFF
format. Most common encoding format used with Wave files is PCM encoding. Wave
is an uncompressed format so file sizes are large. WAVE is the basis for the European
Broadcast Union’s Broadcast Wave (BWF) format.
types of MODS formats, each with their own file extensions e.g., 669, .amf, .dmf, .far, 91
Multimedia Building Blocks
.it, .med, .mod, etc. (Using Sound)
Ogg Vorbis
An open audio encoding format designed for efficient streaming and compression of
audio streams, associated with the Ogg wrapper format. The term "ogg" is often used
to refer just to the audio file format Ogg Vorbis, i.e. Vorbis-encoded audio in an Ogg
container. Quite widely adopted as a format for sound in more recent computer games,
and by the open source community more generally. Ogg Vorbis can be used within
other wrapper formats.
5.10 KEYWORDS
Amplitude: The amplitude is the height of the wave. It gives the sound its volume.
Wavelength: The wavelength is the distance between the ends of one complete cycle
of a wave. It gives the sound its pitch or note. The frequency of the wave is the
number of wavelengths in one second and is measured in hertz (Hz).
MIDI: MIDI (Musical Instrument Digital Interface) is a standard connection for
computers and electronic music instruments.
93
5.11 QUESTIONS FOR DISCUSSION Multimedia Building Blocks
(Using Sound)
1. What is Digital sound? What are the advantages of Digital Audio?
2. What is Error correction?
3. Explain the major issues with Digital Audio.
4. What are file formats for preservation of digital sound?
5. What is digitisation and file size?
94 represent the audio signal. Bit depth determines the dynamic range of
Multimedia and its Applications
sound. CDs use 16 bits which gives a dynamic range of 96 decibels, while
higher quality audio currently uses 24 bits, giving a dynamic range of
around 110 decibels.
95
Multimedia Building Blocks
(Using Graphics and Images)
UNIT III
96
Multimedia and its Applications
97
LESSON Multimedia Building Blocks
(Using Graphics and Images)
6
MULTIMEDIA BUILDING BLOCKS (USING GRAPHICS
AND IMAGES)
CONTENTS
6.0 Aims and Objectives
6.1 Introduction
6.2 What is Graphics?
6.3 Classification of Graphics and Images
6.4 Applications of Graphics and Images
6.4.1 Presentation Graphics
6.4.2 Painting and Drawing
6.4.3 Photo Editing
6.4.4 Scientific Visualisation
6.4.5 Image Processing
6.4.6 Education, Training, Entertainment and Computer Aided Design (CAD)
6.4.7 Simulations
6.4.8 Animation and Games
6.5 Let us Sum up
6.6 Lesson End Activities
6.7 Keywords
6.8 Questions for Discussion
6.9 Suggested Readings
6.1 INTRODUCTION
It is said that a picture is worth a thousand words and in the era of computers we can
add on to it or we may as well revise the saying to ‘a computer is worth a million
pictures!’ So, you can estimate the power of a computer as a communication system.
Now, with the advances in computer hardware and software, graphics and images has
come a full circle and, more and more people are teaching and learning,
communicating and sharing their ideas through the medium of graphics and images.
By graphics, we mean any sketch, drawing, special artwork or other material that
pictorially depict an object or a process or otherwise conveys information, as a
z Graphics User Interfaces (GUIs) which are the images that appear on almost all 99
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computer screens these days, designed to help the user utilise the software without (Using Graphics and Images)
having to refer to manuals or read a lot of text on the monitor.
We will discuss the various classes of computer graphics mentioned above in the
following sections of this lesson.
The most familiar and useful class of computer graphics involves movies and video
games. Movies generally need graphics that are indistinguishable from physical
reality, whereas video games need graphics that can be generated quickly enough to
be perceived as smooth motion. These two needs are incompatible, but they define
two-ways of communications between users and computations. In video games, the
subject matter of computations is generally characters chasing and shooting at each
other.
A more familiar use of computer graphics exists for interacting with scientific
computations apart from movies and games. This familiarisation of the use of
computer graphics has influenced our life, through simulations, virtual reality,
animation, we can extend the scope of education, entertainment, analysis etc. So, in
global terms Computer graphics can be categorised in two ways:
Interactive Computer Graphics which is interactively used by users e.g., games.
Passive Computer Graphic which has no option for users to interact or use computer
graphics e.g., movies.
100 application. There are many applications in the market and most of them are
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expensive.
A few of the various application areas that are influenced by Computer graphics are:
z Presentation Graphics
z Painting and Drawing
z Photo Editing
z Scientific Visualisation
z Image Processing
z Education, Training, Entertainment and CAD
z Simulations
z Animation and Games
Let us discuss these fields one by one.
of platform and most web browsers already have the plug-in to view Flash files, these 101
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formats would allow presentations to be more widely accessible. (Using Graphics and Images)
We may say that Presentation graphics is more than just power point presentation
because it includes any type of slide presentation, bar chart, pie chart, graphs and
multimedia presentation. The key advantage of this software is that it help you show
abstracts of representation of work.
There are some softwares like canvas that improves the presentation created through
powerpoint or keynote software. Although these software packages contain a lot of
handy features, they lack many vector and image creation capabilities, therefore,
creating a need for a graphic/illustration program. Scientists, engineers, and other
technically-oriented professionals often call upon Canvas and its host of vector, image
editing, and text features to create the exciting visual components for their
presentation projects.
General questions that strike many graphic designers, students, and engineers rushing
to import their illustrations and images into presentations are:
z What resolution should be used?
z Which file format is best?
z How do I keep the file size down?
Let us discuss in brief the suitability of the technique (Vector or Bitmap), and the file
format appropriate to the creation of a better presentation.
Resolution
Graphic illustrations are used in presentations to help convey an idea or express a
mood, two kinds of illustration graphics are:
1. Vector, and
2. Bitmap.
You may wonder which one of these is a better format when exporting to some
software PowerPoint or Keynote or impress. The truth is that there are different
situations that call for different methods, but here are some things to look out for. For
instance, vectors are objects that are defined by anchor points and paths, while
bitmapped graphics are digital images composed of pixels. The advantage of using
vector graphics is that they are size independent, meaning that they could be resized
with no loss in quality. Bitmapped graphics, on the other hand, provide a richer depth
of colour but are size dependent and appear at the stated 72 dpi size.
102 exceptionally well: TIFF and PNG. Using TIFF (Tagged-Image File Format) or
Multimedia and its Applications
PNG (Portable Network Graphic), we could easily remove the unwanted
background quickly and easily in PowerPoint, a feature not available to the other
mentioned file formats.
TIFF or PNG: TIFF has been around longer than PNG, which was originally
designed to replace GIF on the Web. PowerPoint works well with both these files
when creating transparent backgrounds but generally PNG creates smaller file sizes
with no loss of quality.
Other programs, like Adobe PhotoShop, specialise in painting functions, even 103
Multimedia Building Blocks
though they may include drawing functions as well. Painter is a paint-oriented (Using Graphics and Images)
program that offers highly sophisticated, “natural media” functions that
approximate the effects of watercolours or drawing with charcoal on textured
paper. Other graphics programs, such as Adobe Illustrator, specialise in drawing
for professional artists and designers; AutoCAD is used mainly for technical and
engineering drawing.
3. Page layout, presentation, multimedia authoring and Web development programs
usually contain a variety of graphics functions ranging from the simple to the
complex, but their main purpose is composition, not image creation or editing.
That is, they allow you to create or import text and graphics and, perhaps, sound,
animation and video.
Most of the graphics features in these types of programs are limited to drawing
functions because they assume that you will do more complex work in a program
dedicated to other functions (e.g., writing in a word processor, editing photos in a
paint program), then import your work to arrange the different pieces in the
composition program. (Some multimedia authoring systems, however, also offer
painting and drawing functions.)
The differences in composition programs are mainly in the form of their output:
Page layout programs, such as PageMaker and QuarkXPress, are for composing
printed pages; presentation and multimedia authoring programs, such as
PowerPoint and HyperStudio, are for slide shows and computer displays; and
Web development applications, like Netscape Composer, are for, well, Web
pages.
4. What if you are going to make a magazine, newspaper, book or maybe a
multipage menu for a restaurant. In that case, we need a page layout program. The
well known softwares in page layout are:
(a) QuarkXPress
(b) PageMaker (Adobe)
(c) In design (Adobe)
(d) Publisher (Microsoft)
The Queen of Page Layout 0020is QuarkXPress, owned by QuarkXPress and In
design is the King owned by Adobe and finally there is Microsoft Publisher,
which is very easy to use.
5. To create posters, brochures, business cards, stationary, coffee mug design, cereal
boxes, candy wrappers, half gallon jugs of orange juice, cups, or anything else
you see in print, most designers are going to use vectorised programs to make
these things come to life. Vectors are wonderful because they print extremely
well, and you can scale them up to make them large, or scale them down to make
them small, and there is no distortion. Adobe Illustrator is the King of Vector
Programs, hands down. In Adobe Illustrator, you can create a 12 foot, by 12 foot
document. If we are going to make anything that is going to be printed, we are
doing it in Illustrator. Anything that you create in Illustrator, and the text you use,
will come out great. The thing is, Illustrator is hard to learn. It is not an intuitive
program at all. This is because vectors use control points called paths and anchor
points. To someone new, they are hard to understand, find, and control. That’s
another story. If you are making a poster, you would make your logo, artwork and
text in Illustrator. You would still manipulate your images in Photoshop, and then,
“place” them to the Illustrator.
1. DreamWeaver (MacroMedia)
2. Frontpage (MicroSoft)
3. Go Live (Adobe)
4. Netscape Composer (Netscape).
Most web developers use DreamWeaver. It is a super tool. It will write your html, css,
javascript and create your forms. Frontpage is known for writing lots of code that you
don’t need.
107
Multimedia Building Blocks
(Using Graphics and Images)
The image shown in Figure 6.1 has been divided into N = 30 rows and M = 30
columns for digitisation of a continuous image. The value assigned to every pixel
(pixel at coordinates [m=10, n=3]) is the average brightness in the pixel rounded to
the nearest integer value. The process of representing the amplitude of the 2D signal at
a given coordinate as an integer value with L different grey levels is usually referred
to as amplitude quantisation or simply quantisation.
6.4.7 Simulations
Computer simulation is the discipline of designing a model of an actual or theoretical
physical system, executing the model on a digital computer, and analysing the
execution output. Simulation embodies the principle of “learning by doing” – to learn
about the system we must first build a model of some sort and then operate the model.
The use of simulation is an activity that is as natural as a child who role plays.
Children understand the world around them by simulating (with toys and figures)
most of their interactions with other people, animals and objects. As adults, we lose
some of this childlike behaviour but recapture it later on through computer simulation.
To understand reality and all of its complexity, we must build artificial objects and
dynamically act our roles with them. Computer simulation is the electronic equivalent
of this type of role playing and it serves to drive synthetic environments and virtual
world. Within the overall task of simulation, there are three primary sub-fields: model
design, model execution and model analysis.
109
To simulate something physical, you will first need to create a mathematical model, Multimedia Building Blocks
which represents that physical object. Models can take many forms including (Using Graphics and Images)
declarative, functional, constraint, spatial or multimodel. A multimodel is a model
containing multiple integrated models each of which represents a level of granularity
for the physical system. The next task, once a model has been developed, is to execute
the model on a computer – that is, you need to create a computer program which steps
through time while updating the state and event variables in your mathematical model.
There are many ways to “step through time”. You can, for instance, leap through time
using event scheduling or you can employ small time increments using time slicing.
You can also execute (i.e., simulate) the program on a massively parallel computer.
This is called parallel and distributed simulation. For many large-scale models, this is
the only feasible way of getting answers back in a reasonable amount of time.
You may want to know why to do simulation? Is there any other way to do the tasks?
To discuss these issues lets briefly discuss the cases in which simulation is essential.
There are many methods of modeling systems which do not involve simulation but
which involve the solution of a closed-form system (such as a system of linear
equations).
110
Multimedia and its Applications This motion specification for computer-generated animation is further divided into
two categories:
Low Level Techniques (Motion Specific) are used to control the motion of any
graphic object in any animation scene fully. Such techniques are also referred as
motion specific techniques because we can specify the motion of any graphic object in
the scene. Techniques such as interpolation, approximation etc., are used in motion
specification of any graphic object. Low level techniques are used when animator
usually has a fairly specific idea of the exact motion that s/he wants.
High Level Techniques (Motion Generalised) are techniques used to describe the
general motion behaviour of any graphic object. These techniques are algorithms or
models used to generate motion using a set of rules or constraints. The animator sets
up the rules of the model, or chooses an appropriate algorithm, and selects initial
values or boundary values. The system is then set into motion and the motion of the
objects is controlled by the algorithm or model. This approach often relies on fairly
sophisticated computation such as, vector algebra and numerical techniques among
others.
So, the animation concept can be defined as: A time based phenomenon for imparting
visual changes in any scene according to any time sequence. The visual changes could
be incorporated through the Translation of the object, scaling of the object, or change
in colour, transparency, surface texture etc.
It is to be noted that computer animation can also be generated by changing camera
parameters such as its position, orientation, focal length etc. plus changes in the light
effects and other parameters associated with illumination and rendering can produce
computer animation too.
2. Discuss among group members how you can use the power of imaging to make a 111
Multimedia Building Blocks
difference between an ordinary multimedia presentation and a professionally (Using Graphics and Images)
spectacular one.
6.7 KEYWORDS
Computer Graphics: Computer Graphics is the pictorial representation manipulation
of data by a computer.
CAD: CAD is an acronym that stands for Computer Aided Design.
CAM: CAM is an acronym that stands for Computer-Aided Manufacturing (CAM).
Computer Simulation: Computer simulation is the discipline of designing a model of
an actual or theoretical physical system, executing the model on a digital computer,
and analysing the execution output.
CYP 2
1. Photo-editing stream involves programs, which are not just paint
programs—but they include many sophisticated functions for altering
images and for controlling aspects of the image, like light and colour
balance. Some of the professionally used software for photo editing are
Contd….
113
LESSON Multimedia Building Blocks
(Using Animation)
7
MULTIMEDIA BUILDING BLOCKS (USING ANIMATION)
CONTENTS
7.0 Aims and Objectives
7.1 Introduction
7.2 Basics of Animation
7.2.1 Traditional and Historical Methods for Production of Animation
7.2.2 Traditional Animation Techniques
7.2.3 Sequencing of Animation Design
7.2.4 Types of Animation Systems
7.3 Types of Animations
7.4 Computer Animation Tools
7.5 Let us Sum up
7.6 Lesson End Activity
7.7 Keywords
7.8 Questions for Discussion
7.9 Suggested Readings
7.1 INTRODUCTION
The word Animation is derived from ‘animate’ which literally means ‘to give life to’,
‘Animating’ a thing means to impart movement to something which can’t move on its
own. In order to animate something, the animator should be able to specify, either
directly or indirectly, how the ‘thing’ is to move through time and space.
Before dealing with complexities of animation, let us have a look at some basic
concepts of Animation. In our childhood, we all have seen the flip book of cricketers
which came free along with some soft drink, where several pictures of the same
person in different batting or bowling actions are intact sequentially on separate pages,
such that when we flip the pages of the book the picture appears to be in motion, this
was a flipbook (several papers of the same size with an individual drawing on each
paper so the viewer could flip through them). It is a simple application of the basic
114 principle of Physics called Persistence of Vision. This low tech animation was quite
Multimedia and its Applications
popular in the 1800s when the Persistence of vision (which is 1/16th of a second) was
discovered. This discovery led to some more interesting low tech animation devices
like, the zoetrope, wheel of life, etc. Later, depending on many basic mathematics and
physics principles, several researches were conducted which allowed us to generate
2D/3D animations.
First Method
Here, artist creates a succession of cartoon frames, which are then combined into a
film.
Second Method
Here, the physical models are positioned to the image to be recorded. On completion
the model moves to the next image for recording and this process is continued.
Thus, the historical approach of animation has classified computer animation into two
main categories:
1. Computer-assisted animation usually refers to 2D systems that computerise the
traditional animation process. Here, the technique used is interpolation between
key shapes which is the only algorithmic use of the computer in the production of
this type of animation equation, curve morphing (key frames, interpolation,
velocity control), image morphing.
2. Computer generated animation is the animation presented via film or video, which
is again based on the concept of persistence of vision because the eye-brain
assembles a sequence of images and interprets them as a continuous movement
and if the rate of change of pictures is quite fast then it induce the sensation of
continuous motion.
Key Frames
After a storyboard has been laid out, the senior artists go and draw the major frames of
the animation. These major frames are frames in which a lot of change takes place.
They are the key points of the animation. Later, a bunch of junior artists draw in the
frames in between. This way, the workload is distributed and controlled by the key
frames. By doing work this way, the time in which an animation can be produced is 115
Multimedia Building Blocks
cut dramatically, depending on the number of people working on the project. Work (Using Animation)
can be done simultaneously by many people, thus cutting down the time needed to get
a final product out.
Cel Animation
By creating an animation using this method, each character is drawn on a separate
piece of transparent paper. A background is also drawn on a separate piece of opaque
paper. Then, when it comes to shooting the animation, the different characters are
overlaid on top of the background in each frame. This method also saves time in that
the artists do not have to draw in entire frames, but rather just the parts that need to
change such as individual characters, even separate parts of a character's body are
placed on separate pieces of transparent paper. For further understanding, let us have
an example. Say you want to show that an aeroplane is flying. You can draw an
aeroplane on a transparent sheet and on another opaque sheet you can have clouds.
Now, with the opaque sheet as background you can move the transparent sheet over it,
which gives the feeling of flying aeroplane. These traditional techniques were
extended to the era of computer animation techniques and hence different animation
systems are evolved. We cannot say which technique is better because different
techniques are used in different situations. In fact all these animation techniques are
great, but they are most useful when all of them are used together.
Cel animation by itself would not help out much if it wasn't for key frames and being
able to distribute the workload across many people. Now, let us also discuss the
computer animation methods, which are in wide use, two of the typical computer
animation methods are ‘frame’ animation and sprite animation.
116
Multimedia and its Applications Check Your Progress 1
1. What do you mean by animation? What are the different ways to produce it?
…………………………………………………………………………….
…………………………………………………………………………….
2. What do you mean by computer generated and computer assisted
animations?
…………………………………………………………………………….
…………………………………………………………………………….
3. Differentiate between:
(a) Low level and high-level animation techniques
(b) Key frame and Cel animation
…………………………………………………………………………….
…………………………………………………………………………….
4. Which animation technique is better, Key frame or Cel animation?
…………………………………………………………………………….
…………………………………………………………………………….
There are many applications that do not follow this sequence like, real time computer 117
Multimedia Building Blocks
animations produced by vehicle driving or flight simulators, for instance, display (Using Animation)
motion sequence in response to setting on vehicle or aircraft controls, plus the
visualization applications are generated by the solution of numerical models. And for
frame-by-frame animation each frame of the scene is separately generated and stored.
Later the frames can be recorded on film or they can be consecutively displayed in
“real time playback” mode.
118 From the above discussion, it is clear that in key frame systems the in-between frames
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can be generated from the specification of two or more key frames, and among them
we can set the motion path of the object under consideration by describing its
kinematics description as a set of spline curves. For complex scenes we can separate
the frames into individual components or objects called cels (Celluloid
transparencies). In these complex scenes, we can interpolate the position of individual
objects between any two times. And in this interval the complex objects in the scene
may suffer from various transformations like the shape or size of object may change
over time, etc., or the entire object may change to some other object. These
transformations in a key frame system lead to Morphing, Zooming, Partial motion,
Panning (i.e., shifting of background/foreground to give the illusion that the camera
seems to follow the moving object, so that the background/foreground seems to be in
motion), etc.
Morphing
Transformation of object shapes from one form to another is called morphing (short
form of metamorphism). Morphing methods can be applied to any motion or transition
involving a change in shape.
Scripting Systems
Scripting Systems are the earliest type of motion control systems. Scripting systems
allow object specifications and animation sequence to be defined with a user input
script, and from this script, a variety of various objects and motions can be
constructed. So, to write the script the animator uses any of the scripting languages.
Thus, the user must learn this language and the system. Some scripting systems are
PAWN (An embedded scripting language formerly called Small) with syntax similar
to C, ASAS (Actor Script Animation Language), which has a syntax similar to LISP.
ASAS introduced the concept of an actor, i.e., a complex object which has its own
animation rules. For example, in animating a bicycle, the wheels will rotate in their
own coordinate system and the animator doesn't have to worry about this detail.
Actors can communicate with other actors by sending messages and so can
synchronize their movements. This is similar to the behavior of objects in object-
oriented languages.
Parameterised Systems
These are the systems that allow objects motion characteristics to be specified as part
of the object definitions. The adjustable parameters control such objects
characteristics as degree of freedom, motion limitations, and allowable shape changes.
119
Representational Animation Multimedia Building Blocks
(Using Animation)
This technique allows an object to change its shape during the animation. There are
three sub-categories to this. The first is the animation of articulated objects, i.e.,
complex objects composed of connected rigid segments. The second is soft object
animation used for deforming and animating the deformation of objects, e.g., skin
over a body or facial muscles. The third is morphing which is the changing of one
shape into another quite different shape. This can be done in two or three dimensions.
Stochastic Animation
This uses stochastic processes (A stochastic process can be considered as a random
function). This randomness could be in time or space variable of function, the
randomness in time leads to stochastic animation to control groups of objects, such as
in particle systems. Examples are fireworks, fire, waterfalls, etc., or speech audio
signal, medical data ECG, BP, etc. or Random walk.
Behavioural Animation
Used to control the motion of many objects automatically. Objects or “actors” are
given rules about how they react to their environment. The primary difference is in the
objects being animated, instead of simply procedurally controlling the position of tiny
objects. This type of animation is generally used to animate flocks, school, herds and
crowds. Examples are schools of fish or flocks of birds where each individual behaves
according to a set of rules defined by the animator. So as to generate these types of
animations, we need to have familiarisation with some general functions which every
animation software is suppose to have. In general animation functions include a
graphic editor, a key frame generator, an in-between generator, and standard graphic
routines. The graphic editor allows us to design and modify object shapes using
splines surfaces, Constructive Solid Geometry (CSG) methods and other
representational schemes. In the development of an animation sequence some steps
are well suited for computer solutions, these include object manipulations, rendering,
camera motions and the generation of in-betweens. Animation packages such as wave
front provide special functions for designing the animation and processing individual
objects.
Some general functions available in animation packages are:
z Object Function to store and manage the object database, where the object shapes
and associated parameters are stored and updated in the database.
z Object Function for motion generation and object rendering. Motions can be
generated according to specified constraints using 2D and 3D transformations.
Standard functions can then be applied to identify visible surfaces and apply the
rendering algorithms.
z Object function to simulate camera movements, standard motions like, zooming,
panning, tilting etc. Finally the specification for the key frames, the in-between
frames can be automatically generated.
120 appropriateness of a particular animation tool depends on the effect desired by the
Multimedia and its Applications
animator.
An artistic piece of animation will probably require different tools (both software and
hardware) to simulate reality. Along with software we need to have some special
hardware to work with the concerned software.
Here is a short list of some 3D animation software:
z Softimage ( Microsoft)
z Alias/Wavefront ( SGI)
z 3D studia MAX (Autodesk)
z Lightwave 3D (Newtek)
z Prism 3D
z Animation Software (Side Effects Software)
z HOUDINI (Side Effects Software)
z Apple’s Toolkit for game developers
z Digimation etc.
Computer animation can be done on a variety of computers. Simple cell animation
requires nothing more than a computer system capable of simple graphics with proper
animation software. Unfortunately, most of the computer animation that you see on
television and in other areas is done on extremely sophisticated workstations. Only the
most popular and most well known software have been explained, since, a huge
number of software are available in the market, so it would be practically impossible
to name all computer animation programs because there are so many of them.
Check Your Progress 2
1. When do we need to use computer graphics in computer animation?
…………………………………………………………………………….
…………………………………………………………………………….
2. What do you think which type of animation system will be suitable to
generate cartoon films and which one will be suitable to generate
computer games?
…………………………………………………………………………….
…………………………………………………………………………….
3. What are animobs, in which system of animation they are used?
…………………………………………………………………………….
…………………………………………………………………………….
4. What do we mean by Morphing and Panning? What is their significance
in animation?
…………………………………………………………………………….
…………………………………………………………………………….
7.7 KEYWORDS
Computer animation: Computer animation is a time based phenomenon of imparting
visual changes to a scene according to any time sequence. The visual changes could
be incorporated through positional changes, in object size, colour, transparency, or
surface texture, etc.
Morphing: Transformation of object shapes from one form to another is called
morphing.
Panning: It is the shifting of background/foreground to give the illusion that the
camera seems to follow the moving object, so that the background/ foreground seems
to be in motion.
CYP 2
1. Whenever we require to have some realistic display in many applications
of computer animation like, accurate representation of the shapes of sea
waves, thunderstorm or other natural phenomenon, which can be
described with some numerical model, the accurate representation of the
realistic display of scene measures the reliability of the model. Computer
Graphics are used to create realistic elements which are intermixed with
live action to produce animation. But in many fields realism is not the
goal, like physical quantities are often displayed with pseudo colours or
abstract shapes that change over time.
2. Frame animations is an “internal” animation method, i.e., it is an
animation inside a rectangular frame where a sequence of frames follow
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each other at a fast rate, fast enough to convey fluent motion. And it is 123
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best suited for cartoon movies. Sprite animation is an interactive – (Using Animation)
external animation where the animated object interaction script is written
by the programmer, every time an animob touches another animob or
when an animob gets clicked, the script is activated and decides what is to
be done. These features are useful in the gaming systems.
3. Animated objects (sprites or movies) are refered as “animobs”, which are
used in the gaming applications designed using sprite animation. That is
these are programmable animated objects, which can respond to the
interactive environment according to the scripts written by the
programmers.
4. Morphing is short form of metamorphism which means transformation of
object shapes from one form to another. Morphing methods can be
applied to any motion or transition involving a change in shape. Panning
means shifting of background/foreground to give the illusion of camera in
motion following a moving object, so that the background/foreground
seem to be in motion. Both techniques are widely used in animation
application.
124
Multimedia and its Applications
LESSON
8
MULTIMEDIA BUILDING BLOCKS (USING VIDEO)
CONTENTS
8.0 Aims and Objectives
8.1 Introduction
8.2 Basics of Video
8.3 The Raster
8.4 How the Colours Work in a Video?
8.5 International Standards
8.6 Digital Video
8.7 Digital Editing/Non-Linear Editing
8.8 Video Codecs
8.9 DV Formats
8.10 Video Standards
8.11 Let us Sum up
8.12 Lesson End Activity
8.13 Keywords
8.14 Questions for Discussion
8.15 Suggested Readings
8.1 INTRODUCTION
The term “multimedia” was first used in the 60s to describe presentations combining
photographic slides and audiotape. At this time, all systems were based on analog
system. Major development came in 1978 with the launch of the Philips Laservision
videodisc. Laservision led to the first interactive video applications and gave birth to
the digital compact disc. In this system, analog system was phased out gradually by
digital system. Multimedia is defined as integration of text, audio, graphics/images,
animation, video, and control elements. Preciously, multimedia is computer-based
system integration and presentation control of different media data types, i.e., text, 125
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graphics, still images, video, animation, and audio in one or more combinations. (Using Video)
Thus, a representation of the original image is recreated. Note, that at any one exact
moment, the video system is only reading or reproducing one tiny dot of information
in the raster. We see the video as a complete picture due to the phenomenon of
persistence of vision. This means our brain tends to see something for a brief moment
even after it is gone. Thus the video picture is quicker than the eye, scanning over the
entire raster and replacing each individual dot with another before we can register that
the first one is gone. The video system used for television broadcasting in the U.S.
126 (called NTSC) uses interlace scanning. It breaks the image down into 525 horizontal
Multimedia and its Applications
scan lines, but it doesn’t scan them in order from top to bottom. Instead of going to
line 2 after it finishes lines 1, it skips a line and goes to line three, then lines five,
seven and so on. After the scan gets to the bottom doing the odd numbered lines, it
goes back to the top and scans the even numbered lines. Thus, two scans down the
raster are required to make a complete image. NTSC video scans one complete image,
525 lines, 30 times each second. This is called a video frame. Each frame is made up
of the two odd and even half-scans. These are called video fields. Since there are 30
frames a second in NTSC video, there are 60 fields per second. Interlacing is done to
aid the persistence of vision effect and reduce the sensation of flicker. The video
systems in many computers, for instance, are not interlaced. A non-interlaced screen is
less apt to show the visible horizontal scan lines common to NTSC TV images, but if
you sit back a ways from a computer; you will probably notice an irritating flicker
effect.
After a camera has translated an image into a video signal, the signal can be displayed
on a waveform monitor, which shows its electronic characteristics. Remember, the
camera translates a visual image into an electric signal by registering each spot on the
raster as more or less illuminant. The peaks on the waveform represent the brightest
areas of the picture. TV signals must keep both whites and blacks within a certain
maximum range — if the whites are too strong (peaks too high) or the base level of
black set improperly, a variety of technical problems in picture transmission can
occur. The waveform monitor is used to adjust cameras and studio lighting to produce
the optimum quality signal. Cameras have two different controls to adjust the
waveform. The pedestal control sets the black level. It is almost always adjusted so
that the darkest parts of the picture register at the 7% level on the waveform monitor
scale. The gain control sets the overall brightness of the picture. It must be set so the
highest white peaks remain under 100%, and it is usually adjusted so these peaks fall
just under this level.
RGB
Electron
Beams
There are several different systems in use in color cameras. Cameras designed for
amateur use employ a single pickup system that more or less reverses the process of
the picture tube. Professional cameras use a three pickup system, in which the light
coming through the lens is separated into the primary colors optically by the use of
prisms or dichroic mirrors. Each primary color is then directed to a separate 127
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monochrome pickup, and the camera electronics combines the signals from the three (Using Video)
pickups into a single output. This system is more costly, but produces higher
resolution images.
Regardless of how the signal is created in the camera, broadcast TV signals are always
combined and/or broken down into two components for processing:
1. luminance, how bright a pixel is, and
2. chrominence — what hue it is.
This is not the only way a color signal could be created. Computers, for example,
generally use the RGB method. This defines each pixel in three values: so much red +
so much green + so much blue. The luminence/chrominence system was created to
make color signals compatible with black and-white TV sets. All the BW TV needs,
of course, is the luminance information, and the luminance portion of the color signal
is exactly the same as black and white signals were before color TV was invented.
Broadcast signals combine luminance and chrominance information into a single
signal by laying the chrominence information over the luminence information in a
way that black-and-white sets cannot read. This is called composite video.
Non-broadcast signals can be transmitted in other ways. Some video recording
systems make connections through YC video, which keeps the luminance (Y) and
chrominence (C) signals separate, requiring more complex cables with more
conductors. This system is also called S-Video, because it was first introduced widely
on S-VHS VCRs. S-Video is still used in better quality small format equipment such
as S-VHS and Hi-8, and the analog inputs and outputs of DV VCRs. Professional
video equipment typically processes video in YUV format, also known as component
video. Like RGB, this requires three signals — again Y stands for luminence, and U
and V are coded combinations of the color channels. This more complicated system
has some advantages from a transmission and processing standpoint, (though we will
leave the matter of why this is so to expert video engineers). YUV was the standard
format for Betacam VCRs, the professional standard before the introduction of digital
video, and digital gear made for broadcasters now generally employs YUV
connections for input and output to maintain compatibility with older equipment.
Either YUV or YC are clearly superior to composite video, even at the level of home
equipment. In composite video, the Y and C parts of the signal tend to bleed into one
another creating more video noise (visible as grain or fuzziness) and a phenomenon
called "dot-crawl" easily visible when displaying color bars, that makes edges less
distinct. In order to get all the available quality out of a YC signal, though, the parts
must be kept separate all the way from the source to the screen. Thus, for example, the
YC signal from a DV VCR will probably look better on a TV with an S-Video (Y/C)
than on a set that has only a composite input.
128 In general PAL and SECAM sets do not have tint controls as US sets do, because they
Multimedia and its Applications
don't need them. The different standards are completely incompatible, requiring
special equipment to convert one sort of signal to another. European VCRs will not
play U.S. tapes and vice versa, even though the same VHS tape is used in both
machines. A U.S. TV won’t work in Europe, even with a voltage adaptor, and so on.
Cameras see differently than you do. The human eye is a much more sensitive
instrument than a video camera. It has much greater resolution, and a much greater
contrast range – the ability to discern different shades of gray between the lightest and
darkest areas of an image. Never assume that a video image is going to look anything
like what you see with your naked eye. You may see something in fine detail when the
camera can’t. A scene that looks fine to the eye might well be too high contrast to
register without dark areas going completely black, or light areas being overexposed.
Video gives you a viewfinder that shows you what you’re actually getting, more or
less. So remember to discount how thinks look to your eye, and judge them by how
they look in the viewfinder, because if they don’t look good in the viewfinder, they
sure aren’t going to look good on the screen.
thin paper over the picture and traced the outline of the wave as exactly and precisely 129
Multimedia Building Blocks
as you could in one smooth motion. That's something like what each stage in an (Using Video)
analog system does. Except each new stage doesn't have the original model to follow,
only the tracing made by the previous stage. There's a lot of fine detail in that
waveform, and as it gets copied lots of little mistakes can occur. What's worse, they
compound themselves as the process goes from tracing to tracing and so on. The
weakest link in an analog system is the tape recorder used to store audio and/or video
signals. Analog recording needs lots of physical space on the tape to make an accurate
copy. Thus, high quality analog tape machine have always used wider tape stock, and
run the tape past the heads at a higher speed (meaning that, for, say, any given second
of signal, more tape runs past the head, allowing the recording of that section of signal
to be spread out over a wider surface). As such, high quality analog devices have
always been very expensive.
It is not true that a digital signal is inherently higher quality than an analog one, just
that it's easier to make good quality digital devices smaller and cheaper. The common
analog formats you are familiar with – VHS and 8 mm videotape, cassette audio tape –
are highly compromised in order to make them small enough and cheap enough for
the consumer market. They don't do a very good tracing job.
Digital signals don't trace, they record periodic measurements. This picture represents
the process of digitizing our original segment of audio signal. Imagine at exact
intervals you lay a ruler on the graph and draw a straight line from the baseline up or
down to the waveform edge, as we have begun to do at the left here. As you draw
each line, though, you use a square to read across to the vertical hash marks on the left
and write down the number of the mark the line is closest to in height. In digital
electronics, making these measurements is called sampling. Then what the system
passes along and records is the series of numbers that results. These numbers are
expressed in binary code, a series of ones and zeroes. In order to pass along the coded
signal without error, the system only has to be precise enough to tell the difference
between one and zero, between 'on' and 'off'.
130
Multimedia and its Applications The quality of a digital signal varies, first of all, by two key factors:
1. How often the measurement is taken, which is called the sampling rate, and
2. How many possible steps exist on the scale of measurement, called bit depth.
Here is another view of the sampling scale used in the last example. Each possible
level measurement number is represented by a horizontal line. Each moment of
measurement is represented by a vertical line. The digital signal will be created, in
effect by completely filling in cells in the grid. in this case, while the result will
generally resemble the original, as you look closely, you'll see that there are a number
of small changes that occur within the space of one cell. If we digitize on this scheme,
all that detail will be lost. But this is a pretty coarse grid. It only has 32 possible
vertical steps, and it only measures the wave about 8400 times per second. Sample
rates are measured in bits – the number of binary digits used to record a number —
and each additional bit increases the number of possible steps in the scale by a power
of two: 1 bit=2 steps. 2 bits =4 steps, 3 bits=8 steps, 4 bits=16 steps, etc. So our audio
wave here was sampled on a 6 bit scale.
The smallest bit depth used for lo-fi computer audio is 8 bit (256 steps), the standard
for DV audio is 16 bits, which would but over 65,000 gradiations in the same space
where our example has only 32! The standard sampling rate for DV is 48KHz
(KiloHertz —'kilo-' means 'thousand') or 48,000 samples per second.
Each increase in bit depth or sampling rate adds a lot more ones and zeroes to the
stream. The more often you sample the signal, and the greater the detail in the
measuring scale, the more data you create.
High quality video generates enough data that its difficult to cram it all through wires
or radio transmissions or onto recording tape. Thus, any digital format outside of a
big-time professional studio employs compression after the signal is sampled. That is,
the data goes through a microprocessor which uses some mathematical scheme to
throw away a certain number of the original bits without loosing the overall shape of
the subject. At the other end of the transmission (or at playback if compression is
applied during recording), the electronics decompresses the signal, trying to restore
the full original pattern based on a knowledge of the rules by which is was
abbreviated, applied in reverse. There are two general categories of compression:
lossless compression which uses a more limited set of abbreviations of a sort that the
original can always be reconstructed exactly, and lossy compression which shrinks the
data to much greater extent but sacrifices some fidelity to the original.
The particular scheme by which a signal is compressed and decompressed is called a
codec. Any codec involved in digital video or audio and most digital still images that
reaches the consumer level is lossy. Different codecs for digital media offer different
levels of quality and different characters to the distortions they may introduce. Most
codecs are scalable — meaning that when the signal is encoded it can be given more
or less compression. At a higher data rate, that is with less compression applied, the
loss may be virtually imperceptible, while at a lower data rate, with higher
compression, degradation may be obvious and objectionable. Some of you may be
familiar with the audio codec known as MP3 (actual name MPEG-2, Layer 3). This is
a lossy codec that applies a high degree of compression by means of a complex
“psycho-acoustic" model. At higher MP3 compression bitrates, the resulting sound
file is several times smaller than the original (CD audio is uncompressed), but may
pass as "CD quality" to the casual listener. On the other hand, you've probably heard
streaming RealAudio files on the net which don't sound CD clear. These are created
with the same basic codec but at a much higher compression rate, so the resulting files
will be many times smaller, the better to fit through the narrow Internet bandwidth.
A similar issue exists with video equipment — we can only get so much data onto a 131
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hard drive, pass so much at once through the CPU or the bus connecting the drive, get (Using Video)
so many bits onto a finite strip of videotape.
132 drive. This reconstructed high-resolution version is called an online edit — meaning
Multimedia and its Applications
its what you will send out for the audience to see.
MPEG2 is a more complex and efficient codec, also scalable. It's capable of achieving
similar visual qualities to typical MJPEG digitizations but at a higher compression
rate, using less bandwidth. There are many varieties of MPEG2, most of which
achieve higher efficiency by the use of interframe compression. Instead of making a
complete record of each frame, this method only records a complete key frame every
so often, say every fifth frame. For the intermediate frames, it records only how they
differ from the key frame — sort of like using ditto marks instead of repeating
everything when you move a line down in a paper with repetitive information. This
takes up a lot less space in terms of the data generated, but requires a lot more
processing power to make the comparisons.
DVDs and Digital TV employ a variant of MPEG2. MPEG2 has primarily been a
distribution format, not used much in editing because of the extra processing power
required, and the fact that interframe compression makes random access of different
points in the program more difficult. "DV" does not mean any form of Digital Video
as the initials might suggest, but rather a specific codec. The DV codec is used in
consumer and low-to-mid-grade professional digital VCRs and camcorders. In a
camcorder, it digitizes and compresses the video signal right in the camera stage, and
records the resulting bitstream of ones and zeros on the tape instead of an analog
signal. Unlike MJPEG and MPEG, DV is not scalable. It digitizes at a fixed data rate
(35Mbits per second, not that you need to know that), which amounts to about 5:1
compression on average. This lack of flexibility is one factor that allows the codec to
be engineered with less complicated hardware, making it cost effective. It is also more
efficient than MJPEG — though not as efficient as common MPEG variants —
meaning that a DV image compressed at 5:1 generally looks better overall than an
MJPEG image compressed the same amount. DV achieves this sacrificing some bit-
depth in recording color information, while preserving full bit depth of luminance
information. Most scenes don't have a wide range of colors varying through small
incremental steps — a continuous gradient in other words — so the ability to record
fewer intermediate hues doesn't matter. The only time you may see the effect of the
DV codec is in some images that do have a continuous gradient — for example a sky
that fades from gradual bright light to deep blue. In this case, the codec may produce a
banding effect. This happens very rarely though. (MJPEG compression of the same
image at a similar data rate, in contrast, would probably look fuzzier or muddier, but
wouldn't show the banding.)
DV is a godsend to film/video education programs and all low-budget media makers
because it produces very high quality images with reasonable cost, and makes good
quality computer video editing also practical at a very reasonable cost. Compared to
the previous 'prosumer' formats, S-VHS and Hi-8, DV really narrows the gap between
"broadcast quality" and what individuals, small businesses and educational institutions
can afford.
8.9 DV FORMATS
Which brings us to an area of possible confusion. While "DV" refers primarily to a
codec, it also is the name of a format — meaning a particular system of recording
something to tape. For example, VHS and 8mm video are different formats - using
different size and shape tape cassettes, and recording information on the tape in
slightly different ways. There are no less than four different formats using the DV
codec. There is, first of all, straight DV, designed as a high end consumer format. Its
spec includes two possible tape cassette sizes — the "mini" DV tape you've probably
seen or used, and a mid-size tape, just a bit bigger than an audio cassette. Both
Panasonic and Sony decided the DV spec wasn't quite "professional" enough for their
"industrial" video products, and created variations, each of course incompatible with 133
Multimedia Building Blocks
the other. Sony's is called DVCAM and Panasonic's is called DVCPRO. These (Using Video)
formats use exactly the same codec as standard DV, and the same tape cassettes.
Where they differ is how they record the data on the tape. Both DVCAM and
DVCPRO take up more of the tape to record a given amount of data than does normal
DV.
While a mini cassette holds 60 minutes of footage, the same tape recorded with
DVCAM or DVCPRO holds only 42 minutes of footage. This is supposed to make the
tape more "robust", less subject to wear or errors. Frankly, I have yet to meet anyone
who has a complaint about the robustness of regular DV, so the variants seem mainly
to have economic importance, and serve as a nuisance for people trying to put systems
together with pieces from different manufacturers. Other manufacturers, such as JVC,
use standard DV in both their consumer and industrial lines. In fact, Panasonic's
industrial line includes some less-expensive models that are standard DV, not
DVCPRO. It gets very confusing. Standard DV is often called "mini-DV" because
most standard DV format gear will only accept the mini-size tapes and DVCAM and
DVCPRO machines will generally accept the larger tapes (except for small
camcorders like our pd100a). This is a bit of a misnomer, because neither tape size is
specific to the format. There are a few DV decks that accept the bigger tapes and all
DV, DVCAM and DVCPRO gear can use the "mini" tapes. (Though some tapes are
labeled "DV" by the manufacturer and some "DVCAM" or "DVCPRO", they're all
basically the same and interchangeable. This biggest difference is that the duration
listed on the packaging is calculated for the format in question — the same tape
labeled as a DV-60 sold by a consumer-market vendor would be labeled a DVCAM-
42 sold by a professional-market vendor.)
Sony offers several products similar in design in both their consumer line using DV,
and in their professional line, using DVCAM. For example, our pd100a DVCAM
camcorders are identical to the TRV-900 DV camcorder except for the format, and the
'consumer' DHR-1000 desktop VCR is the DV version of the 'professional' DSR-30
DVCAM VCR. DVCAM and DVCPRO machines will also play standard DV tapes.
Panasonic claims some DVCPRO decks will also play back DVCAM. DVCAM gear
will not playback DVCPRO. Sony consumer DV gear will play back DVCAM tapes,
but standard DV gear from other manufacturers usually plays back ONLY DV. With
the exception of two new pieces from Sony, which can record in either DV or
DVCAM, all DV-codec gear records only in its specified format. To offer a relevant
example: say you have a Canon digital camcorder. It records in DV format. That tape
will play just fine in the Sony DVCAM VCRs in our editing systems. Once you
compile your program and record it back to the Sony VCR though, you'll wind up
with a tape in DVCAM format — which won't playback in your Canon camcorder.
Not content with this level of confusion, Sony introduced yet another format using the
DV codec for their less-expensive consumer digital camcorders. This is Digital-8
which records DV codec data onto a Hi-8 format tape. Since the tape is a different
shape entirely, this is completely incompatible with the other digital formats (though
Digital-8 camcorders will also playback old analog 8mm tapes!). Again, the
differences noted here are all physical. Each of these systems uses exactly the same
codec, and thus — at least as far as the recorder stage of the system is concerned —
produces identical quality results.
QuickTime
QuickTime is Apple Computer’s cross-platform technology for displaying temporal
information dynamically. The information can be stored as a variety of different data
types that include digitized video, audio, text, sprites, and music data and time code.
The data in these various media tracks may or not be compressed and they are
synchronized for consistent playback. The QuickTime architecture is scalable and
extensible, allowing for many different compression schemes.
AVI
AVI stands for Audio Video Interleave. It is a special case of the RIFF (Resource
Interchange File Format). AVI is defined by Microsoft. AVI is the most common
format for audio/video data on the PC. AVI is video for Windows. It is Microsoft’s
alternative to Apple’s QuickTime technology. Like QuickTime video for Windows
files (.AVI format) display temporal information dynamically – primarily digitized
video and audio.
Video for Windows is an entire system for handling video in Microsoft Windows.
It was part of MS Windows 3.1. The original Video for Windows is a collection of
16 bit windows utilities, dynamic link libraries, and other components. The AVI file
and file format is a central part of Video for Windows.
MPEG
MPEG, acronym for Motion Picture Experts Group, is a standard for video
compression and playback. MPEG is a highly asymmetrical file format; that is it takes
much longer to compress the video than it does to play it back. In addition, the
compression algorithms that produce MPEG files compress both interframe and
intraframe. The result is a highly efficient, but inflexible medium for digital video that
is ideal for playback over computer networks.
135
MPEG4 Multimedia Building Blocks
(Using Video)
During the last decade, a spectrum of standards in digital video and multimedia has
emerged for different applications. These standards include the ISO JPEG for still
images [JPEG-90]; ITU-T H.261 for video conferencing from 64 kilobits per second
(kbps) to 2 Megabits per second (Mbps) [H261-91]; ITU-T H.263 for PSTN-based
video telephony [H263-95]; ISO MPEG-1 for CD-ROM and storage at VHS quality
[MPEG1-92]; the ISO MPEG-2 standard for digital TV [MPEG2-94]; and the recently
completed ISO/MPEG4 international standard for multimedia representation and
integration [MPEG4-98]. Two new ISO standards are under development to address
the next-generation still image coding (JPEG2000) and content-based multimedia
information description (MPEG7).
The successful convergence and implementation of MPEG1 and MPEG2 have
become a catalyst for propelling the new digital consumer markets such as Video CD,
Digital TV, DVD, and DBS. While the MPEG1 and MPEG2 standards were primarily
targeted at providing high compression efficiency for storage and transmission of
pixel-based video and audio, MPEG4 envisions to support a wide variety of
multimedia applications and new functionalities of object-based audio-visual (AV)
contents. The recent completion of MPEG4 version1 is expected to provide a stimulus
to the emerging multimedia applications in wireless networks, internet, and content
creation.
The MPEG4 effort was originally conceived in late 1992 to address very low bit rate
video (VLBR) applications at below 64 kbps such as PSTN-based videophone, video
email, security applications, and video over cellular networks. The main motivations
for focusing MPEG-4 at VLBR applications were:
z Applications such as PSTN videophone and remote monitoring were important,
but not adequately addressed by established or emerging standards. In fact, new
products were introduced to the market with proprietary schemes. The need for a
standard at rates below 64 kbps was eminent;
z Research activities had intensified in VLBR video coding, some of which have
gone beyond the boundary of the traditional statistical-based and pixel-oriented
methodology;
It was felt that a new breakthrough in video compression was possible within a
five-year time window. This ''quantum leap'' would likely make compressed video
quality at below 64 kbps adequate for many applications such as videophone.
Based on the above assumptions, a work plan was generated to have the MPEG-4
Committee Draft (CD) completed in 1997 to provide a generic audiovisual coding
standard at very low bit rates. Several MPEG-4 seminars were held in parallel with the
WG11 meetings, many workshops and special sessions have been organized, and
several special issues have been devoted to such topics. However, as of July 1994 in
the Norway WG11 meeting, there was still no clear evidence that a ''quantum leap'' in
compression technology was going to happen within the MPEG-4 timeframe. On the
other hand, ITU-T has embarked on an effort to define the H.263 standard for
videophone applications in PSTN and mobile networks. The need for defining a pure
compression standard at very low bitrates was, therefore, not entirely justified.
In light of the situation, a change of direction was called to refocus on new or
improved functionalities and applications that are not addressed by existing and
emerging standards. Examples include object-oriented features for content-based
multimedia database, error-robust communications in wireless networks, hybrid
nature and synthetic image authoring and rendering. With the technological
convergence of digital video, computer graphics, and Internet, MPEG-4 aims at
136 providing an audiovisual coding standard allowing for interactivity, high compression,
Multimedia and its Applications
and/or universal accessibility, with a high degree of flexibility and extensibility.
In particular MPEG-4 intends to establish a flexible content-based audio-visual
environment that can be customized for specific applications and that can be adapted
in the future to take advantage of new technological advances. It is foreseen that this
environment will be capable of addressing new application areas ranging from
conventional storage and transmission of audio and video to truly interactive AV
services requiring content-based AV database access, e.g. video games or AV content
creation. Efficient coding, manipulation and delivery of AV information over Internet
will be key features of the standard.
Check Your Progress 2
1. What is Digital Video?
………………………………………………………………………………
………………………………………………………………………………
2. What do you mean by Digital Editing?
………………………………………………………………………………
………………………………………………………………………………
3. What are the Video Codecs? What is their role?
………………………………………………………………………………
………………………………………………………………………………
8.13 KEYWORDS
Video: Video is an electrical signal that has minute fluctuations corresponding to the
changes in luminance and chrominence as the transducer scans the raster.
DV: Refers primarily to a codec, it also is the name of a format — meaning a
particular system of recording something to tape.
PAL: Phase Alternating Line, A video standard.
NTSC: National Television System Committee, a video standard.
137
8.14 QUESTIONS FOR DISCUSSION Multimedia Building Blocks
(Using Video)
1. Why it is said that Video is a continuous stream of images? Discuss.
2. What is the latest video standard?
3. What are DV Formats?
4. Discuss the major video standards.
Contd…
138 CYP 2
Multimedia and its Applications
1. Video is an electrical signal that has minute fluctuations corresponding to
the changes in luminance and chrominence as the transducer scans the
raster. The signal is an ANALOG of the details of the image. Whenever
an analog signal is passed through piece of equipment, and especially
when it is recorded or played back, the equipment makes little errors
and/or adds extraneous stuff. Thus, the signal degrades. Every time you
copy an analog program it gets worse. You've seen this is you've watched
VHS copies of a tape made from other VHS copies, or heard it if you've
listened to cassette audio tapes made from other cassette tapes.
A digital signal works differently. Instead of tracing out the changes along
the raster, it measures each pixel, assigns it a numerical value, and records
this in binary code — a series of pulses representing ones and zeros. Even
though we talk about video images as a series of pixels — which might
correspond to the dot grid on the picture tube or the grid on the pick-up
device, an analog video signal records this information as continually
fluctuating waves. A digital signal substitutes a regular measurement of
this continual fluctuation for the complete pattern itself. If the
measurement is taken often enough, there are enough points to describe
the original waveform very precisely.
2. Thus, digital's superiority over analog comes with multiple copies and
surviving difficult transmission stages. This means digital video can be
edited (which is basically a process of selective copying) without
degradation. Another key advantage to digital video is that the data can be
stored and processed on a computer system in a manner that allows for
nonlinear editing (NLE). Analog signals can only be stored on videotape,
and videotape cannot be edited physically (unlike film, which is actually
cut into pieces and reassembled in editing). Video editing can only be
accomplished by laying one section after another onto the tape, in linear
order, like making a party tape on cassette by copying songs from
different CDs. If, after you've recorded six songs, you decide you don't
like the second one and want to remove it, you can't just snip it out and
close up the gap, you have to go back to that point and do everything over
again. In contrast a computer has all the video you've digitized available
as more or less randomly accessible bits of data, and the editing program
can instruct the computer to play chunks of data in any order — thus,
"non-linear", you can make any kind of change in that second entry,
without having to redo anything else past that point, no matter how many
more chunks you've placed in the timeline after it. (Some of you may
have done non-linear editing of sorts by re-arranging play lists of MP3
files stored on your computer.)
3. There are three main video codecs used in video production. Motion-
JPEG, or MJPEG for short, has traditionally been used in computer-based
digital video editing systems, designed to work with footage that been
recorded with analog gear, and will be output back to analog. MJPEG is a
relatively simple and inefficient compression scheme. While it is capable
of creating very high quality digitizations of source material, the
compression rate must be kept very low (2:1 - 5:1), thus the data rate very
high. At higher compression rates, the images degrades considerably.
Top-of-the-line professional systems like Avid, Discrete Edit and Media
100 employ versions of MJPEG. These systems are expensive in part
because they must include a lot of computing power to process and store
the high data rates necessary. Before the development of the DV codec,
consumer and 'prosumer' computer editors also used MJPEG — at higher
Contd…
Downloaded by Wahitha Banu (wahitha19@gmail.com)
lOMoARcPSD|19697633
compression rates, and lower quality. The key component of an MJPEG 139
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editing system is the digitizing card inside the computer. Analog signals (Using Video)
are input to the card, which does an AD conversion and compresses the
data, which is then written to the computer's hard drive system (in
professional systems, an array of multiple drives). On play back, the
process is reversed, and the card does the decompression and DA
conversion to recreate the picture.
141
Multimedia and the Internet
UNIT IV
142
Multimedia and its Applications
143
LESSON Multimedia and the Internet
9
MULTIMEDIA AND THE INTERNET
CONTENTS
9.0 Aims and Objectives
9.1 Introduction
9.2 History of the Internet
9.3 The Internet
9.4 Who Owns the Internet?
9.5 Size of the Internet
9.6 Services on the Internet
9.7 How the Internet Works?
9.8 A Network of Networks
9.9 Data Communication
9.10 Tools for the Web
9.11 How does TCP/IP Work?
9.12 Worldwide Networking
9.13 Enables Communication
9.14 E-mail
9.15 Modems
9.16 Communication Software
9.17 Let us Sum up
9.18 Lesson End Activity
9.19 Keywords
9.20 Questions for Discussion
9.21 Suggested Readings
144
Multimedia and its Applications 9.1 INTRODUCTION
Multimedia with the aid of internet allows revolutionary new ways to provide a
variety of services such as video-on-demand, interactive TV, access to digital
libraries, distance training, collaborative work, videoconferencing, and many others.
The multimedia and information superhighway technologies including World Wide
Web have already created many benefits, but we can still only guess at many benefits
these liberating new technologies will create in the future. Multimedia, Internet, and
Web are changing our lives!
In this lesson, the fundamental technical concepts and principles of Internet and Web
are presented. Special emphasis is given to the enabling techniques that allow video
over IP. The synergy between the Internet and multimedia promises to bring a
tremendous explosion in application possibilities. The second part is on present and
future interactive multimedia applications on information superhighways.
Although the development and use of Internet multimedia applications are increasing,
the ability to manipulate and process multimedia information on the Internet is
missing. The Internet's rich connectivity makes it an ideal blueprint for a high-
performance computing system: millions and millions of heterogeneous computing
nodes that can support open-standards protocols for communication and exchange of
information. The implementation of high-performance multimedia computing on the
Internet requires mapping the application computation onto a set of networked
processing resources. Fortunately, multimedia processing exhibits a high degree of
parallelism that can benefit from the Internet architecture's concurrent nature.
worldwide Unix communications network, and USENET (User’s Network) came into 145
Multimedia and the Internet
being in the late 1970s, initially serving the university community and, later,
commercial organisations. In the early 1980s, more-coordinated networks, such as the
Computer Science Network (CSNET) and BITNET (Because It is There Network),
began providing nationwide networking to the academic and research communities.
These networks were not part of the Internet, but later special connections were made
to allow the exchange of information between the various communities.
In the late 1980s, a coding protocol called HTML or the HyperText Markup Language
was developed. HTML is composed of a set of formatting indicators that could be
embedded in information. These formatting indicators could be interpreted by
software called the browser. The first developed browser was called Mosaic. The
formatting created the protocol called the World Wide Web or Web. The Internet is
not the same thing as the WEB. The World Wide Web is the name applied to the files
available on the Internet that use the HTML tags for formatting. Other types of files
are traveling the Internet including FTP, Gopher, IRC, digital video and others. The
WWW is a distributed hypermedia environment within the Internet which was
originally developed by the European Particle Physics Laboratory (CERN). The
World Wide Web allows multimedia information to be located on a network of
servers around the world which are interconnected, allowing one to travel through the
information by clicking on hyperlinks. Any hyperlink (text, icon or image in a
document) can point to any document anywhere on the Internet.
In 1986, the National Science Foundation Network (NSFNET), which linked
researchers across the country with five supercomputer centers came into existence.
Soon expanded to include the mid-level and statewide academic networks that
connected universities and research consortiums, the NSFNET began to replace the
ARPANET for research networking. The ARPANET was honorably discharged
(and dismantled) in March 1990. CSNET soon found that many of its early members
(computer science departments) were connected via the NSFNET, so it ceased to exist
in 1991.
Most of the growth in the WWW (World Wide Web) as an information and commerce
channel has occurred since 1992. The number of connections to the WWW has been
growing at an accelerating rate ever since. Although computers connected to the
WWW were primarily computers at universities and at a very few businesses at first,
as more and more business connected to the net, the net as a general business tool was
born. The present popularity of the WWW as a commercial medium (in contrast to
other networks on the Internet) is due to its ability to facilitate global sharing of
information and resources, and its potential to provide an efficient channel for
advertising, marketing, and even direct distribution of certain goods and information
services. In fairly short period of time, the movement in Net connectivity began to
shift from business-to-business linkages to focus on home connections.
Therefore, initially the Internet had a humble mission, to explore experimental
networking technologies that would link researchers with remote resources such as
large computer systems and databases. The success of ARPANET helped cultivate
numerous other networking initiatives, which grew up intertwined; years later now
these have evolved into an ever expanding, complex organism comprising tens of
millions of people and tens of thousands of networks.
146 sale, purchase, etc. Every piece of information we would ever need is available on the
Multimedia and its Applications
Internet, we just need to learn how to access it. The Internet has rapidly changed from
a network connecting scientists and engineers to a network connecting everyone.
E-mail addresses are as common as telephone numbers with the advent of the
‘Information Superhighway.’ The designers of the original Internet could not possibly
have foreseen the current success of their creation or the myriad of purposes that it is
being used for now and will be used in the future. Although, its original purpose was
to provide researchers with access to expensive hardware resources, the Internet has
demonstrated such speed and effectiveness as a communication medium that it has
transcended the original purpose. It has, in recent years, grown so large and powerful
that it is now an information and communication tool one cannot afford to ignore.
Today, the Internet is being used by all sorts of people and organizations –
newspapers, publishers, TV stations, celebrities, teachers, librarians, hobbyists, and
business people—for a variety of purposes, from communicating with one another to
accessing valuable services and resources. You can hardly pick up a newspaper or
magazine without reading about how the Internet is playing a part in someone’s life or
project or discovery. It is interesting to understand the significance of the Internet’s
growth and popularity. The speed, convenience, and very low cost of data
transmission result in greater immediacy in human communication, and has unleashed
an extraordinary explosion of new ideas and services. Vast quantities of inter-personal
communication are undertaken using it, and large numbers of documents are
accessible from servers located throughout the world. Initially, access to data on the
Internet required considerable technical capability; but the days of obscure interfaces
are quickly receding. Most important among the internet services are electronic mail;
menu-based search capabilities to discover and access text documents anywhere in the
world; and ‘world-wide web’ (WWW) servers, which provide access to compound
documents containing several different formats (including image, voice, video etc.),
whose elements may be stored on different machines scattered throughout the world.
With professional-quality services now available, the kinds of documents, which are
accessible via the Internet, are no longer limited to research papers, discussions on
varied topics, films and life on the net, games software and university course material.
For example, university library catalogues are accessible over it; specialist collections
of scientific papers and data can be located and copied using it; government
committees make their discussion papers available over it; and government agencies
publish reports, submissions and proceedings on servers connected to it.
The services are maturing beyond structured data and text. Sound, graphics and
images can also be transmitted. Text messages can be delivered directly to fax
machines. Synchronous conversations are being supported, particularly in text, but
also using sound. Video transmission is being experimented in many locations, and
the ‘video-phone’ may well become widely available on the Internet in the near
future.
The Internet is commonly described as a ‘network of networks.’ It does not just
connect one computer with another; it connects the computer with all other Internet-
connected computers. The Internet is not just a bunch of computers, rather it is a
perpetually expanding universe with its own geography, weather, and dynamic
cultures. The Internet will continue to flourish. It is, however, in transition from a
multi-national campus-based family, to a multi-purpose community which services
research, educational, corporate and governmental needs quite generally. In this
cyberspace, people communicate across time zones without ever seeing each other,
and information is available 24 hours a day from thousands of places. The Internet is
already the largest computer network in the world and, in terms of connected
networks, people, and resources; it is getting larger every minute.
147
9.4 WHO OWNS THE INTERNET? Multimedia and the Internet
No one owns the Internet. Any single person, company, university, or government did
not fund it. Every person who makes a connection, every group whose local area
network (LAN) becomes connected, owns a slice of the Internet. It is a global
collection of networks, both big and small. These networks connect together in many
different ways to form the single entity that we know as the Internet. In fact, the very
name comes from this idea of interconnected networks. Till date there is no single
agency or organisation totally responsible for controlling the Internet. However, it
does not mean it is not monitored and maintained in different ways. The Internet
Society, a non-profit group established in 1992, oversees the formation of the policies
and protocols that define how we use and interact with the Internet.
world. There are so many networks interconnected within the Internet that it is 149
Multimedia and the Internet
impossible to show an accurate, up-to-date picture. Everyday, new computers and
links are being added. It is estimated that a new network is added every 10 minutes.
150 Electronic mail is the most commonly available and most frequently used service on
Multimedia and its Applications
the Internet. Through e-mail a text message can be sent to another person or to a
whole group of people.
Remote login is an interactive tool that allows the user to access the programs and
applications available on another computer.
File transfer protocol allows users to transfer files from one computer to another. A
file can be a text document, graphics, software, sound etc.
There are quite a few applications available today that use a combination or variation
of these three tools to hide details even further. These operate on a client/server
model, that is, you use the client on your computer, and it contacts servers for
directions and information. Clients and servers do not have to be located in the same
geographical area. This technology is very flexible; during one session, your client
may access servers all over the world to help you find information. As the Internet has
grown larger, locating the information we need has become difficult unless we are
using information discovery and retrieval tools. The major resource-browsing
applications, which operate on the client/server concept, include Internet Explorer,
Netscape Navigator, Eudora, Gopher, and Wide Area Information Servers (WAIS).
dozens of invaluable tales of experiences and testimonials within hours. Online 151
Multimedia and the Internet
communication eliminates all the barriers of physical distance and place.
On the Internet, people can communicate asynchronously and in real time.
Asynchronous (taken from Greek word for ‘not at the same time’) communication
means that someone can type in a message and send it off, but the recipient does not
have to be around to receive it. This type of communication has some real benefits.
You can send messages whenever you want to, they reach their destination quickly,
and the recipients can read and respond when they want to. Answering machines and
voice mail are everyday examples of asynchronous communication. Real-time,
interactive communication, in contrast, means that as someone is talking – that is,
typing – you see it on your screen as it is typed. Real-time audio and video
conferencing is starting to become more prevalent on the Internet too.
9.14 E-MAIL
Electronic mail is the most popular application on the Internet today. It is a very
powerful tool that is simple to use and easy to understand. Using e-mail can give you
a real feeling for the energy and reach of the Net. It is hard to imagine any other form
of communication that can be so intimate and yet so wide reaching, so focused, or so
expansive. You can communicate as easily with someone across twelve time zones as
with someone in the same building. Your message can be limited to just one person,
or it can reach hundreds of people.
Internet Access
The first requirement for e-mail is the Internet access. The Internet connection can be
a dial-up connection or it can be through a leased line.
E-mail Programs
You will need an e-mail program that will run on your own computer. Most large
systems and public-access computers offer several e-mail programs. Some
commercial Internet service providers will supply programme to load on your
computer. A common characteristic of e-mail programmes is that they let you
compose and send e-mail, and then read and organize the e-mail you receive. There
are many different e-mail programmes; the most popular ones are listed below:
z E-mail Address: In order to send someone e-mail, you need to know the
recipient’s address. An e-mail address, like a postal mail address, contains all the
necessary information needed to deliver a message to someone. Internet e-mail
addresses are, in fact, very simple. They consist of a local part and a host part. The
username refers to the mailbox, login name, or user id of the recipient on that
computer. For example, if your friend Dhiraj logs in on his computer as
dhiraj2001, then that is his username. The host part of the address should be
recognizable to you—a series of words separated by dots. The local part and host
part of an e-mail address are separated by an ‘@’ sign:
username@hostname
The username is the unique name of the user whereas hostname is actually the
address of the host computer on which the user is sending the request. Suppose
152 that you know that sanyam’s username is sanyam2001 you could send e-mail to
Multimedia and its Applications
him using his address:
sanyam2001@indiatimes.com.
Now indiatimes.com is the host name. The host name provides the Internet
location of the mailbox, usually the name of the computer owned by a company or
Internet service.
z Sending Mail: Once you have an e-mail program and know the recipient’s e-mail
address, you are ready to send a message. Each e-mail program is different, so if
you are not familiar with yours, you may have to fumble around a bit or actually
read the manual or online documentation. You will need to specify that you want
to send a message, either by typing send, clicking a send button, or by performing
some other computer function. The e-mail program will prompt you for
information, asking for the recipient’s e-mail address, the key piece of
information the program needs to send the message to the recipient. It will also
ask for the subject of your message—usually a summary, title, or brief
description. The subject is optional, but you should get into the practice of
including it. A good subject description makes the person to whom you are
sending aware of the nature of your message, whether it is important or
whimsical. The program may give you the option of sending a ‘carbon copy’ (cc)
message. If there is someone else you think would be interested in the message,
here is a chance to include his or her address. You can send carbon copies to more
than one recipient. If you have the disk space, it is a good idea to send a copy to
yourself so you will have a record of your outgoing messages. After you have
answered all the e-mail program prompts, you can compose your message, using
your e-mail program’s editor. It is important to make your message easy to read
and understand.
9.15 MODEMS
Today’s modems are complex and offer so many functions and features that the user
manuals accompanying them are sometimes hundreds of pages long. For example,
most contemporary modems include functions such as support for multiple
transmission rates, standard telephone operations, connection negotiation,
compression, error correction, facsimile transmission, security, and loop-back testing.
Modems can also be physically characterized by whether they are internal or external
models and whether they are suitable for use with a laptop computer. Modems are
computer appliances that convert the digital signal from your computer into an analog
sound wave that can be transmitted over telephone lines. A modem at the other end
converts the analog signal back into a digital signal that is understood by the computer
you are talking to. Exciting advances are being made in the modem technology, with
faster speeds and more error-free data transmission. High-speed modems can reduce
errors from line noise and even do data compression. As with any computer-related
purchase, you should buy the very best modem you can afford. Technology changes
fast, and one year from now, today’s high-speed modem will be as obsolete as that
ancient modem, the 300bps acoustic coupler.
If you have already got a slower modem, do not despair just yet. Many individuals are
still using 28.8Kbps modems that they have had for several years to access the
Internet and other services. All of the access and information systems support them,
and, for the occasional user, the difference in online and/or long-distance charges may
not be too significant. The higher your modem speed, of course, the less time it takes
you to get information. Using a 28.8Kbps modem, you can access electronic mail,
Telnet, FTP, and the terminal client gopher application. However, the bigger the
message or file, the longer it will take to show on your screen or transfer to your
computer. If you plan to spend a lot of time online and if you need quick, error-free
access, go for a high-speed modem with error correction and data compression. Most
of the Internet applications incorporate graphics and multimedia, and requires a fast 153
Multimedia and the Internet
modem. 56Kbps modems are common now with the prices falling everyday. The
faster your modem, the faster you can access information.
The ideal modem for telecommunications not only communicates at high speeds but
also has error correction and data compression features. Error correction protocols
help filter out line noise and they ensure an error-free transmission. Most file transfer
programs also have a mechanism to ensure accurate file transfers. Data compression,
while a useful feature, may not help you much on some bulletin boards and
information services that have already compressed their files because your modem
cannot compress them any further. Shopping for a modem gets you into a complexity
of feature combinations: speed, modulation protocols, data compression, and more.
154 full Internet connectivity permitting full client/server operation and graphical user
Multimedia and its Applications
interface applications with access to all Internet services. It is a more advanced
client connection that uses client networking software and a high-speed modem to
actually become a directly connected computer on the Internet. This happens
because of a fast modem and with the help of software that conforms to SLIP or
PPP. Either of these, used in conjunction with graphical Internet client
applications like Gopher, Internet Explorer, Netscape Navigator, and Eudora
brings the power and flexibility of the Internet straight to your computer over an
ordinary telephone line. SLIP and PPP are different, but each performs essentially
the same function – that is, they make your computer a peer computer on the
Internet. A SLIP or PPP connection is a way to connect to the Internet. Through
modem, you dial into another computer or terminal server that is running SLIP
(if your computer is running SLIP) or PPP (if your computer is running PPP) to
make this connection. These remote ends are known as SLIP or PPP servers. They
help you get set up at the beginning of the connection, but they are invisible after
connection. You will also need a unique Internet Protocol (IP) address, because
your computer must be identified on the network. Your Internet provider will
assign you an IP address, or the remote SLIP/PPP server will assign you a number
to use when you make the connection.
When you use this type of connection, you are actually executing Internet
applications on your own computer, not on an Internet-connected computer that
you have dialed into. For example, if you want to transfer a file-using FTP from a
public-access site, you transfer that file straight to your computer instead of
working with the terminal-emulation middle link.
Check Your Progress 2
1. What are the major tools for the web?
………………………………………………………………………………
………………………………………………………………………………
2. How does TCP/IP work?
………………………………………………………………………………
………………………………………………………………………………
3. What is E-mail? How it can be used?
………………………………………………………………………………
………………………………………………………………………………
155
Multimedia and the Internet
9.18 LESSON END ACTIVITY
Access various informative web sites on the internet which extensively use
multimedia features and save them on your computer.
9.19 KEYWORDS
ARPA and DARPA: ARPA was a branch of the US Department of Defence which
became DARPA (Defence Advanced Research Projects Agency) in 1972.
ISP: Internet Service Provider.
TCP/IP: Transmission Control Protocol/Internet Protocol.
Remote Login: An interactive tool that allows the user to access the programs and
applications available on another computer.
File Transfer Protocol: Allows users to transfer files from one computer to another.
A file can be a text document, graphics, software, sound etc.
156 of e-mail users is 20,000 at present and they are expected to rise to 50
Multimedia and its Applications
lakh (250 times increase) by the end of the Planning period.
3. The primary purpose of the Internet is information sharing. About any
information search, it has become a common thing to say ‘it will be on the
Internet.’ Almost every information is available on the Internet. Besides
providing information services Internet has the following capabilities and
uses for the users:
Information resources
Free or shareware software
Virtual colleges and classes
Customer services and information by commercial organisations
Customer feedback and support
Books, papers, case studies and course materials
Games, music and other sort of entertainment
E-mail
Chat
Library catalogues
Usenet newsgroup and electronic mailing lists
Sale and purchase services
Virtual payments
Stocks monitoring
Electronic newspapers, magazines, journals etc.
Airline and railway reservations
Video conferencing
Job search, interviews etc.
CYP 2
1. Electronic mail, remote login, and file transfer protocol are basically the
web tools. These are TCP/IP applications. There are plenty of applications
using variations on or combinations of these basic tools. The three basic
Internet services are:
Electronic mail is the most commonly available and most frequently used
service on the Internet. Through e-mail a text message can be sent to
another person or to a whole group of people.
Remote login is an interactive tool that allows the user to access the
programs and applications available on another computer.
File transfer protocol allows users to transfer files from one computer to
another. A file can be a text document, graphics, software, sound etc.
There are quite a few applications available today that use a combination
or variation of these three tools to hide details even further. These operate
on a client/server model, that is, you use the client on your computer, and
it contacts servers for directions and information. Clients and servers do
not have to be located in the same geographical area. This technology is
very flexible; during one session, your client may access servers all over
Contd…
the world to help you find information. As the Internet has grown larger, 157
Multimedia and the Internet
locating the information we need has become difficult unless we are using
information discovery and retrieval tools. The major resource-browsing
applications, which operate on the client/server concept, include Internet
Explorer, Netscape Navigator, Eudora, Gopher, and Wide Area
Information Servers (WAIS).
2. When you are actually using the above-mentioned tools, information of
various types is being transferred from one computer to another. TCP/IP
breaks this information into pieces called packets. Each packet contains a
piece of the information or document plus some ID tags, such as the
addresses of the sending and receiving computers. Each packet can travel
independently. Because of all the network interconnections, there are
often multiple paths to a destination. The packets may travel different
networks to get to the destination computer. The packets may arrive out
of order, but that is not a problem, because each packet also contains
sequence information about where the data it is carrying goes in the
document, and the receiving computer can reconstruct the whole
document again. That is why, the Internet is known as a packet-switched
network.
3. Electronic mail is the most popular application on the Internet today. It is
a very powerful tool that is simple to use and easy to understand. Using e-
mail can give you a real feeling for the energy and reach of the Net. It is
hard to imagine any other form of communication that can be so intimate
and yet so wide reaching, so focused, or so expansive. You can
communicate as easily with someone across twelve time zones as with
someone in the same building. Your message can be limited to just one
person, or it can reach hundreds of people. Postal mail is often called snail
mail in comparison to e-mail. E-mail is really fast—it is sent and received
in seconds, minutes at the most. Sending e-mail is easy, too. All you need
is access to the Internet, an e-mail program, and the e-mail address of the
person with whom you wish to communicate.
158
Multimedia and its Applications
LESSON
10
DESIGNING AND TOOLS FOR THE WORLD WIDE WEB
CONTENTS
10.0 Aims and Objectives
10.1 Introduction
10.2 Why Multimedia over Internet?
10.3 Problems of Multimedia on the Internet
10.4 Codecs
10.5 Multimedia Requirements
10.6 Browser Support
10.7 Multimedia Formats
10.8 Designing for the World Wide Web
10.8.1 Display and Graphics
10.8.2 Nibbling
10.8.3 HTML and Multimedia
10.9 Multimedia Networking
10.10 Let us Sum up
10.11 Lesson End Activity
10.12 Keywords
10.13 Questions for Discussion
10.14 Suggested Readings
10.1 INTRODUCTION
A protocol is basically a set of rules which governs transmission from one point to
another. It is a software that is required to use the physical connection. It is
responsible for establishing the connection, sending and receiving the data in packets. 159
Designing and Tools for
The software is called a protocol because there must be compatible software on each the World Wide Web
end but they do not have to be written by the same vendor. Instead a protocol for the
proper exchange of data is defined and released as a standard (such as TCP-IP). As
long as the vendor on each end adheres to the protocol, a connection can be sustained
which will support an application.
The Internet is more of a phenomenon than a network but is important when
discussing multimedia because a popular Internet application, the www is capable of
accessing and displaying multimedia formats such as pictures, audio and video. The
current Internet has thrived and grown due to the existence of TCP implementations
for a wide variety of classes of host computers. These various TCP implementations
achieve robust interoperability. TCP is used for transmitting data from one computer
to another by means of connection oriented methods. TCP is used for e-mail, FTP,
Telnet, www and various other Internet services.
In early IP networks, a packet could be sent either to one receiver i.e. point to point or
to all receivers i.e. broadcast. A single transmission, which could reach a specific
group of receivers, was not possible. The idea of IP multicasting was developed to
promote the audio and video transmissions in real-time through the Internet. The
system of connected networks, which comprise the Internet, has also been used to
carry live audio and video. Extensions to the TCP IP protocols currently used have
been proposed as Real Time Protocols (RTP). Broadcast of audio and video has taken
place on the Multicast Backbone (MBONE), by allocating higher priority to audio and
video information from within routers.
160
Multimedia and its Applications There are a number of multimedia applications/services available over the internet:
z Online-Music
z Online-Video
z TV-Streaming
z Videoconferencing
z Internet-Telephony
z Online-Gaming
z Online-Software
z Online-Learning
z Distributed emulation
z Remote virtual Reality
161
10.4 CODECS Designing and Tools for
the World Wide Web
Codec is an abbreviation for compression/decompression. A codec can be either a
software application or a piece of hardware that processes video through complex
algorithms, which compress the file and then decompress it for playback. Unlike other
kinds of file-compression packages that require you to decompress a file before
viewing, video codecs decompress the video on the fly, allowing the client to view the
file from its compressed original. Following are the types:
Temporal Compression
This method of compression looks for information that is not necessary for continuity
to the human eye or ear (remember that videotape plays back sound as well as
pictures). It looks at the video information on a frame-by-frame basis for changes
between frames. For example, if you're working with video of a talking head (a clip of
a person sitting or standing with little motion), there's a lot of redundant information
in the recording. The background rarely changes, and most of the motion involved is
simple head movements and the movement of the area around the mouth. The
compression algorithm compares the first frame (known as a key frame) with the next
(called a delta frame) to find anything that changes. After the key frame, it only keeps
the information that does change, thus deleting a large portion of your file. It does this
for each frame until it reaches the end of the file. If there is a scene change, it tags the
first frame of the new scene as the next key frame and continues comparing the
following frames with this new key frame. As the number of key frames increases, so
does the file size.
Spatial Compression
Spatial compression uses a different method to delete information that is common to
the entire file or an entire sequence within the file. It also looks for redundant
information, but instead of specifying each pixel in an area, it defines that area using
coordinates
Hardware Codecs
Hardware codecs are the most efficient way to compress and decompress video files.
They are faster and require fewer CPU resources than their software counterparts. In
order to capture clean raw video, most machines require a hardware codec that allows
the video file to be fragmented and distributed rapidly on your hard drive. These
hardware codecs are expensive, but deliver high-quality results. Using a hardware-
compression device will deliver high-quality source video footage, but requires
viewers to have the same decompression device in order to watch it. Hardware codecs
are used often in video conferencing, where the equipment of the audience and the
broadcaster are configured in the same way.
162 z computer hardware that enables the processing and management of multimedia
Multimedia and its Applications
information.
z software to process and integrate the information. Example, drivers, editors,
processing software and authoring software.
All multimedia systems may not require all these hardware and software. By itself
multimedia is nothing new. Recorded sound, movies and pictures have been around
for years. The new part is the way computers can intertwine these things.
where you must place the eye-catchers that will be first loaded and viewed by visitors 163
Designing and Tools for
without scrolling. the World Wide Web
10.8.2 Nibbling
The principle you must always keep in mind when designing and making multimedia
elements for the Web should be called nibbling. At a serious metal-working supply
store you can buy a power tool called a nibbler; it want only devours the edges of
sheet metal in an ear-damaging staccato of rapid tiny bites. You must apply this tool
to the elegant bitmapped logo you created in Photoshop to trim it from 24- to 8- to
4-bit color depth and resize it from 96 pixels square to 64 pixels square. Nibble the
audio clip of your client's theme song from 44.1 kHz to 11 kHz, and see if it's
acceptable at 8-bit sample size. Text as HTML is cheap: nibble your page design and
throw away the pretty shadowed GIF graphic headers and image maps-re-create your
text in HTML headers or emphasized text, and try coloring it. For every image
referenced in an HTML document, a separate Internet HTTP connection must be
made between your computer and that image's server before the image itself is
downloaded; so using many tiny images (such as graphic images as bullets) may not
be efficient.
164 Netscape also has markup tags that are unique as well, such as the <BLINK> property
Multimedia and its Applications
that Internet Explorer does not recognize.
interpretation. It can be created using specific editors, or word-processors but it has to 165
Designing and Tools for
be saved in text file format. the World Wide Web
HTML Tags
HTML tags are used to mark the elements of a file for the browser. Elements, which
are a fundamental component of the structure of a text document can contain plain
text, other elements, or both. Instead of denoting the various elements in a HTML
document, HTML tags are used. They are surrounded by symbols “<” and “>”. Tags
are usually paired to start and end the tag instruction. The end tag is like the start tag
except a slash “/” precedes the text within the brackets. Every HTML document
should contain certain standard HTML tags. Each document consists of head and body
text. The head contains the title and the body contains the actual text that is made up
of paragraphs lists and other elements. Browsers expect specific information because
they are programmed according to HTML and SGML specifications.
Below shows the required elements in a sample bare-bones document:
<html>
<head>
<TITLE>A Simple HTML Example</TITLE>
</head>
<body>
<H1>HTML is easy to learn</H1>
<P>This is a paragraph.</P>
</body>
</html>
The required elements are the <html>, <head>,
<title>, and <body> tags. A template file needs to be created to include these tags in
each file:
HTML
This element tells the browser that the file contains HTML coded information. The
file extension .html also indicates that an HTML document must be used.
HEAD
The head element identifies the first part of our HTML coded document that contains
the title.
TITLE
The title element contains our document title and identifies its content in a global
context. The title is displayed somewhere on the browser window, but not within the
text area.
BODY
The second and largest part of the HTML document, which contain the content of the
document.
Headings
HTML has six levels of headings, which numbered one through six, with one being
the most prominent. Heading is displayed in larger and or bolder fonts than normal
body text. Do not skip levels of heading in the document.
166 Paragraph
Multimedia and its Applications
We must indicate paragraph with <P> elements. A browser ignores any indentations
or blank lines in the source text. Without <P> elements, the document becomes one
large paragraph.
Meta-Tags
Meta-tags contain information about the document. They provide information to
search engines and users about your page. Who designed the page? What information
is on the page? What organization is posting the page? Meta tags have two key
attributes to them: name (name of the information) and content (the actual data). The
most commonly used Meta information contains the “description” of the html
document and “keywords” for searches.
The following are two examples of such tags:
<meta name="description" content="Biology department at Fullerton College">
<meta name="keywords" content="[department name], college, California, fullerton,
alumni, student, academics, education, research, hornets, learning, distance, online,
courses, news, teaching, public, service, outreach, giving, admit, admissions,
undergraduate, visitor, information, center, centers, institutes, institute">
These tags are located in the documents <head> tags.
Graphics
Graphics are your preference. To develop the main site, we used the same colors as
described earlier: Blue (#002452), Yellow (#D8A400) on a white (#FFFFFF)
background. The font used was, Arial, 12 point. If you’re designing you’re own
graphics, it is best to keep them under 100KB. This allows surfers with slow
connections to view your pages relatively quickly. If the graphic becomes to large,
surfers will not wait an hour to see what your page looks like, so it is best to keep your
graphics small. Using programs like Adobe Photoshop and Macromedia’s Fireworks,
it is fairly easy to optimize your graphics so they don’t exceed 100KB.
HTML provides tags for inserting media into HTML documents: the <IMG> tag for
inline images; the <INSERT> tag for multimedia objects, including audio, video, and
programming tools such as Java applets, Microsoft's Component Object Model
(COM) objects, OLE Controls, and OLE; the <EMBED> tag for compound document
embedding; and Sun's <APP> and <APPLET> tags for code. The <INSERT> tag and
some optional attributes to play a QuickTime movie in HTML 3.0 might look
something like,
<insert data=lizzie.mov type="application/quicktime">
<param name=loop value=infinite>
<img src=soccer.jpeg alt="The Match">
</insert>
where the browser would play the QuickTime movie named "lizzie" if it supported the
.mov format and that MIME-type, and it would loop and play forever. If not
supported, the browser would show a substituted JPEG image. Using the <IMG>
element here provides backward compatibility with older browsers; if the browser has 167
Designing and Tools for
trouble with the JPEG image, it would display an alternate text label, in this case, the World Wide Web
"The Match."
The <EMBED> tag first used by Netscape to enable the many multimedia plug-ins
may soon be superseded by the more capable <INSERT> tag. If you develop
multimedia for the Internet, budget time and effort for keeping current in this rapidly
changing environment-staying at the leading edge takes effort. It will be some years
before multimedia delivery tools and techniques for the Web stabilize.
168 and AU formats. If your browser does not support this sound plug-in, you can still
Multimedia and its Applications
launch an external "viewer" or helper application.
Streaming audio is more useful for the Web, where a sound file can start playing as
soon as data begins coming in – streaming is provided by the LiveAudio and
QuickTime plug-ins. Plug-ins such as StreamWorks, VocalTec and RealAudio feature
streaming capability and high compression/good fidelity, but they also require special
software at the service.
The QuickTime plug-in offers a fat-start feature to allow playing before a movie has
been completely downloaded: MIDI files and digitized sound embedded in a
QuickTime movie will play even without video, text or image tracks. You can either
embed HTML commands in a document to play a QuickTime movie automatically in
the background, or you can display a controller providing stop, fat-forward and
rewind for the user. With the Crescendo MIDI plug-in (which downloads and plays
standard MIDI files of MIME-type .mid or midi), you can automatically launch a
background sound when a page opens by using the <EMBED> tag.
You can also ask the distant computer system to supply you with the latest stock 169
Designing and Tools for
market quotes, college basketball scores, or international news. When traveling, you the World Wide Web
can telephone your computer system at home or office to check for electronic mail or
messages. In the past, computers were isolated and largely incompatible. Today,
networks support communication from computer to computer as well. Computer
systems can request and receive services from other computers automatically and
invisibly to the user. This offers a number of advantages. Borrowing processing from
a remote system extends the capabilities of your own computer. It also means that
computers of different scale and performance can exchange the results of processing
almost seamlessly. Distributing the work of processing among cooperating computer
systems is still in its infancy. We can expect that it will have a profound effect on
computing in the future.
A computer system is not merely a tool but rather itself a medium for representing,
storing, manipulating, and communicating different forms of information: text,
numbers, graphics, images, sounds, and video. The common denominator for these
differing forms of information is that they all can be digitized for use by our
computers. This data can be studied, combined, transformed, and transmitted with
utmost ease. The computer is also a medium for ideas and information. Computers can
be used not only to express but communicate these ideas as well. They can store
knowledge and facts but more importantly, computer systems can store and
manipulate information in many different forms. Informational media include text,
illustrations, photographs, animation, video, sounds, voice, and music. The modern
computer is an all-purpose medium for informational media. Regardless of the media,
the computer system represents, stores, and transmits all in its native digital form.
Multimedia refers to the integration of various forms of information such as text,
graphics, sound, and images. The modern computer system is a multimedia machine;
that is, it is capable of integrating two or more conventional forms of informational
media in a single electronic document. Because we can express and combine various
forms of information using a computer, we can interact, explore, and learn even more
from that information. In this way, the computer becomes a vehicle for knowledge
rather than just a tool that stores, distributes, and displays information.
10.12 KEYWORDS
Codec: Codec is an abbreviation for compression/decompression. A codec can be
either a software application or a piece of hardware that processes video through
complex algorithms.
HTML-coded Documents: HTML-coded documents are the fundamental vehicles for
all types of information delivered on the World Wide Web.
170 Web Page: A web page is a basic text document that can be written in any text editor -
Multimedia and its Applications
Notepad, Wordpad, WordPerfect, etc. HTML is a composition of tags that your web
browser reads and interprets, then displays the content of the pages appropriately.
CYP 2
1. The principle that must always be kept in mind when designing and
making multimedia elements for the Web should be called nibbling. At a
serious metal-working supply store you can buy a power tool called a
nibbler; it wantonly devours the edges of sheet metal in an ear-damaging
staccato of rapid tiny bites. You must apply this tool to the elegant
bitmapped logo you created in Photoshop to trim it from 24- to 8- to 4-bit
color depth and resize it from 96 pixels square to 64 pixels square. Nibble
the audio clip of your client's theme song from 44.1 kHz to 11 kHz, and
see if it's acceptable at 8-bit sample size. Text as HTML is cheap: nibble
your page design and throw away the pretty shadowed GIF graphic
headers and image maps-re-create your text in HTML headers or
emphasized text, and try coloring it. For every image referenced in an
HTML document, a separate Internet HTTP connection must be made
between your computer and that image's server before the image itself is
downloaded; so using many tiny images (such as graphic images as
bullets) may not be efficient.
2. A web page is a basic text document that can be written in any text editor
(Notepad, Wordpad, WordPerfect, etc.). HTML is a composition of tags
that your web browser reads and interprets, then displays the content of
the pages appropriately. Think of the older word processors that displayed
all of your document’s code (where paragraphs begin, how many spaces
are between each word, etc.). The only difference is now you have to
write the codes to determine the presentation (unless you use a What You
See Is What You Get/WYSIWYG editor such as: MS FrontPage,
Macromedia’s Dreamweaver).
Luckily computer innovation moves quite rapidly, thus there are a number
of tools you can use to create web pages without writing a single tag.
However, it is good to know what the tags are in case the format isn’t
exactly to your specifications you can manually manipulate the tags.
3. Viewers of the Web site may not be displaying the same "preferred" font
that you used to design your page because user preferences in the browser
may alter the way text in your document looks and flows. Many
developers design their documents in Times Roman for the proportional
font and Courier as the monospaced font. These fonts readily move across
platforms and are the default fonts users typically see if they do not set
Contd…
Downloaded by Wahitha Banu (wahitha19@gmail.com)
lOMoARcPSD|19697633
172 their own preferences. Although you can specify a font using the
Multimedia and its Applications
<FONT> tag, browsers can only attempt to find a substitute when that
font is not installed on the end user's computer.
Great efforts are being made to define standard methods for displaying
typefaces on the Web, but neither of the two rival camps, TrueDoc (from
Bitstream) and OpenType (supported by Adobe, Microsoft, Agfa, and
others), seem able to get their technology properly implemented and
launched. The font problem will eventually be solved in one of two ways,
or in a combination of both: either many more fonts will become readily
and cheaply available and will be commonly installed by end users or a
method of embedding a font’s character shapes into an HTML document
will allow fonts to ‘ship’ with the document.
173
High Definition Television
and Desktop Computing
UNIT V
174
Multimedia and its Applications
175
LESSON High Definition Television
and Desktop Computing
11
HIGH DEFINITION TELEVISION AND
DESKTOP COMPUTING
CONTENTS
11.0 Aims and Objectives
11.1 Introduction
11.2 High Definition Television (HDTV) and Desktop Computing
11.2.1 Resolution for High Definition Television and Desktop Computing
11.2.2 HDTV, ATV, EDTV, and IDTV
11.3 HDTV Standards
11.3.1 SMPTE 240M: 1125/60 Production Standard
11.3.2 1125/60 Studio Equipment
11.3.3 HDTV Exchange Standards
11.3.4 ATV Transmission Standards
11.4 HDTV and Computing
11.5 Square Pixels
11.6 Display Refresh Rate and Interlace
11.7 Let us Sum up
11.8 Lesson End Activity
11.9 Keywords
11.10 Questions for Discussion
11.11 Suggested Readings
11.1 INTRODUCTION
Multimedia seeks to engage people through interfaces that provide visual and aural
richness. Providing a rich visual environment demands a lot of pixels and a high
refresh rate. HDTV represents the state of the art of image quality in motion image
capture, recording, processing and electronic distribution, and so will be important to
high-end multimedia applications.
Political, technonationalist and industrial policy concerns are frequently evident in 177
High Definition Television
standards discussions. The lack of formal standards for HDTV and ATV could and Desktop Computing
encourage introduction of consumer ATV using physical media, since this would
bypass the need for formal standards.
The television industry has reacted with alarm at the possibility of the introduction of
ATV broadcasting. Networks and television stations face the prospect of making huge
capital outlays to upgrade their plants for ATV, with no corresponding increase of
revenue. Traditional consumer equipment manufacturers and traditional broadcasting
interests have proposed ATV systems with parameters closely tied to existing
practice, in the hope of minimizing new investment. For example, many U.S. interests
hope to retain the same troublesome 59.94 Hz field rate as NTSC just to be
“compatible”.
Unfortunately their European counterparts have also chosen to maintain their field rate
of 50 Hz, and the discrepancy between these two rates makes it unlikely that a
common distribution standard will emerge. Despite the chaos in distribution
standards, the Society of Motion Picture and Television Engineers (SMPTE) has
adopted SMPTE Standard 240M for 1125/60 studio equipment. The emergence of this
standard has encouraged equipment manufactures to invest in tooling to bring studio
production equipment to the market. Much commercial studio production equipment
that conforms to this standard is available for acquisition, recording, processing,
transmission and display.
HDTV is different from video. It has greater resolution (2 Mpx vs. 300 Kpx) and
improved color accuracy. Its color is coded with the component system (instead of the
composite system, which suffers color quality impairments). In its digital form,
HDTV is poised to exploit the emerging digital infrastructure in a way that NTSC and
PAL cannot. HDTV is different from film: it has no judder, no weave, and no
scratches! Being electronic instead of photochemical, HDTV offers consistent,
reliable color reproduction compared to film, and has all the advantages of electronic,
digital post-production. The image quality of HDTV is good enough for Hollywood:
many feature productions are exploiting HDTV technology in effects sequences and
synthetic computer graphics sequences.
HDTV is different from computer graphics. Commercial equipment is available today
for real-time acquisition, recording, processing and transmission. HDTV technology is
poised to bring motion and real-life images to computer graphics.
HDTV interchange standards have been designed to deliver convincing, emotive,
artifact-free pictures. The coding of pictures into HDTV signals takes into account the
perceptual characteristics of human vision to make the most effective use of the
available bandwidth, and a standardized set of interchange parameters has been
adopted, so that HDTV images maintain their quality (including color accuracy) when
exchanged.
Low cost HDTV and ATV equipment is inevitable as HDTV moves towards the high
unit volumes that will come from consumer acceptance. Large consumer electronic
companies recognize the difficulty of the consumer’s encountering the “home theater
experience” on a direct-view CRT display at most 32 inches in diameter, the largest
practical size of tube for the home. So despite the immense technological difficulties,
flat panel displays are likely to emerge for HDTV. The computer industry will be the
first beneficiaries of these products — at a high price — but the goal of the
manufactures is to reap profits from consumer unit volumes, not from the
comparatively small volumes of the computer industry.
At the moment there are several challenges to the integration of HDTV and computer
graphics. Since HDTV was derived from television technology, it utilizes the 60
frame per second refresh rate and the interlace technique of conventional television.
user typically sits very close to his screen, but for a large display surface his viewing 179
High Definition Television
angle approximates that of HDTV. and Desktop Computing
Resolution refers to the capability of a system to reproduce spatial detail. Another
important aspect of digital picture representation is the capability to reproduce
intensity values. HDTV uses eight bits for each of three components — red, green and
blue — but the transfer function and color interpretation are established with careful
attention to the needs of human visual perception.
180 may also be employed. IDTV does not require changes in signal transmission
Multimedia and its Applications
standards, and consequently can be implemented entirely at the receiver.
Psychophysics
The fundamental development work for HDTV was done at the Japan Broadcasting
Corporation (NHK), after extensive psychophysical and perceptual research led by
Dr. Takashi Fujio. Human viewers tend to position themselves relative to a scene such
that the smallest detail of interest in the scene subtends an angle of about one minute
of arc, which is approximately the limit of angular discrimination for normal vision.
For the 483 picture lines of 525-line television, the corresponding viewing distance is
about seven times picture height, and the horizontal viewing angle is about 11°. For
the 1035 visible lines of 1125-line HDTV, the corresponding viewing distance is 3.3
times screen height and the horizontal viewing angle is almost tripled to 28°.
Using an acuity of 60°, viewing distance in terms of picture height should be about
3400 divided by the number of picture lines. A computer user tends to position herself
closer than this — about 60% to 75% of this distance — but at this closer distance
individual pixels are discernible.
The viewer of HDTV consequently does not perceive increased “definition”
(resolution) for the same size picture compared to conventional television, but rather
moves closer to the screen. Psychophysical research has shown that a viewer’s
emotional involvement in a motion picture is increased when the picture subtends a
large viewing angle. Consumer HDTV should be called wide screen television, and
this designation would probably be more appropriate to consumer marketing and
product differentiation than “HDTV”. It is unnecessary to increase the vertical angle
of view as much as the horizontal, and the aspect ratio of 16:9 has been standardized
for HDTV, compared to 4:3 for conventional television. The HDTV aspect ratio,
about 1.78:1, is almost the same as the most common cinema aspect ratio of 1.85:1.
NHK research has revealed that in combination with large viewing angles,
high-quality stereo sound impacts the psychophysical response of the viewer to the
picture. In particular, the viewer’s eye-tracking response is dramatically different from
conventional television. Most HDTV proposals include CD-quality stereo audio.
Quality
The picture quality of HDTV is superior to that of 35 mm motion picture film, but less
than the quality of 35mm still film. Motion picture film is conveyed vertically through
the camera and projector, so the width — not the height — of the film is 35 mm.
Cinema usually has an aspect ratio of 1.85:1, so the projected film area is about 21
mm x 11 mm, only three tenths of the 36 mm x 24 mm projected area of 35 mm still
film. In any case the limit to the resolution of motion picture film is not the static
response of the film, but judder and weave in the camera and the projector.
The colorimetry obtainable with the color separation filters and CRT phosphors of a
video system is greatly superior to that possible with the photochemical processes of a
color film system. There are other issues related to the subjective impressions that a
viewer obtains from viewing motion picture film — the film look — that are still
being explored in HDTV. For example, specular highlights captured on film have an
appearance that is subjectively more pleasing than when captured in video.
……………………………………………………………………………..
……………………………………………………………………………..
2. Discuss the Resolution for High Definition Television and Desktop
Computing.
……………………………………………………………………………..
……………………………………………………………………………..
182 field rate of 59.94 Hz to maximize compatibility with existing NTSC equipment and
Multimedia and its Applications
production processes. Some current HDTV studio equipment is configurable for
operation at either rate. There are several system problems with 59.94 Hz field rate. In
59.94 Hz operation with standard digital audio sampling frequencies of either 44.1
kHz or 48 kHz, there is not an integer number of audio samples in each frame. This,
and the requirement for dropframe timecode, imposes a penalty on operation at that
rate. However the production procedures for 59.94 Hz are of course well established
for conventional 525/59.94 video, troublesome though they may be.
slower than 24 frames per second, to result in the required 59.94 Hz field rate. In 183
High Definition Television
Europe, film is run four percent fast with 2-2 pulldown to result in a 50 Hz frame rate. and Desktop Computing
Discussions of exchange standards are in an early stage, but there is general
agreement that film “friendliness” will be important for ATV: it is certain that the
primary origination medium for consumer ATV in any form will initially be 35 mm
motion picture film, due to the vast amount of existing program material in that
medium.
185
11.6 DISPLAY REFRESH RATE AND INTERLACE High Definition Television
and Desktop Computing
A scanned display must be operated at a field rate sufficient to overcome wide-area
flicker, which is a strong function of ambient brightness level. Although 48 Hz is an
adequate refresh rate in the dark environment of a movie theater, and 60 Hz is
adequate for the average North American living room, a refresh rate of at least 70 Hz
is necessary for the high-ambient-brightness environments typical of computer
displays. All 525/59.94, 625/50 and 1125/60.00 television systems currently utilize
interlaced scanning. Interlace is a mechanism of reducing transmission bandwidth by
half, for a given wide-area flicker rate, by transmitting a single frame as two fields
whose scan lines intertwine. Interlaced systems reduce transmission bandwidth at the
expense of introducing inter-line twitter in pictures with a large amount of vertical
detail.
Interlace works reasonably well in television because the electro-optical filtering that
is inherent in television image sensors (such as camera tubes) reduces vertical detail
and consequently reduces inter-line twitter. Interlace causes objectionable twitter in
pictures that have not been electro-optically or otherwise filtered, such as in synthetic
computer graphic pictures that have large amounts of vertical detail or contain spatial
aliasing components.
Aside from issues of inter-line twitter, interlace is undesirable for television
production because of its inherent confusion of vertical detail and motion. Interlace is
now generally seen by the HDTV production community as an expedient way to
achieve a 2-to-1 bandwidth compression in order to permit economical camera and
recording equipment in the short term. When technology permits, HDTV production
equipment will utilize progressive scanning.
Although current-generation 1125/60 acquisition and recording equipment is
universally 2:1 interlaced, there is general agreement that the industry will tend
towards progressive (non-interlaced) systems for transmission and display. Zenith and
ATVA/MIT have proposed transmission systems that rely on a 787.5/59.94/1:1
production standard with progressive scan. Essentially, these proposals take a factor of
two penalty in spatial resolution — from 2 Mpx to 900 Kpx — in return for a factor of
two increase in temporal resolution.
The claim is made that these systems have better temporal resolution than interlaced
systems, but the cameras that have been shown for 787.5/59.94 have relatively poor
performance compared to the best available 1125/60 cameras, and to date no
conclusive experiments on HDTV/ATV motion rendition have been conducted.
186 focus of the domestic arguments in many respects differs from the focus of the
Multimedia and its Applications
international arguments, the common factor is that the standard evokes loud and
partisan argument. Digital television is important for future military planning for a
variety of reasons. The first is that COTS equipment based on this family of
technologies will become widely used in C3 applications, and compatibility with
modulations and formats will be required. Display and imaging technology developed
for digital TV applications is also finding its way into digital ISR systems. Finally, IW
applications such as propaganda broadcast will have to account for increasing
adoption of digital TV globally. The lesson highlights and explores the varied
dimensions of High Definition Television and Desktop Computing.
11.9 KEYWORDS
HDTV: HDTV is different from video. It has greater resolution (2 Mpx vs. 300 Kpx)
and improved color accuracy.
Resolution: Resolution refers to the capability of an imaging system to reproduce fine
detail. As picture detail increases in frequency, the response of an imaging system
generally deteriorates.
ATV: Advanced Television (ATV) refers to delivery of entertainment television to
consumers at a quality level substantially improved over conventional television.
CYP 2 187
High Definition Television
1. Standards for motion pictures and video exist in three tiers: production, and Desktop Computing
exchange, and distribution. Production is the shooting and assembling of
program material. Exchange of programs takes place among program
producers and distributors. Distribution to the consumer may take place
using physical media such as videotape or videodisc, or through one of
four transmission media: terrestrial VHF/UHF broadcast, cable television
(CATV), direct broadcast from satellite (DBS) or telecommunications.
2. Current digital 1125/60 HDTV production equipment conforms to
SMPTE 260M, which has 1920 samples per active line (S/AL), 1035 lines
per picture height (L/PH) and conforms to the 16:9 aspect ratio of SMPTE
240M. This combination of parameters yields samples spaced about 4%
closer horizontally than vertically, that is, a sample aspect ratio of about
0.96. This situation came about due to lack of a cohesive input from the
computer industry during the standards development process. Some U.S.
interests were buoyant at this development, perceiving that non-square
pixels would deter the deployment of non-American HDTV equipment.
Others were dismayed that since no American equipment was available,
the effect of the standard would be to deter the computer industry from
exploiting HDTV.
188
Multimedia and its Applications
LESSON
12
KNOWLEDGE-BASED MULTIMEDIA SYSTEMS
CONTENTS
12.0 Aims and Objectives
12.1 Introduction
12.2 Problems Facing Multimedia Systems
12.3 Anatomy of an Intelligent Multimedia System
12.3.1 Intelligent Multimedia System Design
12.3.2 The Multimedia
12.4 Knowledge Sources for Multimedia Interaction
12.5 Multimedia Language Understanding
12.6 Intelligent Automated Multimedia Output Generation
12.7 Knowledge-based Development Tools for Multimedia Systems
12.8 Let us Sum up
12.9 Lesson End Activity
12.10 Keywords
12.11 Questions for Discussion
12.12 Suggested Readings
12.1 INTRODUCTION
Multimedia systems hold the promise of great benefits such as increasing peoples’
productivity, efficiency and effectiveness, and increasing the utility and enjoyment of
our vast information resources. Multimedia systems promise to provide the needed
increase in the bandwidth of information exchange between humans and computers,
and to enhance human understanding of complex information through better
presentation technologies and appropriate combinations of these technologies for
information presentation. The extent to which these promises are fulfilled depends on
continued improvement in hardware technology, development of much needed
supportive software technology, and the growth of a community of trained multimedia 189
Knowledge-based
authors and technologists. Multimedia Systems
The scope of today's multimedia systems is very limited, and the functionality of the
different types of systems is not integrated to form a productive workplace. In fact,
multimedia means different things to different people. To some it means video for
conferencing, to others it means hypermedia documents, and to others it means
multimedia human-computer dialogue. Also, some people view multimedia
documents as static and fixed, and others view documents and data as "live." For
example, Clark states that multimedia should be referred to as ‘interactive electronic
presentation (IEP)’ to describe a collusion of sounds and images elicited from a piece
of (electromechanical) machinery by the user's persistent activity. However, Clark's
definition includes only the concept of self-contained multimedia "books" to be
consumed by "readers" or "viewers," and he states that an IEP is closed and finite. On
the other hand, Boy and Cornell, Suthers, and Woolf stress that documents and data
should be treated as "live" or dynamic.
Certainly the view of documents and data being static and fixed is inadequate for
people engaged in productive activity or problem-solving tasks. People will need to be
able to locate, retrieve, use, save, and possibly manipulate relevant multimedia
documents/data in an environment that will support the accomplishment of their tasks,
possibly in cooperation with others.
We take the position that multimedia does not simply mean self-contained static
documents, nor does it simply means that computer-based video is used to provide a
"media space" to support cooperative work among co-located or remotely located
people. Our concept of a multimedia system is that of an integrated work environment
with a human-computer interface designed as an intelligent agent with the ability to
communicate and make presentations in coordinated multiple media/modalities. The
objective is to integrate the various subsystems and functionality that a user needs in a
workstation environment, to simplify operator interaction with sophisticated computer
systems, and to minimize the time and effort spent by the user on manipulating the
interface. The human-computer interface should have the ability to: conduct dialogue
with the user; act as an intelligent assistant for accessing application systems; accept
and understand input expressed in multimodal language; decide how information and
responses are to be presented to the user, including the selection of media/modalities
for information presentation, composition, and presentation of the output in multiple
modalities; adhere to respected human factors guidelines for human-computer
interaction and information presentation; and support cooperative work with others.
This lesson discusses the possible role of artificial intelligence in multimedia systems
and some of the current research being conducted.
190 There is a lack of support software for facilitating the authoring, composition,
Multimedia and its Applications
and production of multimedia documents.
There is a lack of support technology in the area of multimedia data and
document storage and manipulation.
There is a lack of search and pattern recognition capability for locating
information and/or documents that are of interest in multimedia storage
facilities.
There is a lack of software support technology for group decision making and
cooperative work, especially in the application of multimedia technology to
cooperative decision making and work.
All of the tasks listed above are difficult and provide good candidates for application
of artificial intelligence technology to help solve the problem.
191
z Accept and understand input expressed in multimedia language. Knowledge-based
Multimedia Systems
z Provide the user with flexibility in the media that is selected and combined for
expressing input to the system.
z Decide how information and responses are to be presented to the user:
Select modalities/media for information presentation.
Compose the output in multiple modalities.
Present the multimedia output in a coordinated manner.
Manage the windows by intelligently performing the window operations (i.e.,
creation, placement, sizing/resizing, moving, iconization, retrieval, and
destruction) to relieve the user of the burden of performing these chores.
192 CUBRICON prototype includes implementation of all the components shown in the
Multimedia and its Applications
box labeled "Multimedia System." The application used for the CUBRICON
prototype was that of air force mission planning. The input modes that were
implemented in the CUBRICON system were speech, keyboard, and mouse. All of the
output modes implemented in the CUBRICON system except for video, and the
implemented graphics and animation capability was fairly simple.
The CUBRICON system design is based upon an integrated use of communication
modes or media, whether verbal, visual, tactile, or gestural. Human beings primarily
communicate with each other via written and spoken natural language and gestures,
supplemented with pictures, diagrams, video, and other sounds. The CUBRICON
system design provides for the use of a unified multimedia language. Input and output
streams are treated as compound streams with components corresponding to different
media. This approach is intended to imitate, to a certain extent, the ability of humans
to simultaneously accept input from different sensory' devices (such as eyes and ears),
and to simultaneously produce output in different media (such as voice, pointing
motions, and drawings).
The CUBRICON system includes: (a) language parsing and generation that processes
and supports synchronized multimedia input and output streams, (b) knowledge
representation and inferencing to provide reasoning ability, (c) knowledge bases and
models to provide a basis for its decision-making ability, and (d) automated
knowledge-based medium selection and formulation of responses.
CUBRICON possesses the following critical functionality. CUBRICON:
Accepts and understands multimedia input such that references to entities in a natural
language sentence can be accompanied by coordinated simultaneous pointing to the
respective entities on a graphics display:
z is able to use a simultaneous pointing reference and natural language reference to
disambiguate one another when appropriate;
z infers the intended referent of a point gesture which is inconsistent with the
accompanying natural language automatically composes and generates relevant
output to the user in coordinated multimedia:
z automatically selects appropriate output media/modalities for expressing
information to the user, with the selection based on the nature of the information,
discourse context, and the importance of the information to the user's task;
z uses its media/modalities in a highly integrated manner including simulated
parallelism;
z judges the relevance of information with respect to the discourse context and user
task and responds in a context-sensitive manner;
z adheres to respected human factors guidelines for human computer interaction and
information presentation; these guidelines include:
maintain the context of the user/computer dialogue,
maintain consistency throughout a display, and
maintain consistency across displays.
Automatically performs the window manipulation operations (i.e., creation,
placement, sizing/resizing, moving, iconization, retrieval, and destruction) so as to
relieve the user of the need to manipulate the interface.
CUBRICON accepts input from three input devices: speech input device, keyboard,
and mouse device pointing to objects on a graphics display. CUBRICON produces
output for three output devices: high-resolution color graphics display, monochrome 193
Knowledge-based
display, and speech output device. The primary path that the input data follows is Multimedia Systems
indicated by the modules that are numbered:
1. Input Coordinator,
2. Multimedia Parser Interpreter,
3. Executor/Communicator to Target System,
4. Multimedia Output Planner, and
5. Coordinated Output Generator.
The Input Coordinator module accepts input from the three input devices and fuses the
input streams into a single compound stream, maintaining the temporal order of
tokens in the original streams. The Multimedia Parser/Interpreter is an augmented
transition network (ATN) that has been extended to accept the compound stream
produced by the Input Coordinator and produce an interpretation of this compound
stream. Appropriate action is then taken by the Executor module. This action may be a
command to the mission planning system, a database query, or an action that entails
participation of the interface system only. An expression of the results of the action is
then planned by the Multimedia Output Planner for communication to the user. The
Output Planner is a generalized ATN that produces a multimedia output stream
representation with components targeted for different devices (e.g., speech device,
color graphics display, monochrome display). This output representation is translated
into visual/auditory output by the Coordinated Output Generator module. This module
is responsible for producing the multimedia output in a coordinated manner in real
time (e.g., the Planner module can specify that a certain icon on the color graphics
display must be highlighted when the entity represented by the icon is mentioned in
the simultaneous natural language output).
The CUBRICON system includes several knowledge sources to be used during
processing. The knowledge sources include:
z a lexicon,
z a grammar defining the language used by the system for multimedia input and
output,
z discourse model,
z user model,
z a knowledge base of human-computer interaction knowledge, including output
planning strategies to govern the composition of multimedia responses to the user,
z a knowledge base of information about generally shared world knowledge, and
z a knowledge base of information about the specific task domain of tactical air
control.
These knowledge sources are used for both understanding input to the system and
planning/generating output from the system. They are discussed in more detail later.
The CUBRICON system is implemented on a Symbolics Lisp Machine with a color
graphics monitor, a monochrome monitor, and a mouse pointing device. Speech
recognition is handled by a Dragon Systems VoiceScribe 1000. Speech output is
produced by a DECtaik speech production system, CUBRICON software is
implemented using the SNePS semantic network processing system, an ATN
parser/generator, and Common Lisp. SNePS is a fully intentional propositional
semantic network and .has been used for a variety of purposes and applications.
SNePS provides:
z a flexible knowledge representation facility in the semantic network formalism;
(b) Warnings to alert the user of important events that have taken place or are 195
Knowledge-based
about to take place (e.g., new critical information comes into the application Multimedia Systems
system database and the system notifies user: "The XXX airbase has been
damaged by enemy shellfire".
(c) Informing the user about the system's activity (e.g.. "I'm still working" when
the user must wait for output from the system).
Most frequently, multiple modalities are desirable to present a body of information to
the user. For example, to inform the user about the movements of a certain tank
battalion, a desirable presentation might be an explanation delivered in combined
spoken speech and coordinated drawing on a graphic map display showing
movements of the battalion, as well as a printed textual summary with ancillary
information on the monochrome display.
The multiple modalities should be selected to complement and enhance one another.
Andriole has used graphic equivalence effectively using dual displays or split screens
to present the same material in different forms to aid user comprehension and
problem-solving performance. We are not restricting the system to presenting the
same material in different forms, but, instead, our system presents related material or
different aspects of a given event or concept in different forms/modalities (as
appropriate based on the nature and characteristics of the information). We are also
not restricted to graphic display presentations.
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Multimedia and its Applications 12.6 INTELLIGENT AUTOMATED MULTIMEDIA
OUTPUT GENERATION
As the volume and types of information and presentation types become more
numerous and varied, it will become increasingly important for computer systems to
make automated knowledge-based decisions regarding information presentation to
users. If we consider the status of the technology for composing and temporally and
spatially coordinating information presentations using just two media, natural
language and graphics, we find that the problem is difficult and the technology is just
in its infancy. As more media and modalities are added to the presentation suite, the
problems become more severe and the need for research becomes more significant.
Such intelligent automated multimedia information presentation has application in
many areas, including multimedia or hypermedia document presentation, information
retrieval from multimedia databases and knowledge bases, and explanation
subsystems of user help facilities.
Some of the sub problems of multimedia output generation include:
1. Selection of media and apportionment of information content among the media
used for information presentation.
2. Coordination of the media with respect to both space and time.
3. Consistency of selection, composition, and generation across presentations.
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12.8 LET US SUM UP Knowledge-based
Multimedia Systems
Multimedia systems hold the promise of great benefits in terms of increased
productivity, efficiency, effectiveness, and information enjoyment. Multimedia
systems promise to provide the needed increase in the bandwidth of information
exchange between humans and computers, and to enhance human understanding of
complex information through better presentation, technologies and appropriate
combinations of these technologies for information presentation. However, before
these promises can be fulfilled, there are many problems that need to be solved. Many
of these problems are in technology areas such as multimedia document authoring,
multimedia information and document storage and management, search techniques,
computer-supported collaborative work, and multimedia human-computer interaction.
The field of artificial intelligence will help provide solutions to these problems. This
lesson discusses the possible role of artificial intelligence in multimedia systems. A
concept for a multimedia system is presented that provides an integrated work
environment with a human-computer interface designed as an intelligent agent with
the ability to communicate and make presentations in coordinated multiple
media/modalities. The objective is to integrate the various subsystems and
functionality that a user needs in a workstation environment, to simplify operator
interaction with sophisticated computer systems, and to minimize the time and effort
spent by the user on manipulating the interface. This lesson also reviews some of the
current research being conducted in the area of artificial intelligence applied to
multimedia systems.
12.10 KEYWORDS
CUBRICON: An intelligent system (CUBRC Intelligent CONversationalist)
Input Coordinator: The module which accepts input from the three input devices and
fuses the input streams into a single compound stream, maintaining the temporal order
of tokens in the original streams.
Knowledge Sources: Knowledge Sources are used for both understanding input to the
system and planning/generating output from the system.
198 information presentation. The extent to which these promises are fulfilled
Multimedia and its Applications
depends on continued improvement in hardware technology, development
of much needed supportive software technology, and the growth of a
community of trained multimedia authors and technologists. The scope of
today's multimedia systems is very limited, and the functionality of the
different types of systems is not integrated to form a productive
workplace. In fact, multimedia means different things to different people.
To some it means video for conferencing, to others it means hypermedia
documents, and to others it means multimedia human-computer dialogue.
2. Although great benefits are to be gained from multimedia systems, their
incorporation into the workplace, school, and home is not an easy task.
The requisite hardware is becoming widely available at reasonable cost,
but other problems remain to be solved. These problems are primarily
both areas – personnel and technology:
There is a lack of people trained in the development and management of
distributed databases and document repositories.
There is a lack of software designed to integrate, control, coordinate,
manage, and adapt the various media for human computer interfaces.
There is a lack of support software for facilitating the authoring,
composition, and production of multimedia documents.
There is a lack of support technology in the area of multimedia data and
document storage and manipulation.
There is a lack of search and pattern recognition capability for locating
information and/or documents that are of interest in multimedia storage
facilities.
CYP 2
1. The system includes several knowledge sources for use in multimedia
language understanding and production. These knowledge sources are a
lexicon and grammar; a discourse model; a user model; a knowledge base
of human-computer interaction knowledge, including output planning
strategies to govern the composition of multimedia responses to the user;
a knowledge base of information about generally shared world
knowledge; and a knowledge base of information about the application
task domain used in this research effort, namely, tactical air control.
2. As more media become viable and available for computer systems, the
need for more sophisticated development tools becomes more critical. For
example, high-quality authoring systems for hypermedia or multimedia
presentation/document authoring are needed as well as development tools
for multimedia human-computer interfaces. Generic intelligent automated
multimedia composition and generation technology, mentioned above,
could play an important role in alleviating some of the development
problems. Hypermedia document systems: As mentioned above, the area
of hypermedia/multimedia document authoring and presentation systems
requires better system development tools and intelligent automated
multimedia presentation technology. Another area in which hypermedia
document technology could benefit is in the area of "smart links," that is,
hypertext/media links which have some decision-making ability to lead
the viewer/reader to appropriate information based on factors such as
what the system knows the viewer has already "read," the viewer's goals
and objectives for viewing the material, and the viewer's background and
level of expertise in relevant fields.
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12.12 SUGGESTED READINGS Knowledge-based
Multimedia Systems
Dhiraj Sharma, Foundations of IT, Excel Books, 2008.
Vaughan, Multimedia Making IT Work, Fifth Edition, Tata McGraw Hill.
John F. Koegel Bufford, Multimedia Systems, Pearson Education, 2003.
Judith Jeffloate, Multimedia in Practice (Technology and Applications), PHI, 2003.
Ze-Nian Li and Mark S. Drew, Fundamentals of Multimedia, Prentice-Hall, 2004.
201
MODEL QUESTION PAPER Model Question Paper
MCA
Second Year
Sub: Multimedia and its Applications
Time: 3 hours Total Marks: 100
Direction: There are total eight questions, each carrying 20 marks. You
have to attempt any five questions.