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GANESH COLLEGE OF ENGINEERING

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

Year/Sem: III/VI

Academic year: 2023-2024

SUBJECT NAME:

MULTIMEDIA AND ANIMATION


SUBJECT CODE: CCS352
CCS352 MULTIMEDIA AND ANIMATION

UNIT I INTRODUCTION TO MULTIMEDIA

Definitions, Elements, Multimedia Hardware and Software, Distributed multimedia systems,


challenges: security, sharing / distribution, storage, retrieval, processing, computing. Multimedia
metadata, Multimedia databases, Hypermedia, Multimedia Learning.

UNIT II MULTIMEDIA FILE FORMATS AND STANDARDS

File formats – Text, Image file formats, Graphic and animation file formats, Digital audio and
Video file formats, Color in image and video, Color Models. Multimedia data and file
formats for the web.

UNIT III MULTIMEDIA AUTHORING

Authoring metaphors, Tools Features and Types: Card and Page Based Tools, Icon and Object
Based Tools, Time Based Tools, Cross Platform Authoring Tools, Editing Tools, Painting and
Drawing Tools, 3D Modeling and Animation Tools, Image Editing Tools, audio Editing Tools,
Digital Movie Tools, Creating interactive presentations, virtual learning, simulations.

UNIT IV ANIMATION

Principles of animation: staging, squash and stretch, timing, onion skinning, secondary action,
2D, 2 ½ D, and 3D animation, Animation techniques: Keyframe, Morphing, Inverse Kinematics,
Hand Drawn, Character rigging, vector animation, stop motion, motion graphics, , Fluid
Simulation, skeletal animation, skinning Virtual Reality, Augmented Reality.

UNIT V MULTIMEDIA APPLICATIONS

Multimedia Big data computing, social networks, smart phones, surveillance, Analytics,
Multimedia Cloud Computing, Multimedia streaming cloud, media on demand, security and
forensics, Online social networking, multimedia ontology, Content based retrieval from digital
libraries.
MODULE-1

UNIT-1 Introduction to Multimedia

Structure
1. Objectives
2. Introduction
3. Definition of Multimedia
4. Media elements
5. Benefits of Multimedia
6. Multimedia in Learning
7. Designing multimedia applications
8. Digital imaging
9. Summary
10. Keywords
11. Exercise
12. References

1. Learning objectives
After studying this unit, you will be able to,
 define multimedia,
 mention applications of multimedia.
 describes the elements & classes of multimedia
 state benefits of multimedia.
 Explain multimedia in learning,
 design of multimedia

1. Introduction of multimedia
Multimedia systems are becoming an integral part of our heterogeneous computing and
communication environment. We have seen an explosive growth of multimedia computing,
communication, and applications over the last decade. The World Wide Web, conferencing,
digital entertainment, and other widely used applications are using not only text and images but

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also video, audio, and other continuous media. In the future, all computers and networks will
include multimedia devices. They will also require corresponding processing and communication
support to provide appropriate services for multimedia applications in a seamless and often also
ubiquitous way.

Multimedia is probably one of the most overused terms of the 90s. The field is at the crossroads
of several major industries: computing, telecommunications, publishing, consumer audio-video
electronics, and television/movie/broadcasting. Multimedia only brings new industrial players to
the game, but adds a new dimension to the potential market.

1.2The term “Multimedia”


The word multimedia is composed of two parts: the prefix Multi and the root Media. The prefix
Multi does not pose any difficulty; it comes from the latin word multus, which means
‗numerous‖ or ―many‖.
The root media has a more complicated story. Media is plural form of the latin word medium.
Media is noun and means ―middle, center‖.

2. The definition of multimedia

―Multimedia is the integration of multiple forms of media. It includes text, audio,


animations, and video and so on.‖
Medium is ―a means to distribute and represent information‖. Media are, for example, text,
graphics, picture, voice, sound and music.

1. Classification of media
Each medium defines,
Representation values - determine the information representation
of different media
– Continuous representation values (e.g. electro-magnetic waves)
– Discrete representation values(e.g. text characters in digital form)

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Representation space determines the surrounding where the media are
presented.
– Visual representation space (e.g. paper, screen).
– Acoustic representation space (e.g.
stereo). Following are the different classes of media,
 Perception Medium
How do humans perceive information in a computer?
– Through seeing - text, images, video.
– Through hearing - music, noise, speech.
 Representation Medium
How is the computer information encoded?
– Using formats for representing and information.
– ASCII(text), JPEG(image), MPEG(video).
 Presentation Medium
Through which medium is information delivered by the computer
or introduced into the computer?
– Via I/O tools and devices.
– Paper, screen, speakers (output media).
– Keyboard, mouse, camera, microphone (input media).
 Storage Medium
 Where will the information be stored?
– Storage media - floppy disk, hard disk, tape, CD-ROM etc.
 Transmission Medium
 Over what medium will the information are transmitted?
– Using information carriers that enable continuous data
transmission – networks.
– Wire, coaxial cable, fiber optics.
 Information Exchange Medium
 Which information carrier will be used for information exchange
between different places?
– Direct transmission using computer networks

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– Combined use of storage and transmission media (e.g. electronic
mail).

3. Media elements

High-impact multimedia applications, such as presentations, training, and messaging, require the
use of moving images such as video and image animation, as well as sound intermixed with
document images and graphical text displays. Multimedia applications require dynamic handling
of data consisting of a mix of text, voice, audio components, video components and image
animation. Integrated multimedia applications allow the user to cut sections of all or any of these
components and paste them in a new document or in another application such as an animated
sequence of events, a desktop publishing system, a spreadsheet. The components of multimedia
are listed as below:

 Facsimile
 A facsimile is a copy or reproduction of an old book, manuscript, amp art print, that is
as true to the original copy.
 Facsimile transmission was the first practical means of transmitting document images
over the telephone lines.
 Text
 Text and symbols are very important for communication in any medium.
 Document Images
 Document images are being used for storing business documents that must be
retained for long time or may need to be accessed by a large number of people.
 Photographic Images
 Photographic images are used for a wide range of applications and it can also be used
as employee records for instant identification at the security level.
 Geographical Information Systems
 The GIS maps are being used widely for natural resources and wild life management
as well as urban planning.
 Voice Commands and Voice Synthesis
 Voice commands are being used for hands-free-operation for computer programs.
 Voice synthesis is used for presenting the results of an action to the user in a
synthesized voice.
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 Audio Messages
 Voice messages refer to a message that could be sent to a destination using
voice media.
 Video Messages
 Video messages refer to a message that could be sent to a destination using
video transmission media.
 Full motion stored and Live Video (FMV)
 Full motion video started out as a very useful idea for online training and
maintenance manual.
 The evolutionary step of FMV is video conferencing.
 Holographic images
 Holographic images extend the concept of virtual reality by allowing the user to
get ―inside‖a part such as operations from the outside.
 Fractals
 This technology is based on synthesizing and storing algorithms that describe
the information.

4. Benefits of multimedia
Multimedia is widely used in applications like,
 Teleconferencing
 VoIP(Voice over IP)
 PC –to- PC.
 PC-to-Telephone.
 Audio, Video and Multimedia messages
 Voice mail.
 Multimedia mail.
 Geographical Information System.
 Image processing and image recognition.
 Video Conferencing.
 Universal Applications
 Education.

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 Science and Technology.
 Medicine.
 Business
 Advertisements.
 Training materials.
 Presentations.
 Customer support services.
 Entertainment
 Interactive Games.
 Animation.
 Enabling Technology
 Accessibility to web based materials
 Teaching-learning for disabled children and adults.
 Fine Arts and Humanities
 Museum tours.
 Art exhibitions.
 Presentations of literature.

Multimedia in learning
In many ways, ours has been a multimedia society for decades. A variety of media - print
material, film strips, and visual aids - have been used in the classroom for years. Conferences
and seminars have made effective use of music, lights, slide projectors and videotapes. And
ubiquitous televisions have shaped a new multimedia generation.

What differentiates multimedia as the buzzword of the nineties, however, is the partnership
potential of multiple media and computer technologies. Computers can now present data, text,
sound, graphics, and limited motion video on the desktop. Computer based multimedia skill and
knowledge applications offer benefits and value difficult to equal in non-technology
implementations.

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The use of multimedia in learning offers many advantages:

1. Enhancement of Text Only Messages: Multimedia enhances text only presentations by adding
interesting sounds and compelling visuals.

2. Improves over Traditional Audio-Video Presentations: Audiences are more attentive to


multimedia messages than traditional presentations done with slides or overhead transparencies.

3. Gains and Holds Attention: People are more interested in multimedia messages which
combine the elements of text, audio, graphics and video. Communication research has shown that
the combination of communication mode (aural and visual) offers greater understanding and
retention of information.

4. Good for "computer-phobic": Those who are intimidated by computer keyboards and complex
instructions are more comfortable with pressing buttons with a mouse or on a screen.

5. Multimedia is Entertaining as well as Educational:

Relative industries
Creative industries use multimedia for a variety of purposes ranging from fine arts, to
entertainment, to commercial art, to journalism, to media and software services provided for any
of the industries listed below. An individual multimedia designer may cover the spectrum
throughout their career. Request for their skills range from technical, to analytical, to creative.

Commercial uses
Much of the electronic old and new media used by commercial artists is multimedia. Exciting
presentations are used to grab and keep attention in advertising. Business to business, and
interoffice communications are often developed by creative services firms for advanced
multimedia presentations beyond simple slide shows to sell ideas or liven-up training.
Commercial multimedia developers may be hired to design for governmental services and
nonprofit services applications as well.

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Entertainment and fine arts
In addition, multimedia is heavily used in the entertainment industry, especially to develop
special effects in movies and animations (VFX, 3D animation, etc.). Multimedia games are a
popular pastime and are software programs available either as CD-ROMs or online. Some video
games also use multimedia features. Multimedia applications that allow users to actively
participate instead of just sitting by as passive recipients of information are called Interactive
Multimedia. In the field of Arts there are multimedia artists, whose minds are able to blend
techniques using different media that in some way incorporates interaction with the viewer.

In Education, multimedia is used to produce computer-based training courses (popularly called


CBTs) and reference books like encyclopedia and almanacs. A CBT lets the user go through a
series of presentations, text about a particular topic, and associated illustrations in various
information formats. Edutainment is the combination of education with entertainment, especially
multimedia entertainment.

Learning theory in the past decade has expanded dramatically because of the introduction of
multimedia. Several lines of research have evolved (e.g. Cognitive load, Multimedia learning,
and the list goes on). The possibilities for learning and instruction are nearly endless.

The idea of media convergence is also becoming a major factor in education, particularly higher
education. Defined as separate technologies such as voice (and telephony features), data and
video that now share resources and interact with each other, synergistically creating new
efficiencies, media convergence is rapidly changing the curriculum in universities all over the
world. Likewise, it is changing the availability, or lack thereof, of jobs requiring this savvy
technological skill.

Journalism
Newspaper companies all over are also trying to embrace the new phenomenon by implementing
its practices in their work. While some have been slow to come around, other major newspapers
like The New York Times, USA Today and The Washington Post are setting the precedent for the
positioning of the newspaper industry in a globalized world.

News reporting is not limited to traditional media outlets. Freelance journalists can make use of
different new media to produce multimedia pieces for their news stories. It engages global

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audiences and tells stories with technology, which develops new communication techniques for
both media producers and consumers.

Engineering
Software engineers may use multimedia in Computer Simulations for anything from
entertainment to training such as military or industrial training. Multimedia for software
interfaces are often done as collaboration between creative professionals and software engineers.

Industry
In the Industrial sector, multimedia is used as a way to help present information to shareholders,
superiors and coworkers. Multimedia is also helpful for providing employee training, advertising
and selling products all over the world via virtually unlimited web-based technology

Mathematical and scientific research


In mathematical and scientific research, multimedia is mainly used for modeling and simulation.
For example, a scientist can look at a molecular model of a particular substance and manipulate
it to arrive at a new substance. Representative research can be found in journals such as the
Journal of Multimedia.

Medicine
In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the
human body is affected by diseases spread by viruses and bacteria and then develop techniques
to prevent it.

Document imaging
Document imaging is a technique that takes hard copy of an image/document and converts it into
a digital format (e.g. Scanners).

Designing multimedia applications

We introduced a number of data element types in the earlier section that form the basic elements
of multimedia applications. While the progression of graphical user interfaces opened the way
for a variety of multimedia applications such as, Document imaging, Image processing, Image
recognition are intended for recognizing objects by analyzing their raster images.

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The rapid evolution and spread of GUIs has made it possible to implement multimedia
applications widely accessible to desktop users in an office environment. In the subsequent
sections, we will look at these applications and then present a view of generic multimedia
applications.

1. Document Imaging

The first major step toward multimedia was originated in document image management systems.
Organizations such as insurance agencies, law offices, country and state governments, including
the department of defense, manage large volume documents. In fact, the Department of Defense
(DOD) is among the early adopters of document image technology for applications ranging from
military personal records to maintenance manuals and high speed printing systems.

The source of interest in imaging is due to its workflow management and contribution to
productivity. Document imaging makes it possible to store, retrieve, and manipulate very large
volume of drawings, documents, and other graphical representation of data. Imaging also
provides important benefits in terms of electronic data interchange, such as in the case of sending
large volume of engineering data about complex systems in electronic form rather than on paper.

Imaging is already being used for a variety of applications. An application such as medical
claims processing not only speeds payment to healthcare facilities, but cuts costs of reentering
information from claim forms into a computer database. OCR systems now automatically handle
the task of data entry of key fields.

2. Image Processing and Image Recognition


Unlike document image management, image processing involves image recognition, image
enhancement, image synthesis, image reconstruction and image understanding. The original is
not altered in document image workflow management system rather, annotations are recorded
and stored separately an image processing system, on the other hand, may actually alter the
contents of the image itself. Examples of image processing systems applications include
recognition of images, as in factory floor quality assurance systems; image enhancement, as in

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satellite reconnaissance systems; image synthesis, as in law enforcement suspect identification
systems; and image reconstruction, as in plastic surgery design systems.

Let us briefly review the various aspects of image processing and image recognition.
Image enhancement: Most image display systems provide some level of image enhancement.
This may be a simple scanner sensitivity adjustment very much akin to the light-dark adjustment
in a copier. Increasing the sensitivity and contrast makes the picture darker by making borderline
pixels black or increasing the gray-level of pixels. Or it may be more complex, with capabilities
built in the compression boards. These capabilities might include the following:

(i) Image calibration- the overall image density is calibrated, and the image pixels
are adjusted to a predefined level.
(ii) Real-time alignment- the image is aligned in real-time for skewing caused by
improper feeding of paper.
(iii) Gray-scale normalization- the overall level of an image is evaluated to determine if it
is skewed in one direction and if it needs correction.
(iv) RGB hue intensity adjustment- too much color makes picture garish and fuzzy.
Automatic hue intensity adjustment brings the hue intensity within predefined
ranges.
(v) Color separation-A picture with very little color contrast can be dull and may not
bring out the details. The hardware used can detect and adjust the range of color
separation.

Image Animation: Computer-created or scanned images can be displayed sequentially at


controlled display speeds provide image animation that simulates real processes. Image
animation is a technology that was developed by Walt Disney and brought into every home in
the form of cartoons. The basic concept of displaying the successive images at short intervals to
give the perception of motion is being used successfully in designing moving parts such as
automobile engines.

Image Annotation: Image Annotation can be performed in one of two ways: as a text file stored
along with the image or as a small image stored with the original image.

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Optical Character Recognition: Data entry has traditionally been more expensive component
of data processing. OCR technology, used for data entry by scanning typed or printed words in a
form, has been in use for quite some time.

3. Full motion Digital video Applications:

Full motion video has applications in the games industry and training, as well as the business
world. For all business applications, some core requirements are as follows:

 Full-motion video clips should be sharable but should have only one sharable copy-user
may have their own copies of design manual but storing duplicated video clips requires
substantial storage.
 It should possible to attach full-motion video clips to other documents such as memos,
chapter text, presentations and so on.
 Users should be able to take sections of a video clip and combine the sections with
sections from other video clips to form their own video clips.
 All the normal features of a VCR metaphor, such as, rewind, forward, play, and search
should be available.
 Users should be able to search to the beginning of a specific scene. That is, the full-
motion video should be indexed.
 Users should be able to place their own indexing marks to locate segments in the video
clip.
 Users should be able to move and resize the window displaying the video clip.
 Users should be able to adjust the contrast and brightness of the video clip and also adjust
volume of the associated sound.

4. Electronic messaging
The first-generation mail systems provided a basic text link between users and provided a
valuable communications medium for users within an enterprise. These systems were the first
alternative to paper-based inter office memos. The second generation of E-mail systems
expanded this capability tremendously by providing cross-platform and cross-network E-mail
with a capability to attach other files ranging from editable text files to bit-mapped graphics and

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program executable, and embed native format graphics or text files within an electronic mail
message. This increased capability has tremendous potential to change the interaction among
mail-enabled workers who can exchange information much more rapidly even when they are
widely distributed geographically.

The availability of other technologies, such as audio compression and decompression and full-
motion video, has opened new ways in which electronic mail can be used. What used to be a text
document has given way in stages to a complex rich-text document with attachments and, more
recently, to a very complex hypermedia document. With this capability in mind, electronic
messaging is changing from being a communication medium to a workgroup application. A
multimedia-enabled electronic messaging system requires a sophisticated infrastructure
consisting of the following to support it:

 Message store and forward facility.


 Message transfer agents to route messages to their final destinations across various
nodes in multilevel network.
 Message repositories where users may store them just as they would store documents in
a filing document.
 Repositories for dense multimedia components such as images, video frames,
audio messages, and full-motion video clips.
 Ability for multiple electronic hypermedia messages to share the same
multimedia components residing in various repositories on the enterprise network.
 Dynamic access and transaction managers to allow multiple users to access, edit,
and print these multimedia messages.
 Local and global directories to locate users and servers across an enterprise network.
 Automatic database synchronization of dynamic electronic messaging database.
 Automatic protocol conversions and data format conversions.
 Administrative tools to manage enterprise-wide networks.

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7. Digital imaging
Digital imaging is the creation of digital images, typically from a physical scene. The term is
often assumed to imply or include the processing, compression, storage, printing, and display of
such images. The most usual method is by digital photography with a digital camera.
Methods

Digital photograph may be created directly from a physical scene by a camera or similar device.
Alternatively, a digital image may be obtained from another image in an analog medium, such as
photographs, photographic film, or printed paper, by an image scanner or similar device. The
digitalization of analog real-world data is known as digitizing, and involves sampling and
quantization.

Finally, a digital image can also be computed from a geometric model or mathematical formula.
In this case the name image synthesis is more appropriate, and it is more often known as
rendering.

Previously digital imaging depended on chemical and mechanical processes, now all these
processes have converted to electronic. A few things need to take place for digital imaging to
occur, the light energy converts to electrical energy- think of a grid with millions of little solar
cells. Each condition generates a specific electrical charge. Charges for each of these "solar
cells" are transported and communicated to the firmware to be interpreted. The firmware is what
understands and translates the color and other light qualities. Pixels are what is noticed next, with
varying intensities they create and cause different colors, creating a picture or image. Finally the
firmware records the information for future and further reproduction.

Advantages
There are several benefits of digital imaging.

 The process enables easy access of photographs and word documents. Google is at
the forefront of this ‗revolution,‘ with its mission to digitize the world‘s books.
 Digital imaging also benefits the medical world because it allows the electronic
transmission of images to third-party providers, referring dentists, consultants, and
insurance carriers via a modem.
 Digital imaging is also frequently used to help document and record historical,
scientific and personal life events.

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 Benefits also exist regarding photographs. Digital imaging will reduce the need for
physical contact with original images. Furthermore, digital imaging creates the possibility
of reconstructing the visual contents of partially damaged photographs, thus eliminating
the potential that the original would be modified or destroyed.
 Another advantage to digital photography is that it has been expanded to camera phones.
We are able to take cameras with us wherever as well as send photos instantly to others.
It is easy for people to us as well as help in the process of self-identification for the
younger generation.

8. Summary
This chapter introduced the definition of multimedia systems- the essential components of
multimedia systems, benefits of multimedia systems in different areas, and the types of
applications that fall into the class of multimedia. It also includes the digital imaging process.
We listed text, graphics, images, fractals, audio, and video as the components that can be found
in multimedia systems. Any multimedia design address how each of components will be
handled. These must be addressed by applications such as, document imaging, image processing,
full motion digital video applications, electronic messaging.
We also addressed about the multimedia in learning-using of multimedia systems in different
areas such as, relative industries, commercial uses, entertainment and fine arts, journalism,
engineering, industry, mathematical and scientific research, medicine, document imaging.
Here, have also discussed on the methods for creating digital images and the benefits of digital
imaging.

9. Keywords:
Multimedia, Text, Images, Sound, video, Elements of multimedia, Design of multimedia, Digital
Imaging.

10. Exercises
1. Define multimedia.
2. List the multimedia elements.
3. Explain any two elements of multimedia system.

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4. Discuss the applications of multimedia system.
5. What are the advantages of multimedia system?
6. Discuss briefly about Digital Imaging.

1.11 References
1. Ralf Steinmentz , klara Naestedt: Multimedia Fundamentals: Vol 1- Media Coding
and Content processing, 2nd edition, PHI, Indian Reprint 2008.
2. Prabhat K. Andleigh, kiran Thakrar,Multimedia Systems Design, PHI,2003.
3. Digital Multimedia, Nigel Chapman

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