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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

INSTRUCTOR’S MATERIALS
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Chapter -1

Multimedia – An
Overview

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Contents
• Introduction
• Characteristics of a Multimedia Presentation
• Hardware and Software Requirements
• Uses of Multimedia
• Analog and Digital Representation
• Digitization
• Nyquist’s Sampling Theorem
• Quantization Error
• Visual Display System

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Introduction
• Overview
– Term “multimedia” comes from Latin multus meaning “numerous” and media meaning “middle”.
– In modern day context “multimedia” means “multiple means” or “multiple intermediaries”
– Multiple means for conveying information between the source and sink.
– The multiple means are : text, image, graphic, audio, video and animation.

• Multimedia Presentation and Production


– A multimedia presentation is essentially a ‘show’ whose content is expressed by various media types
– The individual or team who creates the show is called the developer or author.
– The end user who executes or runs the presentation is the target audience.
– Each presentation must be made for a specific class of target audience e.g. students, workers etc.
– A presentation must fulfill a set of objectives or goals
– Process of creating the presentation is called production or authoring
– Production work is carried out by a group of professionals called developers or authors

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill
Education

Characteristics
• Multiple Media
– Text : alpha-numeric characters entered via the keyboard or copied from an existing documents
– Image : real world photographs taken through a camera and subsequently digitized
– Graphics : drawings or sketches drawn by artists usually by using graphic software
– Audio : human speech or music recorded through microphones and subsequently digitized
– Video : real-world motion scenes usually taken through a video camera and subsequently digitized
– Animation : synthetic or artificial motion 2D/3D scenes drawn by artists or animators using software

• Non-linearity
– User is able to navigate to different parts of presentation instantaneously
– Display the sequence of information as per user’s choice, with appreciable delays
– Determined by navigational pathways built by the author within the presentation

• Interactivity
– Enables use of buttons, menus, links for non-linear navigation
– Enables starting and stopping of media elements like audio, video, animation by user
– Enables accepting user’s inputs and provides appropriate responses
– Examples include simulation, games, drill and practice sessions, tutorials etc.

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill
Education

Characteristics
• Digital Representation
– Represented within a digital computer utilizing random access capabilities
– Each media type needs to be represented in digital form
– Software can be used to improve media quality during editing and authoring
– Compression techniques makes file sizes smaller leading to efficient performances

• Integrity
– Multiple media need to be part of a single framework that is the presentation itself
– The media cannot be played independently but determined by presentation structure
– Capabilities and behaviours determined and controlled by author and developer

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Hardware and Software


• Specifications
– Specifications for multimedia PC (MPC) specified by Multimedia Marketing Council (MMC)
– MPC specifications helps to standardize capabilities of multimedia based computers
– Also provides guidelines for consumers for purchasing them
– MPC-1 specifications published in 1990 and MPC-2 in 1993
– Such specifications are however outdated nowadays due to rapid progress in these fields

• Playback
– Processor : Pentium class
– RAM : 128 MB (min) to 1 GB (recommended)
– Hard disk : 100 GB
– SVGA monitor and adapter supporting 800 by 600 display mode
– CD-ROM drive with speeds of 4X (min) to 36X (recommended)
– Sound card and speakers
– Keyboard and mouse
– Windows OS, drivers, plug-ins, media players etc.

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Hardware and Software


• Production
– Processor : Pentium II or higher
– RAM : 1 GB (min) to 2 GB (recommended)
– Hard disk : 100 GB (min) to 500 GB (recommended)
– SVGA monitor and adapter supporting 800 by 600 display mode
– CD/DVD-Writer with speeds of 4X (min) to 36X (recommended)
– Sound card and speakers
– Keyboard and mouse
– Accessories like scanner, microphone, video capture card, camera etc.
– Windows OS, drivers, plug-ins, media players etc.
– Editing / media processing software, authoring software, 2D/3D animation software.

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-
Hill Education

Uses of Multimedia
• Home Entertainment
– Games, cartoons, interactive encyclopedias etc.

• Educational
– Learning packages and lab simulation

• Training
– Computer based training packages for professionals

• Information
– Shopping kiosks, railway time tables, digital library

• Corporate
– For company profiles, products, advertisements

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-
Hill Education

Uses of Multimedia
• Business
– Sales of fragile, industrial, chemical products via simulations

• Tourism
– Tour packages, lodging boarding info, museums, galleries

• Commerce
– E-commerce packages, on-line shopping catalogs

• Communications
– Audio/video conferencing, voice-mail, Video-on-Demand

• Medicine
– Using 3D images of human bodies, tele-medicine

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-
Hill Education

Uses of Multimedia
• Engineering
– CAD, CAM, architectural drawings

• Database
– Content based search and retrieval systems

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Analog and Digital Representations


• Analog quantities
– Continuously varies over space or time
– Can be represented by mathematical functions of the form S = f(x, y, z, t)
– Measured by instruments called sensors which transform the physical variable to electrical signals
– Electrical signals can be conveniently measured and manipulated
– Example : microphones convert environmental sound into audio signals which can be recorded

• Waves
– Analog quantities are usually represented by waves
– Waves are conceived as energy propagations from one place to another
– Associated with oscillatory or vibrational forces
– Depicted as graphs to depict behaviour of particles in the path of a wav e
– Usually represented by sinusoidal functions : y = Acos(x) + Bsin(x)

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Analog and Digital Representations


• Fundamental properties of waves
– Amplitude (A) is the largest displacement of a particle in the path of a wave from its mean position
– Represents the intensity of the wave energy
– Frequency (f) indicates how fast the particle is oscillating in unit time
– Represents the pitch of sound or color of light. Measured in a unit called Hertz
– A wave of 1 Hz completes one oscillation or cycle in 1 second
– Time period (T) is the time taken to complete 1 cycle i.e. T = 1/f
– Waveform indicates pictorial shape of a wave.
– Represents the tonal quality i.e. nature of elementary components making up the wave

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Analog and Digital Representations


• Elementary and composite Waves
– Sinusoidal waves are regarded as elementary waves.
– Two or more such waves can be combined together to form composite waves
– The actual shape of a composite wave may be non-sinusoidal
– Depends on relative amplitudes, frequencies and phase-differences of elementary components

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Analog and Digital Representations


• Temporal and spatial waves
– Temporal waves depict the state of a single particle in the path of a wave over time.
– Points A and A’ are said to be in the same phase
– Corresponding time difference is called the time period T of the wave

– Spatial waves depict the states of several particles in the path of a wave at an instant of time.
– Points C and C’ are said to be in the same phase
– Corresponding distance between them is called wavelength λ of the wave

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Analog and Digital Representations


• Digital quantities
– Discrete in nature and they exist only at certain points in space or time.
– Typically represented by a set of values x at corresponding time instants t
– Represented inside a digital computer by a string of binary digits (bits) e.g. 110001 represents ‘a’
– Mapping table exists between alphanumeric chracaters and their binary codes
– Table called ASCII (American Standard Code for Information Interchange)

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Digitization
• Sampling
– Involves examining values of a wave at certain points or instants and discarding other values
– Sampling rate is number of samples per unit space/time
– A sample-and-hold operation holds current sample value until the next sample is obtained
– This gives the digital wave a staircase look and helps to bridge between the discrete values

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Digitization
• Quantization
– Involves specifying number of amplitude levels to be used in the system.
– Determines the bit-depth parameter
– For a bit depth of n, a total of 2n levels can be accommodated.
– The entire peak to peak amplitude is discretized to that many levels.
– Figure below shows four amplitude levels for a 2-bit representation : 0, M/3, 2M/3, M

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Digitization
• Code-word generation
– Involves allotting code-words to the quantized amplitude levels
– Four levels 0, M/3, 2M/3, M can be represented by a two bit code
– Figure shows code-words 00, 01, 10, 11 for a 2-bit representation

• Quality
– Quality of output signal is determined both by sampling rate and bit depth
– Increasing sampling rate generates more information about analog wave
– A high bit-depth provides for accomodating large number of samples
– Better quality however implies larger storage requirements and more processing costs

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill
Education

Nyquist’s Theorem
• Overview
– Specifies a lower limit of sampling rate
below which the quality of the digital output
becomes unacceptable for practical
purposes
– It states : During digitization the sampling
rate (F) should be at least twice frequency (f)
of the input analog wave for faithful
reproduction i.e. F ≥ 2f
– If sampling rate falls below the above limit,
then large parts of the analog input cannot
be reproduced in the digital output, and
associated distortion produced is called
aliasing
– This is because if sampling occurs less than
two times per cycle of the input, then either
the positive or the negative cycles can be
sampled, but not both

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