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Spatiotemporal and live data streams are norm rather than the exception; measurable as a change in capacitance.
A holistic picture of an event or situation is more important than silos of <Types of microphones> Dynamic microphones operate on the principle
isolated data; Users want insights and information that are independent of of electromagnetic induction. They consist of a diaphragm attached to a coil
the medium and data source; Only relevant information counts; of wire, placed within the magnetic field of a magnet. When sound waves
Exploration (browsing) is the predominant mode of interaction (Instead of <Neisser’s Perceptual Cycle> An agent is continuously interacting with the hit the diaphragm, it moves, causing the coil to move within the magnetic
relational database querying is the primary interaction in previous environment using its sensory mechanisms; Build the model of the environ field. This movement generates an electrical current that is analogous to
generation application). ment; The system decides what is further required to complete the task an the sound waves; Condenser microphones, also known as capacitor
<Difference of human and computer in percept> Current information envir d how that information could be acquired.Agent:{Environment(available in microphones, use a capacitor to convert acoustic energy into electrical
onments often work against the human-machine synergy: Humans are goo formation)-modifies->Schema-Directs->Exploration-samples->Env.} energy. The main components are a diaphragm and a backplate, which
d at conceptual and perceptual analysis; Computers are exactly the opposit <Semantic gap> The semantic gap is the difference between the together create a capacitor. When sound waves hit the diaphragm, the
e, they are efficient at mathematical and logical analysis. information that a machine can extract from (perceptual) data and the distance between the diaphragm and the backplate changes, causing
<Experiential environment> is an environment where users directly use th interpretation that a user in a given situation has for the same data. variations in capacitance. These changes are translated into an electrical
eir senses to observe data and information of interest related to an event. N signal. To function, condenser microphones require power, either from a
atural interaction with the data based on the users’ particular set of interes battery or phantom power provided by a mixer or audio interface.
ts in the context of that event. <Digitization> is a process for converting continuous signal into a discrete
<Properties of Experiential Environments> Direct and Intuitive, Provides set of its samples. Digitized sample values are much less susceptible to
a holistic picture of an event without using unfamiliar metaphors and com distortions than analog signals. The error the quantization introduces is the
mands; Provide the same query and presentation spaces, Query and pre quantization noise. The error the sampling rate introduces is the
sentation spaces are the same; Consider both the User State and Context, discretization error.
People operate best when they are in known contexts. Good experiential e <Nyquist frequency> If a function x(t) contains no frequencies higher than
nvironment should promote perceptual analysis and exploration. B hertz, x(t) is completely determined by its ordinates at a series of points
<Why Multimedia Computing> We need a good experiential system to impr spaced 1/2B seconds apart.
ove human-machine synergy for current information environments; Experi <Sound Pressure Level> Sound Pressure Level (SPL), or L p , is defined as:
ential Systems are technically implemented as Multimedia Systems (Integra Lp=20lg(p/p_ref) dB. Measurement on logarithmic scale using decibels,
te, Process and Output data from different sensory modalities). <Masking in hearing> Frequency Masking: The phenomenon where a loud where p is the RMS sound pressure and p ref is a reference sound pressure.
<Formal Definition of Multimedia Computing> Consider a system equipped sound in one frequency band masks a softer sound in another frequency The sound pressure perceived by human ear is non-linear.
with multiple sensors working in a physical environment; Multimedia diffe band, which would have been audible without the loud sound, is known as <A-weighting scheme> Sound-pressure measurements are often frequency
rs from monomedia fields like computer vision or audio processing in the w auditory masking. weighted to match perception. A-weighting is applied to instrument-
ay that Multimedia is closely related to how humans experience the world; Temporal Masking: After a loud sound ceases, a quiet sound may remain measured sound levels in an effort to account for the relative loudness
Partial information from multiple media sources is correlated and combine inaudible for a brief duration as the ear temporarily reduces its sensitivity, perceived by the human ear, as the ear is less sensitive to low audio
d to get complete information about the environment; Multimedia computi requiring time to readjust its gain to normal levels. frequencies. It is employed by arithmetically adding a table of values, listed
ng and communication is fundamentally about combining information from <Types of Sensors> Sensors that imitate human sensors; Sensors that do by octave or third-octave bands, to the measured sound pressure levels in
multiple sources in the context of the problem being solved. not imitate human sensor; Sensors that measure physical facts about the dB. Sound-pressure levels weighted by A-weighting scheme are usually
environment. <Sensors Limitations> Limited dynamic range; Offset, bias; labeled as dBA or dB(A).
Nonlinearity; Hysteresis(deviation over time).
<Sinusoid Signal> x(t)=Acos(2πBt+θ), B=1/T.