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MIDI (Musical Instrument Digital Interface) is a protocol designed for recording and playing back music on digital

synthesizers that is supported by many makes of personal computer sound cards. Originally intended to control one

keyboard from another, it was quickly adopted for the personal computer. Rather than representing musical sound directly, it

transmits information about how music is produced. The command set includes note-ons, note-offs, key velocity, pitch bend

and other methods of controlling a synthesizer. The sound waves produced are those already stored in a wavetable in the

receiving instrument or sound card.

Since a MIDI file only represents player information, it is far more concise than formats that the sound directly. An advantage

is very small file size. A disadvantage is the lack of specific sound control.

With a program that provides this interface, you can create music using a standard keyboard or other input device. You or

others can then play your MIDI-conforming creation with the same or another program and a sound card as a music

synthesizer. The MIDI program may come with a graphical user interface that looks like a sound studio control room. Many

sound cards come as a package with MIDI software (for example, Media Vision's Pro Audio Studio 16).

The MIDI protocol uses eight-bit serial transmission with one start bit and one stop bit, has a 31.25 Kbs data rate, and

is asynchronous. Connection is made through a five-pin DIN plug, of which three pins are used.

Components of a MIDI System


Synthesizer:

 It is a sound generator (various pitch, loudness, tone colour).


 A good (musician's) synthesizer often has a microprocessor, keyboard, control
panels, memory, etc.

Sequencer:

 It can be a stand-alone unit or a software program for a personal computer. (It


used to be a storage server for MIDI data. Nowadays it is more a software music
editor on the computer.
 It has one or more MIDI INs and MIDI OUTs.

Track:

 Track in sequencer is used to organize the recordings.


 Tracks can be turned on or off on recording or playing back.

Channel:

 MIDI channels are used to separate information in a MIDI system.


 There are 16 MIDI channels in one cable.
 Channel numbers are coded into each MIDI message.

Timbre:

 The quality of the sound, e.g., flute sound, cello sound, etc.
 Multitimbral - capable of playing many different sounds at the same time (e.g.,
piano, brass, drums, etc.)

Pitch:

 musical note that the instrument plays

Voice:

 Voice is the portion of the synthesizer that produces sound.


 Synthesizers can have many (12, 20, 24, 36, etc.) voices.
 Each voice works independently and simultaneously to produce sounds of
different timbre and pitch.

Patch:

 the control settings that define a particular timbre.

How to record MIDI


Make sure that your MIDI device is recognized by Ohm Studio

Go to your Ohm Studio Preferences and make sure that your MIDI device is in the list under the MIDI tab.

If you cannot find it although it is plugged in, you may have to restart Ohm Studio and reopen your project to see the device appear in the list.

You may have to download and install drivers specifically written for your MIDI device by its manufacturer.

 
Record

1. Create a Track for the Instrument which you want to record Notes with (or use an existing Track).

2. In the Track Header, select your MIDI device in the MIDI Input & Monitoring drop down menu (or select All) in the drop-down menu.

3. Click on the Arm Record button in the Track Header (or select the Track and press  ⌘  +  R ).

4. Click somewhere in the Timeline to put the Playhead where you want to start recording.

5. Click on the Record button in the Transport Bar or press  R  to enable recording.

6. Click on the Play button in the Transport Bar or press  s p a c e  to start recording.

7. Play some notes on your MIDI device.

8. Click on the Stop button in the Transport or press  s p a c e  again to stop recording.

Quantize

1. Select the elements you want to quantize.

2. Adjust the Snap value in the Timeline Header.

In Adaptive mode, you may want to zoom in / out horizontally to get the desired spacing between the vertical lines of the Grid.
 

3. Press  Q  to quantize selected elements to current Grid.

You can also use keyboard shortcut  shift  +  Q  to apply 50% quantization (instead of 100%).

Humanize and other actions

You can apply other types of Action to your selection, such as humanize position or equalize durations:

1. Click on the Actions drop-down menu in the Pattern Footer and select a target for the Action (e.g. Note Velocity...).

2. In the pop-up window, select Quantize in the drop-down menu, adjust the Quantize value and click on OK.

Recording Midi CC events


 

Unlike MIDI Notes which are meant to be recorded on an Instrument Plugin Track in most cases, MIDI CC events can usually be recorded on both Instrument and Effect Plugin Tracks.

For some VST Plugins that have a MIDI learn feature, you can disable the Record Raw CC option in the MIDI Input & Monitoring drop-down menu.

This will allow you to record Parameter Automations only, which will leave you with the desired result, while recording both Automation and CC events would have possibly caused trouble.

Additional information

You can enable Preroll in your Preferences Record tab to get a count-in before Ohm Studio actually starts recording.

You can apply quantization to a selection of MIDI Notes after recording them.

You can enable the Metronome by clicking on  in the Transport Bar.

INTERACTIVE AND NON INTERACTIVE GRAPHICS:

Computer graphics is an art of drawing pictures, lines, charts, etc using computers with the help of programming. Computer

graphics is made up of number of pixels. Pixel is the smallest graphical picture or unit represented on the computer screen.

Basically there are two types of computer graphics namely.

Interactive Computer Graphics: Interactive Computer Graphics involves a two way


 

communication between computer and user. Here the observer is given some control
over the image by providing him with an input device for example the video game
controller of the ping pong game. This helps him to signal his request to the computer. 
The computer on receiving signals from the input device can modify the displayed
picture appropriately. To the user it appears that the picture is changing instantaneously
in response to his commands. He can give a series of commands, each one generating
a graphical response from the computer. In this way he maintains a conversation, or
dialogue, with the computer.
Interactive computer graphics affects our lives in a number of indirect ways. For
example, it helps to train the pilots of our airplanes. We can create a flight simulator
which may help the pilots to get trained not in a real aircraft but on the grounds at the
control of the flight simulator. The flight simulator is a mock up of an aircraft flight deck,
containing all the usual controls and surrounded by screens on which we have the
projected computer generated views of the terrain visible on take off and landing. 
Flight simulators have many advantages over the real aircrafts for training purposes,
including fuel savings, safety, and the ability to familiarize the trainee with a large
number of the world’s airports.
Here user can engage with graphics i.e. it is two way communication between user and graphics.
example : video games

Non Interactive Computer Graphics: In non interactive computer graphics otherwise


known as passive computer graphics. it is the computer graphics in which user does not
have any kind of control over the image. Image is merely the product of static stored
program and will work according to the instructions given in the program linearly. The
image is totally under the control of program instructions not under the user. Example:
screen savers.
Here user cannot engage with graphics. It is one way communication user can only watch graphical
activity without any interaction.
example : TV broadcasting
Interactive Graphics   Non-Interactive graphics  
 User interaction is required   User interaction is not required 

 The user has full control over  the  The user only has control
 content                                           over  some parts
    of the content 
 Programmed in a way that user
can  Passive, totally controlled
 control graphic  by  the Program
 Examples:  
 Examples: 
 Simulators (training pilots)  
 Video games    Videos, movies, images      
 User Interface    
Difference between TV and Computer Display
Definitions
A 19-inch LG monitor
with an aspect ratio of 16:10
Computer Monitor – Also known as a computer display, a computer monitor is the electronic visual display for PC systems. It comprises of a power
supply, casing, circuitry and of course, the display device. Old computer displays used to use a CRT (Cathode Ray Tubes) but now, computer displays
are usually a thin film transistor LCD (Liquid Crystal Display) or a flat panel LED (Light-Emitting Diode). It generally also is connected to our PC system
via VGA, DVI, HDMI, DisplayPort or LVDS (Low-Voltage Differential Signaling).
Originally, a computer display’s purpose didn’t include entertainment but was only for data processing. But from the 1980’s onwards, it has been used
for both data processing and entertainment purposes. There are a few common aspect ratios or geometric shape of a computer display, and these are
4:3, 16:10, and 16:9. A computer monitor’s resolution has also increased over time from 320×200 in the 1980’s up to our current 3840×2160.

Samsung 105 Inches TV at


4k resolution in display
TV – commonly known as the telly, the tube, or simply TV, is a telecommunication medium used to transmit a moving image and sound. It is a mass
medium worldwide for news, education, and entertainment. The idea of a television started in the late 1920’s in an experimental form and began
expanding in the US and Britain until it became so popular that it has become common in homes, businesses and institutions.
TV started as a mechanical television, advanced through electronics, upgraded to a color television, advanced once more to digital television, and now
we have our 3d and smart televisions. It also underwent four broadcast systems and started from terrestrial television that used antennas, then moved
on to cable television, satellite television, and eventually internet television.

The TV system started as a Disk that used a spinning disk to create and reproduce images that had low resolution and screen size. It was then
followed by the CRT system, the DLP (Digital Light Processing) or projector technology, the popular Plasma system, LCD system, and now
the OLED (Organic light-emitting diode). Resolution of the TV started from 240p (320×240) up to our current 4K (3840×2160).
Computer Monitor vs TV
What’s the difference between a computer monitor and a TV? Now that both units are usually interchangeable, it all comes down to their pricing,
resolutions, input connectors, speakers, and their sizes.

A computer monitor tends to have a higher resolution than most TVs at its own price. Compare an Acer R240HY for example, 23.8 inch at 1080p
resolution priced at $130, and Samsung UN24H4000, 24 inches at 720p resolution priced at $128. A TV has more input connectors than a monitor
though, and it also has a built-in speaker rather than a separate device when using a computer. So depending on the technology used on each one of
them, the difference mainly lies on the pricing, the speaker and built-in TV tuner.

Comparison Chart
Computer Monitor TV

Resolution started from 240p up to 3840×2160 Resolution started from 240p up to 3840×2160

Higher resolution (price-wise) Lower resolution (price-wise)

Can be used as a TV (Depending on input Can be used as a computer monitor (Depending on input
connectors) connectors)

Preferred for gaming purposes Preferred for other entertainment purposes

High resolution Graphics

Resolution 
Image resolution is typically described in PPI, which refers to how many pixels are displayed per inch of an image. 

Higher resolutions mean that there more pixels per inch (PPI), resulting in more pixel information and creating a high-quality, crisp image. 

Images with lower resolutions have fewer pixels, and if those few pixels are too large (usually when an image is stretched), they can become visible like the image
below.
 

When you change the resolution of an image, you are saying how many pixels you want to live in each inch of the image. For example, an image that has a
resolution of 600 ppi will contain 600 pixels within each in of the image. 600 is a lot of pixels to live in just one inch, which is why 600ppi images will look very crisp
and detailed. Now, compare that to an image with 72ppi, which has a lot fewer pixels per inch. As you've probably guessed, it won't look nearly as sharp as the
600ppi image.

Resolution rule of thumb: When scanning or photographing, always try and capture the image at the largest resolution/quality.

Why?

It's better to have more information than not enough! It's much easier for image editing applications, like Photoshop, to discard any unwanted image information
(reducing the size of an image) than it is to create new pixel information (enlarge an image). 

High-resolution graphics in Motion


When you need to pan and zoom in or out of an image (such as a scanned map or photograph),
use a high-resolution image. There won’t be any image degradation because you typically won’t
need to zoom more than 100 percent. Scaling video and still images up to more than 100 percent
creates artifacts: individual pixels become noticeable, causing a stair-stepping effect on high-
contrast diagonal lines.
To scale an imported graphic to match the frame size of a sequence, use the following frame
sizes:
Frame size Type of video
(pixels)

4096 x 2160 4K Digital Cinema, 256:135, square pixel


Frame size Type of video
(pixels)

3840 x 2160 4K Ultra High definition, 16:9, square pixel

2048 x 1080 2K, 256:135, 16:9, square pixel

1920 x 1080 High definition, 16:9, square pixel

1280 x 720 High definition, 16:9, square pixel

1024 x 768 Presentation, Large, 4:3, square pixel

800 x 600 Presentation, Medium, 4:3, square pixel

720 x 486 Standard definition, 4:3, nonsquare pixel for


NTSC

720 x 480 Standard definition DV, 4:3, nonsquare pixel for


NTSC

720 x 576 Standard definition, 4:3, nonsquare pixel for PAL

618 x 618 Sticker, Large, Aspect ratio: Square

408 x 408 Sticker, Medium, Aspect ratio: Square

300 x 300 Sticker, Small, Aspect ratio: Square

Tracking Procedure:

 Tracking, in computer graphics, a vital part of match moving


 Tracking, composing music with music tracker software
 Optical motion tracking, or motion capture
 Position tracking (incremental encoder) , monitoring the location of a mechanical system in real-time by counting pulses
 Positional tracking, an essential component of augmented reality
 Video tracking, finding the location in each frame of a video sequence
 Web visitor tracking, the analysis of visitor behavior on a website
Tracking is used to expand or contract the amount of text on a page by expanding or reducing the amount of space between
letters. It differs from kerning in that it is applied to an entire font or to a range of text, whereas kerning refers to certain letter
pairs.

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