Multimedia
Multimedia
M – Scheme
e-TEXTBOOK
on
MULTIMEDIA
for
VI Semester COMPUTER ENGINEERING
Convener for COMPUTER ENGG Discipline:
Mrs. A.GHOUSIA JABEEN , M.E.,
PRINCIPAL,
THANTHAI PERIYAR E.V. RAMASAMI GOVT POLYTECHNIC COLLEGE,
VELLORE.
Team Members for MULTIMEDIA:
1. Mr.S.MANISEKAR ,M.E. (Ph.D)
PRINCIPAL –IN CHARGE
VALIVALAM DESIKAR POLYTECHNIC COLLEGE,
NAGAPATTINAM
2. Mrs.S.SANTHI, M.E.,(Ph.D)
LECTURER (SEL.GRD)
VALIVALAM DESIKAR POLYTECHNIC COLLEGE,
NAGAPATTINAM
3. Mrs.P.S.NEELAYATHAKSHI, M.E.,M.B.A
LECTURER (SEL.GRD)
VALIVALAM DESIKAR POLYTECHNIC COLLEGE,
NAGAPATTINAM
Validated by
Dr .S.SHARMILA, M.E .,Ph.D.,
HOD/ IT
PSG POLYTECHNIC COLLEGE
COIMBATORE
UNIT I. INTRODUCTION TO MULTIMEDIA
1.1.INTRODUCTION
Multimedia is a combination of text, graphics art and sound ,animation and video elements.
1.1.1.Definiton of Multimedia
comprehensive material presented in a combination of text, graphics, video, animation and
sound. Any system that is capable of presenting multimedia is called multimedia system
1.1.2.Where to Use Multimedia
The technology used for business, education and entertainment.
• Business: multimedia exists in the form of advertisements, presentations,
videoconferencing ,voice mail etc
• Educations: multimedia tools for learning are widely used to learn easily and quickly
when they are presented information with the virtual effect.
• Entertainment: Home PCs equipped with CD-ROMs and game machine hooked up with
TV screens have brought home entertainment to new levels. Interactive maps at public
places like libraries museums airports and the standalone terminal. Virtual reality helps
us feel a real life like experience. Games using virtual reality effect are very popular.
1.1.3.Multimedia Elements
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 animated sequence of events or a desktop publishing
system or a spread sheet
• Fascimile: FAX was the first practical means of transmitting document images over
telephone lines. This basic technology having lower dpi of 100 to 200.
• Document Images: Document images are used for storing business documents that must
be retained for long periods of time or may need to be accessed by a large number of
people. Providing multimedia access to such documents remove the need for making
several copies of the original for storage or distribution.
• Photographic images: Photographic images are used for a wide range of applications-
such as employee records for instant identification at a security desk, real estate systems
with photograph of houses in the database containing the description of houses and
medical case histories.
• Geographic information systems map: Map created in a GIS systems are being used
widely for natural resources and wild life management as well as urban planning. The
map containing database items containing wildlife statistics or details of the floors and
rooms and workers in an office building.
• Voice commands and voice synthesis: Voice synthesis is used for presenting the results
of an action to the user in a synthesized voice. Application such as a patient monitoring
system in a surgical theatre will be prime beneficiaries of these capabilities. Voice
commands allow the user to direct computer operation by spoken commands.
• Audio message: annotated voice mail already uses audio or voice messages as
attachments to memos and documents such as maintenance manuals.
• Video messages: they are being used in a manner similar to annotated voice mail.
• Holographic images: All the technologies so far essentially present a fault view of
information. Holographic images extend the concept of virtual reality by allowing the
user to get “inside” a part .
1.1.4. Multimedia Applications
Multimedia is used in many applications. The image management is the basic application. It is
for scanning documents and retaining their images. Image processing is an application it is also
known as image recognition. It is intended for recognizing objects by analyzing their raster
images.
Document Imaging: The fundamental concepts of storage, compression and decompression and
display technologies used for multimedia systems were developed for document image
management. Organizations such as insurance agencies, law offices country and state
governments and the federal government manage large volumes of documents.
It is adopted by Department of Defense for applications ranging from military personal records
to maintenance manuals and high speed printing systems. Almost document image system use
workflows i.e sequence for scanning images, performing data entry based on the contents of the
images, indexing them and storing them on optical media.
Image processing and image recognition: An image processing system may actually alter the
contents of the image itself. Image processing systems employ the compression and
decompression technique, a wide range of algorithm for object recognition, comparing images of
objects with predefined objects, extrapolating finer details to view edges more clearly, gray scale
balancing and gray scale and color adjustments.
Image enhancement: Most image display systems feature some level of image adjustment .
Increasing the sensitivity and contrast makes the picture darker by making border line pixels
black or increasing the gray scale level of pixels
Image calibration: The overall image density is calibrated and the image pixels are adjusted to
a predefined level.
Real-time alignment: The image is aligned in real time for skewing caused by improper feeding
of paper.
Gray scale normalization: The overall gray level of an image or picture is evaluated to
determine if it is skewed in one direction and if it needs.
RGB hue intensity adjustment: Too much color makes picture garish and fuzzy. Automatic hue
intensity adjustments bring the hue intensity within predefined ranges.
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.
Frame averaging: the intensity level of the frame is averaged to overcome the effects of very
dark or very light areas b adjusting the middle tones
Image animation: Computer created or scanned images can be displayed sequentially at
controlled display speeds to provide image animation that simulates real processes. The basic
concept of displaying 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: It 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 the annotation is over layered over the
original image for display purposes. It requires tracking multiple image components associated
with a single page, decompressing all of them and ensuring correct spatial alignments they are
over layered.
OCR: (optical character recognition) :Data entry is the most expensive component of data
processing because it requires extensive clerical staff work to enter data. OCR technology is used
for data entry by scanning typed or printed words in a form. OCR technology is available in
software.
Handwritten recognition: Research for handwritten recognition was performed for CAD/CAM
systems for command recognition. Pen based systems are designed to allow the user to write
commands on an electronic tablet. Two important factors in it are the strokes or shapes being
entered and the velocity of input or vectoring that is taking place. The strokes are parsed and
processed by shape recognizer, which determine the geometry and topology of the strokes by
compared with predefined characters.
Full motion digital video applications. Full motion video has applications in the games
industry and training as well as the business world. It is most complex and most demanding
component of multimedia applications.
Full motion video messages: Electronic mail capability allows embedding of voice messages
and video messages. Video messages may consists of video snapshots or live video with full
motion picture and sound. The important concepts in it are the storage and transmitted of a very
large volume of data at a high rate and decompression of that data to present a continuous play
back.
Audio and Video indexing: Making a position is called indexing. Audio and video indexing are
used in full motion video in a manner similar to any video sequence. Key points for indexing of
stored video clips. Indexing is useful only if the video are stored is lost. When sound and video
are decompressed and managed separately synchronization is very important. Depending on the
application indexing information must be maintained separately for sound and video components
of a video clip.
1.1.5.Virtual Reality
Virtual Reality requires terrific computing horse power to be realistic. In virtual reality, the
cyberspace is made up of many thousands of geometric objects implanted in three dimensional
space. The more objects and the more points that describe the objects, the higher the resolution
and the more realistic view. Each motion or action requires the computer to recalculate the
position, angle, size and shape of all the objects that make up the view and many thousands of
computations must occur as fast as 30 times per second.
On the world wide web standards for transmitting virtual reality worlds or scenes in
VRML(Virtual Reality Modeling Language)documents (with the file name extension .wrl) have
been developed. Intel and software makers such as Adobe support for new 3D technologies.
1.1.6.Delivering Multimedia
Multimedia requires large amounts of digital memory when stored in an end user’s library or
large amounts of bandwidth when distributed over wires, glass fiber or airwaves on a network.
the greater the bandwidth, the bigger the pipeline so more content can be delivered to end users
quickly.
CD-ROM discs can be mass produced, contain up to 80 minutes of full screen video, mages or
sound. The disc can also contain unique mixes of images, sounds, text, video and animations
controlled by an authoring system to provide unlimited user interaction.
Many systems also come with a DVD player combination that can read and burn CD_ROMs as
well. Multi layered Digital Versatile Disc (DVD) technology increases the capacity ad
multimedia capability of CDs to4.7 GB o a single sided single layered disc to as much as
17.08GB of storage on a double sided double layered disc. CD and DVD burners are used for
reading discs and for making them , too, in audio, video and data formats. DVD authoring and
integration software allows the creation of interactive frontend menus for both films and games.
Now flash drives and thumb drives are replacing CD_ROMs and DVDs.
The multimedia products are reach the maximum people by having easy installation, with
simple operational features, attractive package and along with detailed documentation.
REVIEW QUESTIONS
2 MARKS.
1.Define Multimedia
2.What are the basic objects of multimedia
3.Expand CBT
4. What are the places in which multimedia is used
5. Define facsimile
6 What is the use of GIS
7. What is the use of OCR
8. Expand GUI
9. Expand API
10. Expand ATM
11. Expand FDDI
12. Expand HTTP
13. Expand HDTV,UDTV
14. Expand MIDI
15. Expand DVI
16. Expand VRML
17. What is OpenGL
18. Which tool is used for editing image in a multimedia
3 MARKS
1. Mention the main areas of multimedia usage?
2. Define Virtual Reality
3. What is full motion video
4. Write about text editing and word processing tools
5. Write about painting and drawing tools
6. Write about 3D modeling and animation tools
7. Write about sound editing tools
8. Mention the tools used for video editing
5MARKS
1. Write about Multimedia elements
2. Explain any five applications of multimedia
3. Draw and explain Multimedia System architecture
4. Draw and explain IMA architecture
5. Explain Network architecture for multimedia systems.
6. Write about tools for editing and recording audio information
7. Write about open source APIs
UNIT – II DEFINING OBJECTS FOR MULTIMEDIA SYSTEMS
2.1 TEXT
It is a collection of characters that makes the user understand very easily and special meaning is
given. Text can be used for communication. The information what you are trying to say will be
given as a text. Mostly, a text in multimedia plays a vital role
Defintion: It is a printed or written version of speech, and also it gives the main facts about the
subjects.
2.1.1. About Fonts and Faces
Typeface: A typeface is a family of graphic characters that usually includes many type sizes and
styles.
Font: A font is a collection of characters of a single size and style belonging to a particular
typeface family. Typical font styles are boldface and italic. Type sizes are usually expressed in
points; one point is .0138 inches or about 1/ 72 of an inch. The font’s size is the distance from
the top of the capital letter to the bottom of the descenders in letters such as g and y. A font’s size
does not exactly describe the height and width of its characters. This is because the x-height (the
height of the lower case letter x) of two fonts may vary, while the height of the capital letters of
those fonts may be the same. Computer fonts automatically add space below the descender to
provide appropriate line spacing, or leading .Leading can be adjusted in most programs on both
Macintosh and in Windows. When you type lower case letters the ascenders and descenders will
be changed but, for upper case it won’t.
Fig 2.1. Text and its measures
Character Metrics: it is a general measurement applied to individual characters.
Kerning: It is the spacing between character pairs.
Cases: The font always will be stored in two cases Capital letters (Upper Case) and small letters
(Lower Case).
Serif Vs Sans Serifs Type has been characterized as feminine, masculine, delicate, formal,
capricious, witty, comic, happy, technical and newsy.
Fig 2.3. Pages of text with hot words linked to info bites only.
.
Fig 2.4. Pages of text with hot words linked info bites linked to pages and to other info bites
2.2.8.Vector Drawing
Vector-drawn objects are drawn are described and drawn to the computer screen using a fraction
of the memory space required to describe and store the same object in bitmap form. A Vector is a
line that is described by the location of its two endpoints. A simple rectangle, for example, might
be defined as follows:
RECT 0, 0, 200, 200
Using Cartesian coordinates, your software will draw this rectangle starting at the upper-left
corner of your screen, going 200 pixels horizontally to the right, and 200 pixels downward. This
rectangle would be a square, as all sides are identical lengths.
RECT 0, 0, 200, 200, RED, BLUE
The software will drawn the same square with a red boundary line and fill the square with the
color blue. The user can , add other parameters to describe a fill pattern or the width of the
boundary line.
2.2.9.3- D Drawing and Rendering
For a image if the pixel is represented in x,y,z axis then it is known as 3D representation.
Macromedia Extreme3D or Form-Z or Carrera are used as tools for extend vector drawn
graphics into 3 dimensions graphics.3D rendering is the 3D computer graphics process of
automatically converting 3D wireframe models into 2D images with 3D photorealistic effects or
non photorealistic rendering on a computer.
Rendering are of three types.
• Real time
• Non Real time
• Reflection and Shading models
Real time:
Rendering for interactive media such as games and simulations is calculated and displayed in
real time, at rates of approximately 20 to 120 frames per second. The primary goal is to achieve
an as high as possible degree of photorealism at an acceptable minimum rendering speed. The
final image presented is not necessarily that of the real world, but one close enough for the
human eye to tolerate.
Non Real time:
Non real time rendering enables the leveraging of limited processing power in order to obtain
higher image quality. Rendering frames are stored on a hard disk then can be transferred to
other media such as motion picture film or optical disk. The frames are then displayed
sequentially at high frame rates typically 24,25 or 30 frames per second to achieve the illusion
of movement. Many layers of material may be rendered separately and integrated into the final
shot using compositing software.
Reflection and Shading Models:
Refelection/scattering and shading are used to describe the appearance of a surface.Surface
shading use the technique of how light spreads across a surface. Flat shading,gouraud shading
and phong shading are the different algorithms used. Refelection use the technique of how light
interacts with a surface at a given point. (i.e) the relationship between the incoming and
outgoing illumination at a given point.
2.2.10.Color
Color is a vital component of multimedia. Picking a right color and combination of colors for
your project can involve many tries until you feel the result is right. There are several methods
and models to describe color space using mathematical values
2.2.11.Understanding Natural Light and Color
Light comes from an atom when an electron passes from a higher to a lower energy level; each
atom produces uniquely specific colors – known as Quantum theory. Color is the frequency of a
light wave within the narrow band of the electromagnetic spectrum to which the human eye
responds. In a rainbow light spectrum – Red, Orange, Yellow, Green, Blue, Indigo, Violet. Light
that is infrared, or below the frequency of red light and not perceivable by the human eye, can be
created and viewed by electronic diodes and sensors, and it is used for TV & VCR remote
controls. Infrared light is radiated heat. Green, blue, yellow, orange, purple, pink, brown, black,
gray, and white are the ten most common color-describing words used in all human languages
and cultures.
2.2.12.Computerized Color
Since the eye’s receptors are sensitive to red, green, and blue light, by adjusting
combinations of these three additive colors, the eye and brain will interpolate the
combinations of colors in between. The red, green, and blue dots light up when hit by
the electron beam, and the eye sees the combination of red, green, and blue (RGB) light
and interpolates it.
RGB Combination Perceived Color
None Black
2.2.13. Color Palettes
Palettes are mathematical tables that define the color of a pixel displayed on the
screen. On the Macintosh, these tables are called color lookup tables or CLUTs. In
Windows the term palettes is used. The most common palettes are 1, 4, 8, 16, and 24
bits deep:
Color depth Colors Available
4-bit 16colors
2.4.5.2.Libraries
It is important to locate the directory path and the actual filename of these header files and
libraries in the operating platform in order to properly setup the OpenGL programming
environment.
void Draw() {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
glVertex3f(gfPosX, 0.25, 0.0);
glVertex3f(1.0 - gfPosX, 0.75,0.0);
glEnd();
glFlush();
gfPosX += gfDeltaX;
if (gfPosX >= 1.0 || gfPosX <= 0.0) {
gfDeltaX = -gfDeltaX;
}
glutPostRedisplay();
}
void Initialize() {
glClearColor(0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
}
int main(int iArgc, char** cppArgv) {
glutInit(&iArgc, cppArgv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(250, 250);
glutInitWindowPosition(200, 200);
glutCreateWindow("XoaX.net");
Initialize();
glutDisplayFunc(Draw);
glutMainLoop();
return 0;
}
The animation is created via an implied loop. The loop is created by redisplay event. By calling
glutDisplayFunc() with our Draw() function as the argument, set Draw() to be called every time
the window needs to be redisplayed. For example, Draw() is originally called when the window
is drawn for the first time. since this sends a redisplay message to the message queue. when this
message is handled ,Draw() is called which in turn, posts a redisplay message at the end of the
function when glutPostRedisplay() is called. This completes the loop.
The animation may much slower or faster depending on the speed of the computer. The value of
gfDeltaX may be changed to alter the speed of the animation to get a reasonable looking result.
2.5.VIDEO
Carefully planned well executed video clips can make a dramatic difference in multimedia
project.
2.5.1. Using Video
Digital video has supplanted analog video as a method of choice for making and delivering video
for multimedia use. A digital camcorder directly connected to a computer workstation using
FireWire(IEEE 1394) cables eliminates the image degrading during analog to digital
conversion step typically performed by video capture cards bringing the power of non linear
video editing and production to everyday users.
2.5.2.How Video Works and is Displayed
When light reflected from an object passes through a video camera lens that light is converted
into an electronic signal by a special sensor called a charge coupled device. Top quality
broadcast cameras and even camcorders may have as many as three CCDs (one for each color of
red, green and blue) to enhance the resolution of the camera. The output of the CCD is processed
by the camera into a signal containing three channels of color information and synchronization
pulses. There are several video standards for managing CCD output, each deals with the amount
of separation between the components of the signal. If the separation of the color information
found in the signal is more, then the quality of the image will be higher. If each channel of color
signal output is called RGB, which is the preferred method of high quality and professional video
work.
Camcorder combines both camera and tape recorder in a single device. One or more channels of
sound may also be recorded on the videotape. The video signal is written to tape by a spinning
recording head that changes the local magnetic properties of the tape’s surface in a series of long
diagonal stripes. Because the head is canted or tiled at a slight angle compared with the path of
the tape it follows a helical path which is called helical scan recording.
In digital systems, the video signal from the camera is first digitized as angle frame, and the data
is compressed before it is written to the tape in one of the several proprietary and competing
formats.
Colored phosphors on the CRT screen glowed red, green, or blue when they were energized by
the electron beam. Because the intensity of the beam varied as it moved across the screen some
colors glowed brighter than others. Finely tuned magnets around the picture tube aimed the
electrons precisely onto the phosphor screen while the intensity of the beam was varied
according to the video signal. Flat screen displays are all digital using either liquid crystal
display or plasma technologies are becoming increasingly popular and supplanting CRTs.
2.5.3. Analog Video
2.5.3.1.NTSC: National Television Standard Committee standard a single frame of video was
made up of 525 horizontal scan lines drawn on to the inside face of a phosphor coated picture
tube every 1/30th of a second by a fast moving electron beam. The electron beam actually made
two passes as it drew a single video frame-first it laid down all the odd numbered lines and then
all the even numbered lines. Each of these passes (60 per second) painted a field and the two
fields were then combined to create a single frame at a rate of 30 frames per second. Thie
process of building a single frame from two fields was called interlacing, a technique that helps
to prevent flicker on television screens. Computer monitors used a different progressive scan
technology and drew the lines of an entire frame in a single pass, without interlacing them and
without flicker.
2.5.3.2.PAL: Phase Alternate Line system was used in the United Kingdom, Western Europe,
Australia, South Africa, China and South America. The screen resolution is 625 horizontal lines
with a scan rate of 25 frames per second. The even and odd lines were interlaced, each field
taking 1/50 of a second to draw.
2.5.3.3.SECAM: Sequential Color and Memory system was used in France, Eastern Europe , the
former USSR and few other countries. Although it is a 625 line,50Hz system it differed greatly
from both the NTSC and PAL color system in its basic technology and broadcast method.
2.5.4. Digital Video
2.5.4.1.ATSC DTV : Advanced Television systems Committee standard for digital Television
mostly used in the united states, Mexico and Canada. It includes two primary high definition
video formats 1080i and 720p. It also includes standard definition formats, although initially
only HDTV services were launched in the digital format. ATSC can carry multiple channels of
information on a single stream, and it is common for there to be a single high definition signal
and several standard definition signals carried on a single NTSC channel allocation. More
significantly for multimedia producers, this emerging standard allowed for transmission of data
to computers and for new ATV interactive services.
HDTV high definition Television provides high resolution in a 16:9 aspect ratio. There is a
contention between the broadcast andcomputer industries about whether to use interlacing or
progressive scan technologies. The broadcast industry has promulgated an ultra high resolution
,1920x1080 interlaced format to become the cornerstone of a new generation of high end
entertainment centers but the computer industry would like to settle on a 1280x720 progressive
scan system for HDTV.While the 1920x1080 format provides more pixels than the 1280x720
standard the refresh rates are quite different. The higher resolution interlaced format delivers
only half the picture every 1/60 of a second, and because of the interlacing , on highly detailed
images there is a great deal of screen flicker at 30hz. Both formats have been included in the
HDTV standard by the ATSC.
2.5.4.2.DVB: digital video Broadcasting is used mostly in Europe where the standards define the
physical layer and data link layer of a distribution system.
2.5.4.3.ISDB: Integrated Services Digital Broadcasting is used in Japan to allow radio and
television stations to convert to digital format.
Setting up a production environment for making digital video, however does require hardware
that meets minimum spexifications for processing speed, data transfer and storage.
To setting up your production environment
• Computer with FireWire connecting cables
• Fast processors
• Plenty of RAM
• Fast and big hard disk for storing digital video data streams of raw video footage from a
camera at DV’s fixed transfer rate of above 8 MBps and have enough free space. Then
multiply that times five to allow for editing removable media such as Zip and CD_RW
will not work.
• Second display to allow for more real estate for your editing software.
• Audio mixer to adjust sound output from the cam corder.
• External speakers
• Television monitor to view your project
• Nonlinear editing software.
2.5.5. Digital video Containers
A .exe file system tells the OS that it needs to execute this file. A .bat file tells the OS that there
are one or more executable commands that need to be run one after the other. Video containers
or wrappers are file systems designed to interface between the OS and the video data.
AVI: Audio Video Interleaved is a multimedia container format introduced by misrosoft. File
can contain both audio and video data in a file container that allows synchronous audio with
video play back.
MOV:MPEG4 video container file format used in Apple’s quick time program.
MKV: Matroska multimedia container format . Container include Video. Audio and features
such as alternate audio tracks multilingual subtitles and chapter points as well as rich metadata
including cover art, ratings , descriptions and more.
MPEG: Movie Picture Experts Group is a working group of authorities that was formed by ISO
and IEC to set standards for audio and video compression and transmission.
FLV: flash audio-container file format used to deliver digital video content over the internet
using Adobe
MP4: MPEG4 video file contain not only video but also audio and subtitles.
MTS or TS: Transport Stream is a standard digital container format for transmission and storage
of audio , video and program and system information protocol data.It is used in broadcast
systems such as Digital video broadcasting, ATSC and IPTV.
MXF: Material Exchange format which supports a number of different streams of coded
”essence” encoded in any of a variety of video and audio compression formats together with a
metadata wrapper which describes the material contained within the MXF file.
WMV: Window Media Video is the name of a series of video codecs and their corresponding
video coding formats developed by MicroSoft.
VOB: Video Object contain digital video, digital audio , subtitles , DVD menus and navigation
contents multiplexed together into a stream form.
R3D: Red Code RAW –proprietary file format that efficiently encodes measurements from a
camera’s digital sensor in a way that maximizes post production capabilities.
DNG-Digital Negative is patented open non free lossless raw image format written by adobe
used for digital photography.
JPG OR JPEG: Joint Photographic Expert Group is a commonly used method of lossy
compression for digital images, particularly for those images produced by digital photography.
TIFF: Tagged Image File Format by Adobe. Common format for exchanging raster graphical
(bitmaps) images between application programs including those used for scanner images.
TARGA: True Vision TGA i.e. raster graphics file format.
DPX: Digital Picture Exchange by the SMPTE. Modification of the Kodak Cineon format
bitmap file format used to store a single frame of a motion picture or video data stream.
EXR: open EXR bit map file. It is an open source HDR(high dynamic range imaging) image file
format created by the Industrial Light & Magic Visual Effects company.
2.5.6.CODEC
Codec it is defined as short for compressor/decompressor. A codec is any technology for
compressing and decompressing a digital media file, such as video or song. It can be divided into
two parts encode and decode. The encoder performs the compression (encoding) function and
decoder performs the decompression(decoding ) function. Codecs can be implemented in
software, hardware or a combination of both.
To install codecs automatically
• Click start and then click All Programs
• Click Windows Media Player
• Clikck now playing and then click More Options
• On the Player Tab select the Download Codecs automatically check box and then click
ok.
.
2.5.7.Video Format Converters:
Video files are normally in the AVI,MPEG,MOV,DAT,MP4 formats. The video file formats are
depends on the recording media and the software in the media. Most users will at some point
need to change the format of a video file for example to transfer a movie or a clip to a different
file type for
• Viewing in a mobile device
• Uploading to the Internet
• Compressing to save hard drive space.
To convert video file format from one to another, different video format converter softwares are
used.
To change a video format using movavi video converter just download the program for the OS
and follow the simple steps below.
• Add a file to the program. Just click Add media and select add video
• Choose a new format
• Start the conversion.
REVIEW QUESTIONS.
2MARKS
1. Define Font
2. Define Typeface
3. Define Ascender and Descender
4. Define leading and tracking
5. List out some font style
6. Give examples for Serif font
7. Give examples for San serif font
8. Define hypermedia
9. What is bitmap
10. How many colors can be obtained in 24 bit images
11. What is dithering
12. What is 3D drawing
13. What is rendering
14. What is reflection
15. What is shading
16. what is meant by power of sound
17. what do you mean by digitized sound
18. What is trimming
19. What are the HTML tags used to add sound
20. What is Red book
21. List some mobile supported sound formats
22. What is animation
23. Mention few libraries for OpenGL usage
24. What you mean container format
25. Expand CODEC
26. Give example for video format converter
27. Give example for video cutting software tools
28. What is Story board
29. What is Blue screen
30. What is Chroma keys
3MARKS
1.What is kerning
2. Draw type face
3.What is color look up table
4.Define Image Enhancement
5. What is Image Acquisition
6, What is known as Image processing
7.How to make MIDI audio
8.How to add sound to a multimedia project
9. What are the different standards in audio CD’s
10.How to install CODECS
11.How to upload video in youtube
12. How to convert WMV to MP4
5MARKS
1. What are the factors to be noted when using text in multimedia
2. Write about hypermedia structures
3. Mention the types of rendering
4. Explain the basic sound editing operations
5. What are the different sounds available in your mobile
6. What are the different sounds available in your internet
7. Explain animation by computer
8. Explain different animation techniques
9. Write about libraries in open GL
10. How to create a small animation using GLUT (10 marks)
11. Mention the different analog video standards
12. Mention the different digital video standards
13. Explain about different digital video containers
14. How to do shooting and editing of video.(10marks)
UNIT III.MULTIMEDIA DATA AND STANDARDS
a. Lossless or lossy
If the decompressed data is the same as the original data, it is referred to as lossless
compression, otherwise the compression is lossy.
b. Symmetrical or asymmetrical
In symmetrical compression the time required to compress and to decompress are roughly
the same. In asymmetrical compression, the time taken for compression is usually much
longer than decompression.
c. Software or hardware
A compression technique may be implemented either in hardware or software. As
compared to software codecs (coder and decoder), hardware codecs offer better quality
and performance.
3.1.3 Compression Standards
Compression and decompression techniques are utilized for a number of applications, such as
facsimile system, printer systems, document storage and retrieval systems, video
teleconferencing systems, and electronic multimedia messaging systems. When information is
compressed, the redundancies are removed. Sometimes removing redundancies is not sufficient
to reduce the size of the data object to manageable levels. In such cases, some real information is
also removed. The primary criterion is that removal of the real information should not affect the
quality of the result. In the case of video, compression causes some information to be lost. Some
information at a delete level is considered not essential for a reasonable reproduction of the
scene. This type of compression is called lossy compression. Audio compression, on the other
hand, is not lossy. It is called Non Lossy compression.
Binary Image Compression is a scheme by which a binary image containing black and white
pixel is generated when a document is scanned in a binary mode. The schemes are used primarily
for documents that do not contain any continuous-tone information or where the continuous-tone
information can be captured in a black and white mode to serve the desired purpose.The schemes
are applicable in office/business documents, handwritten text, line graphics, engineering
drawings, and so on. Let us view the scanning process. A scanner scans a document as sequential
scan lines, starting from the top of the page. A scan line is a complete line of pixels, of height
equal to one pixel, running across the page. It scans the first line of pixels (Scan Line), then
scans second "line, and works its way up to the last scan line of the page. Each scan line is
scanned from left to right of the page generating black and white pixels for that scan line.This
uncompressed image consists of a single bit per pixel containing black and white pixels. Binary 1
represents a black pixel, binary 0 a white pixel. Several schemes have been standardized and
used to achieve various levels of compressions.
Color Characteristics
We typically define color by its brightness, the hue and depth of color.
Luminance or Brightness
This is the measure of the brightness of the light emitted or reflected by an object; it depends on
the radiant, energy of the color band.
Hue This is the color sensation produced in an observer due to the presence of certain
wavelengths of color. Each wavelength represents a different hue.
Saturation This is a measure of color intensity, for example, the difference between red and
pink.
Color Models Several color models have been developed to represent color mathematically.
Chromacity Model It is a three-dimensional model with two dimensions, x and y, defining the
color, and the third dimension defining the luminance. It is an additive model since x and yare
added to generate different colors.
RGBModel RGB means Red Green Blue. This model implements additive theory in that
different intensities of red, green and blue are added to generate various colors.
HSI Model The Hue Saturation and Intensity (HSI) model represents an artist's impression of
tint, shade and tone. This model has proved suitable for image processing for filtering and
smoothing images.
CMYK Model The Cyan, Magenta, Yellow and Black color model is used in desktop publishing
printing devices. It is a color-subtractive model and is best used in color printing devices only.
YUV Representation The NTSC developed the YUV three-dimensional color model. It contains
y -Luminance Component UV -Chrominance Components.Luminance component contains the
black and white or grayscale information. The chrominance component contains color
information where U is red minus cyan and V is magenta minus green.
ISO and CCITT working committee joint together and formed Joint Photographic Experts
Group. It has focused exclusively on still image compression. Another joint committee, known
as the Motion Picture Experts Group (MPEG), is concerned with full motion video
standards.JPEG is a compression standard for still color images and grayscale images, otherwise
known as continuous tone images.JPEG has been released as an ISO standard in two parts:
Part I specifies the modes of operation, the interchange formats, and the encoder/decoder
specifies for these modes along with substantial implementation guide lines .
Part 2 describes compliance tests which determine whether the implementation of an encoder or
decoder conforms to the standard specification of part I to ensure interoperability of systems
compliant with JPEG standards
Requirements addressed by JPEG
• The design should address image quality .
• The compression standard should be applicable to practically any kind of continuous-tone
digital source image .
• It should be scalable from completely lossless to lossy ranges to adapt it.
• It should provide sequential encoding .
• It should provide for progressive encoding .
• It should also provide for hierarchical encoding .
• The compression standard should provide the option of lossless encoding so that images
can be guaranteed to provide full detail at the selected resolution when decompressed.
JPEG Methodology
The JPEG compression scheme is lossy, and utilizes forward discrete cosine transform (or
forward DCT mathematical function), a uniform quantizer, and entropy encoding. The DCT
function removes data redundancy by transforming data from a spatial domain to a frequency
domain; the quantizer quantizes DCT co-efficients with weighting functions to generate
quantized DCT co-efficients optimized for the human eye; and the entropy encoder minimizes
the entropy of quantized DCT co-efficients. The JPEG method is a symmetric algorithm. Here,
decompression is the exact reverse process of compression.
The development of digital video technology has made it possible to use digital video
compression for a variety of telecommunications applications. Standardization of compression
algorithms for video was first initiated by CCITT for teleconferencing and video telephony . The
following compression types are commonly used in Video compression:
MPEG Encoder
Figure 3.3 below shows the architecture of an MPEG encoder. It contains DCT quantizer,
Huffman coder and Motion compensation. These represent the key modules in the encoder.
Architecture of MPEG Encoder:
Audio consists of analog signals of varying frequencies. The audio signals are converted to
digital form and then processed, stored and transmitted. Schemes such as linear predictive coding
and adaptive differential. pulse code modulation (ADPCM) are utilized for compression to
achieve 40-80% compression.
Size Reduction
File size reduction remains the single most significant benefit of image compression. Depending
on what file type you're working with, you can continue to compress the image until it's at your
desired size. This means the image takes up less space on the hard drive and retains the same
physical size, unless you edit the image's physical size in an image editor. This file size reduction
works wonderfully for the Internet, allowing webmasters to create image-rich sites without using
much bandwidth or storage space.
Slow Devices
Some electronic devices, such as computers or cameras, may load large, uncompressed images
slowly. CD drives, for example, can only read data at a specific rate and can't display large
images in real time. Also, for some webhosts that transfer data slowly, compressed images
remain necessary for a fully functional website. Other forms of storage mediums, such as hard
drives, will also have difficulty loading uncompressed files quickly. Image compression allows
for the faster loading of data on slower devices.
Degradation
When you compress an image, sometimes you will get image degradation, meaning the quality
of the image has declined. If saving a GIF or PNG file, the data remains even though the quality
of the image has declined. If you need to show a high-resolution image to someone, large or
small, you will find image compression as a disadvantage.
Data Loss
With some common file types, such as JPEG, when an image shrinks in size the compression
program will discard some of the photo's data permanently. To compress these images, you need
to ensure you had an uncompressed backup before starting. Otherwise, you will lose the high
quality of the original uncompressed image permanently.
The RIFF file formats consist' of blocks of data called chunks. They are
RIFF Chunk - defines the content of the RIFF file.
List Chunk - allows to embed archival location copy right information and creating date.
Subchunk - allow additional information to a primary chunk
The first chunk in a RIFF file must be a RIFF chunk and it may contain one or more sub chunks.
3.3.3.2.TIFF Structure
TIFF files consists of a header. The header consists of byteordering flag, TIFF file format
version number, and a pointer to a table. The pointer points to image file directory. This
directory contains table of entries of various tags and their information.
TIFF file format Header:
3.3.4.1.Header Chunk
It is made up of 14 bytes .The first four-character string is the identifier string, "MThd" .
The second four bytes contain the data size for the header chunk. It is set to a fixed value of six
bytes The last six bytes contain data for header chunk.
3.3.4.2.Track chunk
The Track chunk is organized as follows:
• The first 4-character string is the identifier.
• The second 4 bytes contain track length.
Channel Messages
A channel message can have up to three bytes in a message. The first byte is called a status byte,
and other two bytes are called data bytes. The channel number, which addresses one of the 16
channels, is encoded by the lower nibble of the status byte. Each MIDI voice has a channel
number; and messages are sent to the channel whose channel number matches the channel
number encoded in the lower nibble of the status byte. There are two types of channel messages:
voice messages and the mode messages.
Voice messages Voice messages are used to control the voice of the instrument (or device); that
is, switch the notes on or off and sent key pressure messages indicating that the key is depressed,
and send control messages to control effects like vibrato, sustain, and tremolo. Pitch wheel
messages are used to change the pitch of all notes .
Mode messages Mode messages are used for assigning voice relationships for up to 16 channels;
that is, to set the device to MOWO mode or POLY mode. Omny Mode on enables the device to
receive voice messages on all channels.
System Messages System messages apply to the complete system rather than specific channels
and do not contain any channel numbers. There are three types of system messages: common
messages, real-time messages, and exclusive messages. In the following, we will see how these
messages are used.
Common Messages These messages are common to the complete system. These messages
provide for functions such as select a song, setting the song position pointer with number of
beats, and sending a tune request to an analog synthesizer.
System Real Time Messages These messages are used for setting the system's real-time
parameters. These parameters include the timing clock, starting and stopping the sequencer,
ressuming the sequencer from a stopped position, and resetting the system.
System Exclusive messages These messages contain manufacturer-specific data such as
identification, serial number, model number, and other information. Here, a standard file format
is generated which can be moved across platforms and applications.
3.3.5.TWAIN
To address the problem of custom interfaces, the TWAIN working group was formed to define
an open industry standard interface for input devices. They designed a standard interface called a
generic TWAIN . interface. It allows applications to interface scanners, digital still cameras,
video cameras.
3.3.5.1.TWAIN ARCHITECHTURE:
The Twain architecture defines a set of application programming interfaces (APls) and a protocol
to acquire data from input devices. It is a layered architecture.It has application layer, the
protocol layer, the acquisition layer and device layer.
3.3.6.Microsoft AVI
AVI is an acronym for Audio Video Interleave Standard. It is similar to Apple's Quick Time. It
offers low-cost, low-resolution video processing for the average desktop user. It is a layered
product. A VI is scalable. It allows users to set parameter such as window size, frame rate,
quality and compression algorithm through a number of dialog boxes. AVI-compatible hardware
allows enhancing performance through hardware-accelerated compression algorithms such as
DVI and MPEG. AVI supports several compression algorithms.
3.3.8.Windows Metafile Format (WMF) This is a vector graphic format used by Microsoft
Windows as an interchange format. WMF files actually consist of a collection of Graphics
Device lnte1face (GDI) function calls, also native to the Windows environment. When a WMF
file is "played" (typically using the Windows PlayMetaFile {) function) the described graphic is
ren-dered. WMF files are ostensibly device-independent and unlimited in size.
3.3.9.MPEG
MPEG was developed and defined by ISO/IEC JTC1/SC 29/WG 11 to cover motion video as
well as audio coding. In light of the state of the art in CD technology, the goal was a compressed
stream data rate of about 1.2Mbit/s. MPEG specifies a maximum data rate of 1,856,000 bit/s,
which should not be exceeded. The data rate for each audio channel can be chosen between 32
and 448 Kbit/s in increments of 16Kbit/s. This data rate enables video and audio compression of
acceptable quality. Since 1993, MPEG has been an International Standard (IS).Besides the
specification of video coding and audio coding, the MPEG standard provides a system
definition, which describes the combination of individual data streams into a common stream.
3.3.10.GIF
Graphics Interchange Fonnat (GIF) was devised by UNISYS Corporation and Compuserve,
initially for transmitting graphical images over phone lines via modems. The GIF standard uses
the Lempel-Ziv-Welch algorithm modified slightly for image scanline packets to use the line
grouping of pixels effectively. The GIF standard is limited to 8-bit (256) color images only.
While this produces accept-able color, it is best suited for images with few distinctive colors
(e.g., graphics or drawing). The GIF image format has a few interesting features, notwithstanding
the fact that it has been largely supplanted. The standard supports interlacing - the successive
display of pixels in widely spaced rows by a four-pass display process.
In fact, GIF comes in two flavors. The original specification is GIF87a. The later version,
GIF89a, supports simple animation via a Graphics Control Extension block in the data. This
provides simple control over delay time, a transparency index, and so on. Software such as Corel
Draw allows access to and editing of GIF images.
3.3.11.BMP
BitMap (BMP) is the major system standard graphics file format for Microsoft Windows, used in
Microsoft Paint and other programs. It makes use of run-length encoding compression and can
fairly efficiently store 24-bit bitmap images. Note, however, that BMP has m y different modes,
including uncompressed 24-bit images.
3.3.12.JFIF
A JPEG file interchange format file is generally classified as an image file integrated with digital
graphics encoding specifications also implemented into JPEG files, though the content of a JPEG
file interchange format file is the compressed version of the corresponding JPEG file. The digital
image data stored in a JPEG file interchange format file are digital JPEG graphics in bitmap
format, and this digital graphic content is stored in the JFIF file format. Definitions
corresponding to alignment specifications of simple arrays integrated into JPEG image files are
stored in the associated JPEG file interchange format files. This format is used for the primary
stages of digital image creation and rendering as a JPEG image archive compressed and stored in
the JFIF format.
3.3.13.MIX
MIX is the native image format of Microsoft's Picture It! photo editing software. It is based
on Microsoft Compound File format.MIX is a proprietary vector and raster image format
associated with microsoft's PhotoDraw graphics software.
Extensibility: Extensibility .means that the set of operations, structures and constraints that are
available to operations are not fixed, and developers can define new operations, which can then
be added as needed to their application.
Encapsulation allows for the development of open systems where one part of the application
does not need to know the functioning of other part. It also provides autonomy
Association: It is the ability to define a software entity in terms of its differences from another
entity.
Classification: It is the ability to represent with a single software entity a number of data items
that all have the same behavior and the same state attributes.
Object orientation helps to organize the software in a more, modular and re-usable manner.
Autonomy means we can interface to a variety of external programs can be built in one class of
objects and the storage of the data in another class of objects.
3.4.3 Database Organization for Multimedia Applications
Optical disk storage technology has reduced the cost of multimedia document storage by a
significant factor. Distributed architectures have opened the way for a variety of applications
distributed around a network accessing the safe database in an independent manner. Data
organization for multimedia systems has some key issues. They are:
(l) Data independence (2) Common distributed database architecture (3) Distributed database
servers· (4) Multimedia object management
Data Independence: Flexible access to a variety of distributed databases for one or more
applications requires that the data be independent from the application so that future applications
can access the data without constraints related to a previous application. Important features of
data independent design are:
1. Storage design is independent of specific applications.
2. Explicit data definitions are independent of application programs.
3. Users need not know data formats or physical storage structures .
4. Integrity assurance is independent of application programs.
5. Recovery is independent of application programs .
Common Distributed Database Architecture: Employment of Common Distributed database
architecture is presented by the insulation of data from an application and distributed application
access.
Key features of this architecture are:
1.The ability for multiple independent data structures to co-exist in the system (multiple server
classes).
2.Uniform distributed access by clients.
3.Single point for recovery of each database server.
4.Convenient data re-organization to suit requirements.
5.Tunability and creation of object classes.
6.Expandibility.
Social media platforms such as YouTube, Wikipedia, Yelp, WhatsApp, and Twitter enable users
to interact with each other through the generation and sharing of content. One can create and
share content, as well as participate in online discussions. For example one can create a blog post
and then share over social networks, and invite discussion around the content. The media is thus,
“social” in the sense that it can be shared, easily disseminated and discussed online. Social
Media refers not the content, but to the channels through which content is distributed and
consumed. UGC is thus one of the many types of content that is shared or disseminated over
social media. Social Media need not be a channel for just UGC. Content consumed and shared on
social media can of course also be mainstream media, or corporate or organizational media,
rather than only UGC. In this sense, social media operates as an amplifier for existing media
channels. Many mainstream media outlets, also have social media channels (e.g. Twitter streams
or Facebook pages) to amplify the existing dissemination of such content.
UGC is material that a platform sources from its own end-users. Part of the crowd sourcing
movement, UGC ranges from videos on YouTube to posts on Wikipedia to reviews on Yelp. All
social media platforms contain UGC. However, not all UGC is contained on traditional social
media platforms. Virtually all online platforms—ranging from online newspapers to online
marketplaces rely to some extent on UGC. UGC is dramatically transforming the media
landscape. In addition to producing unprecedented amounts of information, UGC raises a variety
of new intellectual and practical questions and challenges.
User Generated Content (UGC), also known as consumer-generated media (CGM), refers to any
material created and uploaded to the Internet by non-media professionals, whether it’s a
comment left on Amazon. com, a professional-quality video uploaded to YouTube, or a student’s
profile on Facebook. UGC refers to content that is created by Internet users, often through
content platforms such as BlogSpot, WordPress, Twitter, Facebook, Instagram, Wikipedia, and
YouTube. UGC includes blog posts, podcasts, online videos, tweets and status updates. It is
currently one of the fastest growing forms of content on the Internet. UGC is fundamentally
altering how audiences interact with the Internet, and how advertisers reach those audiences.Still,
obstacles remain that prevent advertisers from taking advantage.
Online Social Networks became a major source of information in the news media. When
“connected” to the right persons one may find relevant information and opinions faster or is able
to publish content which is not represented in the traditional media. The content consists and
combines multiple types of information like video, audio, images and text. By analyzing and
understanding large scale social networks, policy makers, companies and users of Online Social
Networks (OSNs) could profit from each other. Social Networks evolve over time. Users are
linking with new friends or follow others having similar interests.
As content usually propagates along the relations in a OSN the interesting questions are: • How
far is content being propagated and how fast? • Who are the influential spreaders? Having
knowledge of this process can be used to assist community detection as well as understanding
human behavior in large groups. Examples of heterogeneous networks include rating networks
consisting of people and objects such as songs, movies, books, etc. Such networks can be found
in media appraisal and consumption platforms such as Last.fm and Flixster. Here, people may be
connected to one another via friendship or acquaintance, whereas objects (songs, movies, etc.)
may be linked with one another by means of similarity of their metadata. For example, two songs
may be linked since both are in the same genre or by the same artist. Similarly, two movies may
be directed by the same director. In addition, links may be present between people and objects
owing to their rating relationship: e.g., user Sam rating a specific model of Nikon SLR Camera
produces a link between the corresponding nodes. Another example of a heterogeneous network
is a scientific collaboration network between authors, augmented with articles (that are the result
of collaboration), and the venues they are published in. is network consists of three types of
nodes—authors, articles, and venues—and links between nodes of the same type as well as
between nodes of different types.
Examples of Information Propagation
Some concrete examples of propagations or information cascades in current online social
networking sites. Consider Facebook, where a user Sally updates her status or writes on a
friend’s wall about a new show in town that she enjoyed. Information about this action is
typically communicated to her friends. When some of Sally’s friends comment on her update,
that information is passed on to their friends and so on. In this way, information about the action
taken by Sally has the potential to propagate transitively through the network. Sam posts
(“tweets”) in Twitter about a nifty camera he bought which he is happy about. Some of his
followers on Twitter reply to his tweet while others retweet it. In a similar fashion, viewing of
movies by users tends to propagate on Flixster and MovieLens, information about users joining
groups or communities tends to spread through Flickr, adoption of songs and artists by listeners
spreads through last.fm, and interest in research topics propagates through scientific
collaboration networks.
In the business area, a famous case demonstrating information propagation leading to
commercial success, is the Hotmail phenomenon . In the early 1990s, Hotmail was a relatively
unknown e-mail service provider. They had a simple idea, which was appending to the end of
each mail message sent by their users the text “Join the world’s largest e-mail service with MSN
Hotmail. http://www.hotmail.com.” This had the effect of building and boosting a brand. In a
mere 18 months, Hotmail became the number one e-mail provider, with 8 million users. The
underlying phenomenon was that a fraction of the recipients of Hotmail messages were inspired
by the appended message to try it for themselves. When they sent mail to others, a fraction of
them felt a similar temptation. This phenomenon propagated transitively and soon, adoption of
Hotmail became viral.
On November 16, 2011, a song from the soundtrack of a then upcoming Indian (Tamil) movie,
called “Why this kolaveri di?” was released. By November 21, it was a top trend in Twitter.
Within a week of its release, it had attracted 1.3 million views on YouTube and more than a
million “shares” on Facebook, reaching and propagating through many non-Tamil speakers. It
eventually went on to win the Gold Award from YouTube for most views (e.g., 58 million as of
June 2012) and was featured in mainstream media such as Time, BBC, and CNN.
Currently, there are three methods of retrieving information in a digital library. The first and the
easiest way is free browsing. By this means, a user browses through a collection and looks for
desired information. The second method—the most popular technique used today—is textbased
retrieval. Through this method, textual information (full text of text-based documents and/or
metadata of multimedia documents) is indexed so that a user can search the digital library by
using keywords or controlled terms. The third method is content-based retrieval, which enables a
user to search multimedia information in terms of the actual content of image, audio, or video.
Some content features that have been studied so far include color, texture, size, shape, motion,
and pitch.
A patron comes to a public library with a picture of a rare insect. Without expertise in
entomology, the librarian won’t know where to start if only a text-based information retrieval
system is available. However, with the help of content-based image retrieval, the librarian can
upload the digitized image of the insect to an online digital image library of insects, and the
system will retrieve similar images with detailed description of this insect. Similarly, a patron
has a segment of music audio, about which he or she knows nothing but wants to find out more.
By using the content-based audio retrieval system, the patron can get similar audio clips with
detailed information from a digital music library, and then listen to them to find an exact match.
This procedure will be much easier than doing a search on a text-based music search system. It is
definitely helpful if a user can search this non-textual information by styles and features.
Ideally, a content-based information retrieval system can understand the multimedia data
semantically, such as its objects and categories to which it belongs. Therefore, a user is able to
submit semantic queries and retrieve matched results. However, a great difficulty in the current
computer technology is to extract high-level or semantic features of multimedia information.
A typical content-based information retrieval system works in this way: First, for each
multimedia file in the database, certain feature information (e.g., color, motion, or pitch) is
extracted, indexed, and stored. Second, when a user composes a query, the feature information of
the query is calculated as vectors. Finally, the system compares the similarity between the feature
vectors of the query and multimedia data, and retrieves the best matching records. If the user is
not satisfied with the retrieved records, he or she can refine the search results by selecting the
most relevant ones to the search query, and repeat the search with the new information.
REVIEW QUESTIONS
2 Marks
1.What is compression ?
2.What is Non-lossy compression /
3.List any four non-lossy compression standards.
4.What is lossy compression ?
5.Expand JPEG.
6.What is the use of JPEG?
7.Expand MPEG.
8.List some lossy compression standards.
9.What do you mean by Asymmetrical applications ?
10. What is binary image ?
11. List some binary image compression scheme.
12. Define DCT.
13. What is the function of Quantizer?
14. What is Entropy?
15. What do you mean by symmetrical compression?
16. What is video image?
17. What is interframe compression?
18. List some video standards.
19. Expand AVI.
20. What is dynamic range compression?
21. List some audio compression techniques.
22. What is silence compression?
23. What are fractals?
24. What are the disadvantages of fractal compression?
25. Expand RTF.
26. Expand RIFF,
27. Define chunks.
28. What are the file name extensions of RIFF?
29. What are the advantages of GIF?
30. Expand PNG.
31. Expand TIFF.
32. Expand MIDI.
33. What is MIDI.
34. What are the file name extension of JPEG?
35. Expand JFIF.
36. What are the disadvantages of AVI?
37. Give examples of bitmap images?
38. Expand WMF.
39. What is the use of TWAIN?
40. List the layers of TWAIN architecture.
41. What are the two major mass storage technology?
42. What is transmission latency?
43. What do you mean by RDBMS Extension?
44. What is BLOB?
45. What are the object oriented principles used in multimedia database?
46. What is distributed database Server?
47. What does the Multimedia object management do?
48. What is content based retrieval.
49. What are digital libraries.
50. What are Online social Networks.
51. What is a user generated content.
52. What is media propagation.
3 marks
10 Marks
There are a number of devices used to input the multimedia data into the system as well as
output devices used to playback or display the data from the system. For example keyboard,
mouse, scanner, microphone and camera are the multimedia input devices. Printer, monitor,
projector and speaker are the multimedia output devices.
Keyboard is the traditional input device for entering data into a computer system. In earlier days
keyboard was used only for entering numeric data. Then it was changed to alphanumeric and
then it was changed to multifunction keyboard.When the Graphical User Interfaces (GUI) was
introduced, the pointing device mouse became essential for selecting or moving graphical objects
and menu items. Multimedia technology requires a variety of other types of data input including
voice, video and images. These types of inputs require special devices such as digital pens,
microphones, scanners and video cameras.
In our daily life, we use paper and pen to write and draw. A digital pen is a input device that has
the same paper –pen concept. Digital pen(electronic pen) is a powerful input device that allows
the user to write, draw and point.
The electronic pen is managed by a special system in Microsoft windows called pen computing
system. The pen computing system consists of the following.
▪ Electronic pen
▪ Digitizer
▪ Pen driver
▪ Recognition context manager(RC manager)
▪ Recognizer
▪ Dictionary
▪ Display driver
The following figure 4.1 shows the windows pen computing system.
Most of the applications are windows based with menus, icons, graphics, 3D drawings and so
on. High resolution display systems are required to present these objects. The performance of a
display system is affected by three major factors.
▪ Network bandwidth
▪ Decompression and decoding
▪ Display technology
Bandwidth is measured by the amount of data transmitted per second. If the bandwidth
becomes low, it is seen as a delay in the display of records or image. The compressed data must
be decompressed before display. In the case of poor decompression, it causes an irritating delay
for the user. The performance of the display is also affected by the display technologies includes
sufficient video memory, dual buffering system, etc.
The earlier video standards became inadequate because of the current advanced technology and
user demands for higher resolution. Various earlier and newer video standards are listed below:
4.1.5 CRT
The system that generates the visual output of text, graphics and video is known as display
system . For video display, CRT monitor is being used for long years. Most CRT monitor
manufactures attempt to support as many standards as they can with the same monitor
electronics. For most applications, VGA resolution is sufficient to display text and images in a
14 inch monitor.
A Cathode Ray Tube (CRT) monitor works by illuminating millions of tiny red, blue and green
phosphor dots with a beam of electrons.
The above figure shows the working principle of a CRT monitor. A cathode ray tube behind the
monitor’s Screen contains a filament that held in a vacuum. The filament generates negatively
charged electrons when it is heated and these get attracted toward positively charged anode that
is placed between the cathode and screen. This produces a beam of electrons that strike the layer
of phosphor dots coating on the screen and illuminates them. To generate the correct image, the
electron beam can be filtered by shadow mask.
Flat panel displays are used for notebook computers and laptop computers. It is used for both
monochrome and color display. It uses LCD screen technology in two basic ways.
A passive LCD screen is organized in a matrix consisting of 640x480 pixels(640 columns and
480 rows of pixels). The address of each pixel is defined by its x and y position in the matrix.
The address of the first pixel is (0,0) and the address of the last pixel is(639,479). In the passive
matrix system, each column has a separate electronic driver to drive or to address but there is
only one row driver to drive or address the pixel. For example to illuminate the pixels (255,198)
and (340,198), column driver 255 and 340 is turned on and the row driver 198 its turned on. This
takes more time to display. To overcome the time delay the matrix is divided into the halves and
each half is independently operated.
An active LCD matrix display contains 640x480 pixels same as passive LCD matrix display. It is
faster than passive LCD matrix system because the number of transistors used is very high. For
example there are 640x480x3=921600 transistors used for VGA and 800x600x3=1,440,000
transistors are used for SVGA display. Active-matrix LCDs depend on thin film
transistors (TFT). Basically, TFTs are tiny switching transistors and capacitors. They are
arranged in a matrix on a glass substrate. To address a particular pixel, the proper row is
switched on, and then a charge is sent down the correct column. Since all of the other rows that
the column intersects are turned off, only the capacitor at the designated pixel receives a charge.
The capacitor is able to hold the charge until the next refresh cycle. And if we carefully control
the amount of voltage supplied to a crystal, we can make it untwist only enough to allow some
light through.
Working: The paper feed mechanism moves the paper from a paper tray through the paper path
in the printer. The paper passes over a set of corona wires that induce a charge in the paper . The
paper is then struck by a scanning laser beam that follows the pattern of the text on graphics to
be printed .The charged paper passes over a drum coated with fine-grain carbon (toner), and the
toner attaches itself to the paper as a thin film of carbon . The carbon particles attach themselves
to the pixels traced by the laser beam . The fuser assembly then binds the carbon particles to the
paper.
Role of Software in the printing mechanism:
The software package sends information to the printer to select and control printing features .
Printer drivers (files) are controlling the actual operation of the printer and allow the application
software to access the features of the printer.
Working principle
The thermal printing head contains thousands of tiny heating elements. The film transfer roll
contains a panel of cyan, magenta, yellow and black dyes. During printing, individual heating
elements are heated in different heating levels based on the color. The dye panel is rolled under
the head and cyan dye is heated first into a vapor state. This state is called sublimation. This
vapor is absorbed by the paper in the drum. The paper is coated with polyester to help absorb the
dye quickly. This process is then repeated for other three dyes magenta, yellow and black to
create a photographic quality print
Sampling process
Sampling is a process where the analog signal is sampled over time at regular intervals to obtain
the amplitude of the analog signal at the sampling time.
Sampling rate
The regular interval at which the sampling occurs is called the sampling rate.
Digital Voice
Speech is analog in nature and is converted to digital form by an analog-to-digital converter
(ADC). An ADC takes an input signal from a microphone and converts the amplitude of the
sampled analog signal to an 8, 16 or 32 bit digital value.
The four important factors governing the ADC process are
• sampling rate
• Resolution
• linearity and conversion speed.
Sampling Rate: The rate at which the ADC takes a sample of an analog signal.
Resolution: The number of bits utilized for conversion determines the resolution of ADC.
Linearity: Linearity implies that the sampling is linear at all frequencies and that the amplitude
only represents the signal.
Conversion Speed: It is a speed of ADC to convert the analog signal into Digital signals. It must
be fast enough.
It provides recognition of a single word at a time. The user must separate every word by a pause.
The pause marks the end of one word and the beginning of the next word.
Stage 1: Normalization
The recognizer's first task is to carry out amplitude and noise normalization to minimize the
variation in speech due to ambient noise, the speaker's voice, the speaker's distance from and
position relative to the microphone, and the speaker's breath noise.
Stage2: Parametric Analysis
It is a preprocessing stage that extracts relevant time-varying sequences of speech parameters.
This stage serves two purposes: (i) It extracts time-varying speech parameters. (ii) It reduces the
amount of data of extracting the relevant speech parameters.
Training mode In training mode of the recognizer, the new frames are added to the reference
list.
Recognizer mode If the recognizer is in Recognizer mode, then dynamic time warping is
applied to the unknown patterns to average out the phoneme (smallest distinguishable sound, and
spoken words are constructed by concatenating basic phonemes) time duration. The unknown
pattern is then compared with the reference patterns.
A speaker independent isolated word recognizer can be achieved by grouping a large number of
samples corresponding to a word into a single cluster.
Connected-Word Speech Recognition
Connected-word speech consists of spoken phrase consisting of a sequence of words. It may not
contain long pauses between words. This method uses Word Spotting technique .It Recognizes
words in a connected-word phrase. In this technique, Recognition is carried out by compensating
for rate of speech variations by the process called dynamic time warping (this process is used to
expand or compress the time duration of the word), and sliding the adjusted connected-word
phrase representation in time past a stored word template for a likely match.
Digital cameras are used to capture images and stored in digitized form. They are small and
easy to use. Digital camera does not use photographic films but it uses light sensitive electronic
devices to capture images.
Working principle
The following figure shows the operation of a digital camera.
The light from the focused object is passed through a lens. The lens send the signals to
CCD(Charge Coupled Devices) CCD is an array of photo sensors that generates an electric
current proportion to the intensity of the light. Then CCD passes the light signal to ADC. The
ADC converts the analog signal to digital. Digital Signal Processor (DSP) controls the contrast
and other details of the image and compress it. Then the image is stored as files such as JPG and
GIF.
Advantages
• Photographic film is not necessary
• Easy to use
• High quality images
• Images require less storage space
• Images can be edited by software
c.Frame Processing
Frame processing operations are most commonly for geometric operations, image
transformation, and image data compression and decompression Frame processing operations are
very compute intensive many multiply and add operations, similar to spatial filter convolution
operations.
Image scaling: Image scaling allows enlarging or shrinking the whole or part of an image.
Image rotation: Image rotation allows the image to be rotated about a center point. The
operation can be used to rotate the image orthogonally to reorient the image if it was scanned
incorrectly. The operation can also be used for animation.
Image translation: Image translation allows the image to be moved up and down or side to side.
Again, this function can be used for animation. Tx and Ty are the horizontal and vertical
coordinates. x, yare the spatial coordinates of the original pixel.
Image transformation: An image contains varying degrees of brightness or colors defined by
the spatial frequency. The image can be transformed from spatial domain to the frequency
domain by using frequency transform.
Video cameras are used to capture live full-motion video. The multimedia video camera differ
from commercial video camera.
A video camera works with three basic parts.
a. Camera unit
b. VCR unit
c. View finder unit
The camera unit consists of lens and charge coupled devices(CCD) and motors that are used to
focus, zoom and lighting. The VCR unit is located inside the camera that records the video on
tapes. The view finder allows the user to see what is shooting and receives the video image.
The basic stages of a multimedia project are planning and costing, design and production, testing
and delivery.Knowledge of hardware and software, as well as creativity and organizational skills
are essential for creating a high-quality multimedia project.
Most multimedia and web projects must be undertaken in stages. Here are the four basic stages
in a multimedia project:
4.3.2 Creativity
The most precious asset to the multimedia workshop is creativity. It’s what separates
underwhelming multimedia from compelling, engaging, and award-winning products. There is a
lot of room for taking risks in making multimedia because there are few known formulas for
multimedia success. Taking inspiration from earlier experiments, developers modify and add
their own creative touches for designing their own unique multimedia projects. In a multimedia
project, being creative implies knowledge of hardware and software.
4.3.3 Organization
It’s essential that an organized outline and a plan is developed that rationally details the skills,
time, budget, tools, and resources needed for a project. These should be in place before starting
to render graphics, sounds, and other components. A protocol should be established for naming
the files so that it can be quickly retrieved when necessary.
4.3.4 Communication
4.3.5 Hardware
Computer used for multimedia should have high end hardware. Hardware interprets your
commands into computer activity. Hence a fast computer with lot of speed and storage is
required. The components that make up the hardware of the computer includes processor,
motherboard and memory. Processor is basically the heart of the computer. When you turn your
computer on, it is the processor, which performs the startup operations Motherboard contains
computer components like microprocessor, memory, basic input/output system (BIOS),
expansion slots and interconnecting circuitry. RAM (random access memory), also called
primary memory, locates the operating system, application programs, and data in current use so
that the computer's processor reaches them quickly. RAM might get slow when used to its limit.
Hence more memory is needed to work on multimedia. Today's personal computers come with
128 or more of RAM, System devices, Memory and storage devices, Input devices, Output
devices, and Communication devices.
As more memory and storage space is added to the computer, computing needs will keep pace.
If there are many videos, images, audios etc then more memory is needed. If making multimedia,
then one needs to allocate memory for storing and archiving working files used during
production, original audio and video clips, edited pieces, and final mixed pieces production
paperwork and correspondence, and at least one backup of the project files, with a second
backup stored at another location.
In spite of a very high processor speed, this speed is ineffective if not accompanied by sufficient
RAM. A fast processor without enough RAM may waste processor cycles while it swaps needed
portions of program code into and out of memory. In some cases, increasing available RAM may
show more performance improvement on the system than upgrading the processor chip.
4.3.5.3.Hard Disks
Adequate storage space for your production environment can be provided by large-capacity hard
disks, server-mounted on a network. As multimedia has reached consumer desktops, makers of
hard disks have built smaller-profile, larger-capacity, faster, and less-expensive hard disks. As
network and Internet servers drive the demand for centralized data storage requiring terabytes
(one trillion bytes), hard disks are often configured into fail-proof redundant arrays offering
built-in protection against crashes.
These flash memory data storage devices can be integrated with USB or FireWire interfaces to
store from eight megabytes to several GB of data. They are extremely portable, and, because
they have fewer moving parts, are more reliable than disk drives.
Compact disc read-only memory (CD-ROM) and Digital Versatile Discs (DVD) players have
become an integral part of the multimedia development workstation and are an important
delivery vehicle for mass-produced projects. A wide variety of developer utilities, graphic
backgrounds, stock photography and sounds, applications, games, reference texts, and
educational software are available on this medium.
4.3.5.6.Input Devices
A great variety of input devices—from the familiar keyboard and handymouse to touchscreens
and voice recognition setups—can be used for the development and delivery of a multimedia
project. If the project is designed for a public kiosk, a touchscreen can be used. If the project is
for a lecturing professor a remote handheld mouse can be used. Scanners enable one to use
optical character recognition (OCR).Other input devices include Digital cameras, Microphones
etc.
4.3.5.7.Output Devices
Presentation of the audio and visual components of the multimedia project requires hardware
that may or may not be included with the computer itself, such as speakers, amplifiers,
projectors, and motion video devices. The monitor required for development of multimedia
projects depends on the type of multimedia application created, as wellas the computer used. A
wide variety of monitors is available for both Macintoshes and PCs. High-end, large-screen
graphics monitors and LCD panels are available for both, and they are expensive. No other
contemporary message medium has the visual impact of video. When it is necessary to show the
material to more viewers , it should be projected onto a large screen or even a white-painted
wall. Cathode-ray tube (CRT) projectors, liquid crystal display (LCD) panels, Digital Light
Processing (DLP) projectors, and liquid crystal on silicon (LCOS) projectors, as well as (for
larger projects),Grating-Light-Valve (GLV) technologies, are available.
4.3.6 Software
Multimedia software tells the hardware what to do. The basic tool set for building multimedia
projects contains one or more authoring systems and various editing applications for text,
images,s ounds, and motion video. A few additional applications are also useful for capturing
images from the screen, translating file formats ,and moving files among computers. The
software in the multimedia toolkit and one’s skill at using it—determines what kind of
multimedia work one can do and how fine and fancy one can render it. Making good
multimedia means picking a successful route through the software swamp. The software in the
multimedia toolkit and the ability to use it will determine the quality of the multimedia work.
The basic tool set for building a multimedia project can be divided into five categories: Painting
and drawing tools, 3-D Modeling and animation tools, Image editing tools, Sound editing tools,
Animation Video Digital Movie tool
Multimedia authoring tools provide the important framework 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 the
project on screen, and for assembling diverse multimedia elements into a single, cohesive
product. Authoring software provides an integrated environment for binding together the content
and functions of the project, and typically includes everything you need to create, edit, and
import specific types of data. With multimedia authoring software, one can make.
• Video productions
• Animations
• Games
• Interactive web sites
• Demo disks and guided tours
• Presentations
• Kiosk applications
• Interactive training
• Simulations, prototypes, and technical visualization
It is not necessary to invest in a dedicated multimedia package the current software can do the
job. One can save money and time by doing multimedia with tools that are familiar and already
at hand, Common desktop tools have become multimedia-powerful. Some multimedia projects
may be so simple that you can cram all the organizing, planning, rendering, and testing stages
into a single effort, and make “instant” multimedia.
Here is an example: The topic at your weekly sales meeting is salesforce performance. You want
to display your usual spreadsheet so that the group can see real names and numbers for each
member of the team, but t en you want to add an animated, multicolored 3-D 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 found on the Web or a recording
of your CEO saying “Good job!” or a colleague’s “Wait till next week, Pete!” At the appropriate
time during the meeting, you click that cell and play the file. And that’s it—you have just made
and used instant multimedia.
These are the tools which provide the capability for creating a complete multimedia presentation,
including interactive user control, are called authoring tools/p g ro rams. • Some of the examples
are:
• Macromedia Flash.
• Macromedia Director
• Author ware
• Quest.
The various multimedia authoring tools can be categorized into three groups, based on the
method used for sequencing or organizing multimedia elements and events:
In these authoring system, multimedia elements and interactions cues are organized as
objects in a structural framework or process. Icon based event-driven tools simplify the
organization of your project and typically display flow diagrams of activities along
branching paths. In complicate structures, this charting is particularly useful during
development. Example , Authorware from Adobe
3) Time based tools
In these authoring systems, elements and events are organized along a timeline, with
resolutions as high or higher than 1/30 second. Time based tools are best to use when you
have a message with a beginning and an end. Sequentially organized graphic frames are
played back at a speed that you can set. Other elements are triggered back at a given time
or location in the sequence of events. The more powerful time based tools let you
program jumps to any location in a sequence, thereby adding navigation and interactive
control. Example, Flash Player.
A typical team for developing multimedia for DVD or the Web consists of people who bring
various abilities to the table. Often, individual members of multimedia production teams wear
several hats: graphic designers may also do interface design, scanning, and image processing. A
project manager or producer may also be the video producer or scriptwriter. Depending upon the
scope and content of the project and the mix of people required for a multimedia production team
may require as many as 18 discrete roles, including:
• Executive Producer
• Producer/Project Manager
• Creative Director/Multimedia Designer
• Art Director/Visual Designer
• Artist
• Interface Designer
• Game Designer
• Subject Matter Expert
• Instructional Designer/Training Specialist
• Scriptwriter
• Animator (2-D/3-D)
• Sound Producer
• Music Composer
• Video Producer
• Multimedia Programmer
• HTML Coder
• Lawyer/Media Acquisition
• Marketing Director
4.4.2 Project Manager
A project manager’s role is at the center of the action. A project manager is responsible for the
overall development and implementation of a project as well as for day-to-day operations. He/
She is responsible for
A multimedia designer often wears many hats, but most importantly he or she looks at the
overall content of a project, creates a structure for the content, determines the design elements
required to support that structure, and decides which media are appropriate for presenting which
pieces of content. They Prepare the blue print for the entire project: content, media and
interaction. Graphic designers, illustrators, animators, and image processing specialists deal with
the visuals. Multimedia designers need a variety of skills.
4.4.4 Interface Designer
The role of interface designer is to create software devices that organize the multimedia content,
that lets the user to access or modify that content, and that presents the content on screen. The
ease with which a user can move about within a project, effective use of windows, backgrounds,
icons, and control panels – these are the result of an interface designer’s work.
4.4.5 Writer
He is responsible for an entire team of videographers, sound technicians, lighting designers, set
designers, script supervisor, etc. A multimedia video specialist does much more than just shoots
and edit video. He must also understand interactivity and how it will affect the video.
4.4.7 Audio specialist
An audio specialists working in multimedia should have a through understanding of the needs
and requirements involved in producing a successful sound track.Depending upon the situations
occur in the picture he has to change the background music.He is a person can show all his music
talents in the multimedia project.Can be either a sound engineer or music composer.
Web site producer is a new occupation, but putting together a coordinated set of pages for the
World Wide Web requires the same creative process, skill sets, and (often) teamwork as any kind
of multimedia does. With a little effort, many of us could put up a simple web page with a few
links, but this differs greatly from designing, implementing, and maintaining a complex site with
many areas of content and many distinct messages. A web site should never be finished, but
should remain dynamic, fluid, and alive. Unlike a DVD multimedia product replicated many
times in permanent plastic, the work product at a web site is available for tweaking at any time.
REVIEW QUESTIONS
2marks/3 marks
10 marks
1.(a) Explain the function of digital pen.
(b) Write about the various video display standards.
13. (a) Explain how multimedia applications are produced for web.
(b) Write about instant multimedia.
UNIT V. MULTIMEDIA DESIGN ,MULTIMEDIA FOR INTERNET
5.1. DESIGNING AND PRODUCING
5.1.1.Designing
Multimedia design is the art of integrating multiple forms of media. It is used in video games ,
information kiosks, web sites and many other interactive applications. The multimedia project
design is divided into two as the manner in which project material is organized known as
structure and a blend of its graphic elements and its navigation system known as user interface.
• Navigational maps
• Story Board
• Hotspots, Hyperlinks, Icons and Buttons
• Image Maps
5.1.2.1. Navigation map (site map) :A map provides with a table of contents as well as chart of
the logical flow of the interactive interface. While at web sites, a site map is typically a simple
hierarchical table of contents with each heading linked to a page, as a more detailed design
document. The map may prove very useful to a project listing of multimedia objects and
describing what happens when the user interacts. When design a multimedia product, the user
should work with two types of structure. Depth structure represents the complete navigation map
and describes all the links between all the components of the project. Surface structure represents
the structure actually realized by a user while navigating the depth structure.
There are four fundamental organizing depth structures used in multimedia projects.
• Linear: users navigate sequentially from one frame / bite of information to another.
• Hierarchical: users navigate along the branches of a tree structure that is shaped by the
natural logic of the content.
• Nonlinear: Users navigate freely through the content of the project unbound by
predetermined routes.
• Composite: users may navigate freely but are occasionally constrained to linear
presentations of movies or critical information and / or to data that is mostly organized in
a hierarchy.
Fig 5.1. The four primary navigational structures used in multimedia
Many navigation maps are essentially non linear. in these navigational system, viewers are
always free to jump to an index a glossary various menus , help or about .. sections or even to a
rendering of the map itself. It is often important to give viewers the sense that free choice is
available. This empowers them within the context of the subject matter.
5.1.2.2.Story board:
Originally built for a small black and white low resolution display is organized sequentially
screen by screen and each screen is sketched out with design notes and specifications before
rendering. It can be something as simple as a sequence of crude stick figure drawings in
frames(or cells) with accompanying notes for scene numbers , titles , onscreen dialog, voice over
narration and transition effects along with a set of coordinated production notes to help organize
everything in advance. It serves as road map for producers, directors , casts, crews animators ,
audio engineers and post production editors.
Fig 5.2. Story boards on the left with finished screens on the right
5.1.2.3. Hotspots ,Hyperlinks and Buttons: Multimedia systems allow to make any part of the
screen or any object into a hotspot. When users click a hot spot at that location something
happens which makes multimedia as interactive and exciting. Categories of hotspots are text,
graphic, and icon. The simplest hotspots on the web are text anchors that link documents to
another document.
If the hotspot connects the use to another part of the document or program or to a different
program or web site it is referred to as a hyperlink. If the hotspot is a graphic image designed to
look like a push button or toggle switch it is called a button. Icons are graphic objects designed
specifically to be meaningful buttons and are usually small. Plug-ins such as flash, shockwave or
Java scripts enable users to create plain or animated buttons. Small JPEG or GIF images that
themselves anchor links can also serve as buttons on the web.
5.1.2.4. Image Maps: In HTML and XHTML an image map is list of coordinates relating to a
specific image, created in order to hyperlink areas of the image to different destinations ( as
opposed to a normal image link , in which the entire area of the image links to a single
destination). For Example a map of the world may have each country hyperlinked to further
information about that country. The intention of an image map is to provide an easy way of
linking various parts of an image without dividing the image into separate image files.(i.e)large
images that are sectioned into hot areas with associated links.
5.1.3.User Interface:
User interface can contain plenty of navigational power which provide access to content and
tasks for users at all level. The interface should be
The Mac and windows GUI are successful partly because their basic point and click style is
simple , consistent and quickly mastered.
5.1.3.1.Things that work: Here are some graphical approaches that get good results;
• Clashes of color
• Busy Screen
• Using a picture with a lot of contrast in color or brightness as a background
• Trite humor in oft-repeated animations
• Clanging bells or squeaks when a button is clicked.
• Frilly pattern borders
• Cute one-liner from famous movies
• Requiring more than two button clicks to quit.
• Too many numbers
• Too many words
• Too many substantive elements presented too quickly.
5.1.3.3. Audio Interfaces : A multimedia user interface may include important sound elements
that reflect the rhythm of a project. Sounds can be background music, special effects for button
clicks, voice-overs effects synced to animation or they may be buried in the audio track of a
video clip. The tempo and style of background music can set the “tone” of a project.
5.1.4. Producing:
Production is the phase when the multimedia project is actually rendered. During this the
designer will contend with important and continuous organizing tasks.
Managing production so that the client is continually informed and formally approves by signing
off an artwork and other elements as the designer build them. Develop a scheme that specify the
number and duration of client approval cycles and then provide a mechanism for change orders
when changes are requested after signoff.
Because multimedia files are large, means of transporting the project to distinct clients is
particularly important. Typically both the designer and the client will have access to the internet
at high bandwidth.
If the designer use the internet to deliver the multimedia to the client, be sure that he should
setup rules and conventions for naming files placed at an FTP site and use codes in the subject
headers of his email to describe the content of the message.
.5.1.5 Tracking
Develop a file naming convention specific to the project ‘s structure. Store the files in directories
or folders with logical names. It may also need to set up a database with filenames as eight
character codes matched to lengthier descriptive names , so the user know what the code means.
Version control of the files is critically important too especially in large projects. If more than
one person is working on a group of files , be sure that the user always know what version is the
latest and who has the current version
Copy right is a law to protect the content or product from others for copying. This is for books,
research, novals ,musics and videoCDs and for softwares. When the product is copyright by the
owner then he is having rights to do the following
Some products have partial copy rights and they are known as Fair use. It allow the user to
access the initial portions of the product and not allowing the user to access fully. Examples are
Online articles, Musical presentations, online advertisements.
Insert a copyright statement in the projects that clearly designates the code as intellectual
property, but the code, tricks and programming techniques remain accessible for study, learning
and tweaking by others.
Virtual reality systems are designed to produce in the participant the cognitive effects of feeling
immersed in the environment created by a computer using sensory inputs such as vision, hearing,
feeling and sensation of motion. Virtual reality systems require the computer to produce rapid
coordinated changes in visual effects, sound effects and sensory perceptions while at the same
time accepting multimedia inputs from a variety of devices tracking the movements and actions
of the participant.
The human –computer relationship is much more intense in virtual reality than in any other
human interactions with a computer. Let us review some of the contemporary factors involved in
virtual reality.
• Color, Brightness and Shading: Most plants and grass are green and flowers are
multicolored. Similarly traffic lights around the world are red, yellow and green. Use
color as a means of distinguishing and identifying objects although color by itself is not a
very definitive means of doing so.
Variation in brightness give a sense of the time of the day. A sudden change in brightness
is identified as an edge. changes in brightness resulting from the movement of theht
source give us a sense of the three dimensional rendering of an object
• Object Recognition: The object geometry and changes in the geometry over time give us
a perception of the object type. For the feeling of a moving river, the surface geometry
depiction of the water must change at a rate that we associate with a real time river.
• Navigation: If a navigation is very natural and instantaneous and does not require
distracting thought then the system appears very authentic to the participant
• Motion Processing : An object in motion has a velocity. i.e. it is moving in a specific
direction at a specific speed. As the object moves the background does not change but
the object perception does. If we are on the top of the bridge we can see the front hood
ornament of a car passing underneath. As the car moves away from the bridge we see less
and less of the hood and eventually we can see no more than would be visible if we were
standing behind it at essentially the same level.
• Depth Perception: Three important factors are used for depth perception: motion,
pictorial clues and other sensory clues. Pictorial clues can consists of changes in shapes
and sizes, changes in gradients of surfaces, changes in density of objects and field of
vision and changes in brightness and light reflection from object surfaces.
• Lag: Lag is defined as the time between the participant action and the associated
application response. For example when a participant “ touches” a steam pipe , how long
does it take for the electronic glove to pass on the sensation of heat.
Virtual reality is created by combining a number of components including sound and graphics
into sound and visual effects Other inputs can include the sensation of heat surface texture,pain
and changes in pressure. Another important aspect of virtual reality is user feedback and
adapting the next set of effects on the basis of this user feedback.
A number of approaches can be used for designing concurrent operation of multiple devices and
user feedback, including the following.
• Simulation loops: A set of objects(such as sound clips, video clips , graphics and
sensory stimuli) participate in a simulation. A procedure is created and a time step
allocated for each object. The simulation rate is bound to the display rate and each
procedure is assigned a slot in the timeline for the simulation. this is called a loop
because the main process loops around the simple logic of which object is scheduled
next. It is fairly easy to add new device and associated objects.
• Multiple Processes: they are combination of multiple simulation loops, rendering
processes, device activation processes and arbitration processes. Multiple simulation
loops allow programming variety of different effects that can be combined at runtime.
Separate device processes start devices on cue so that the devices are ready when
information is required. The devices can be operated at their highest efficiency level by
separating their actions from the simulation loop.
• Concurrent Objects: Multiple processes create the need for objects to communicate.
Active objects may need to communicate to ensure that the proper sequence of effects is
being generated. Objects send messages to each other and respond to messages from
other objects. This allows multiple processes to be synchronized. Each process and even
their sub processes can be encapsulated in objects so that they can be operated
independently.
• Navigation :The navigation through virtual reality applications must be designed to
allow for multiple paths and options. The design of the processes and the objects
encapsulating them takes on a more important role when the potential variety of
navigation paths is considered.
Bandwidth is how much data expressed in bits per second send from one computer to another in
a given amount of time. The faster the transmissions the less time will spend waiting for text,
images, sounds and animated illustrations to upload or download from computer to computer,
and more satisfaction with an internet experience.
The bottleneck at a typical user’s low bandwidth modem connection is the most serious
impediment to sending multimedia across the internet. At low bandwidth a page of text can take
less than a second to send, but an uncompressed 640x480, 8bit /256 color image can take few
minutes; an uncompressed 640x480 24bit/16million color image can take many minutes to send.
The bottleneck is cleared by the wide use of inexpensive, higher speed cable modems and
wireless connections. The following options are also helpful in clearing the bottlenecks.
The services in the internet are E-mail, file transfer, discussion groups and news-groups, real-
time chatting by text, voice and video and the ability to log into remote computers are common.
Each internet service is implemented on an internet server by dedicated software known as a
Daemon.
Daemons are agent programs that run in the background, waiting to act on requests from the
outside. In case of the Internet, daemons support protocols such as HTTP for the world wide web
, POP for e-mail, or the FTP for exchanging files. In the URL
http://www.timestream.com/index.html ,the first few letters notify a server as to which daemon
to bring into play to satisfy a request.
Multimedia elements are typically saved and transmitted on the internet in the appropriate MIME
type format and are named with the proper extension for that type.
In the web multimedia tools, software, audio and video are available. Clients are permitted to
download the elements. There are two modes of access the multimedia data from the web
• Application based Access: Access multimedia applications and tools from internet is
known as application based access. Downloading real time data like text, picture, audio,
video, necessary files for multimedia presentation, access mails and accessing multimedia
authoring tools are belong to this type.
• Browser based Access : Access browser related software from internet is known as
browser based access. Downloading server based applications , database , add-on
software to increase the capacity of a browser, access programming and scripting
languages for improving browser activities are belong to this type.
For web operation separate multimedia elements are created. Different software tools are used
for the multimedia on the web page. Scripting languages and Automatic Tool generator tools are
used for web page making.
5.2.5.1.Scripting
Scripting codes are divided into two types. Client side scripting and server side scripting
• Client Side Scripting: when run the codes which are in the client computer are known as
client side scripting. When a client call a server, the server send the web page to the client
and the codes are run in the client machine’s browser. HTML,VB script, Java script and
WML script are some examples of client side scripting.
• Server side Scripting: when run the codes in the server are known as server side
scripting. When a client call a server , the sever runs the code for the web page in the
server and send the result to the client is Server side scripting. ASP, ASP.net, JSP, PHP
are some examples of server side scripting.
Instead of writing codes for web page creation tools are used for designing web pages. When
tools are taken from tool box and placed on the web page the codes are auto generated. Dream
Viewer, MS front page and Adobe Glove are some examples.
Plug –ins add the power of multimedia to web browsers by allowing users to view and interact
with new types of documents and images. Helper applications or players also provide multimedia
power by displaying or funning files downloaded from the internet by your browser but helpers
are not seamlessly integrated into the operation of the browser itself.
• TextPlug in: Text and document plug-ins such as the popular Adobe Acrobat Reader get
you past the display limitations of HTML and web browsers where fonts are dependent
on end users preferences and page layout is primitive.
• Image Plug-in: Most browsers will read only bitmapped JPEG,GIF and PNG image files.
Browsers could not display vector images since they are designed by functions. Adobe
Photo viewer is the tool used for vector images also.
• Sound Plug-ins: Digitized sound files in various common formats such as
MP3,WAV,AIF or AU may be sent to your computer and then played either as they are
being received or once they are fully downloaded. MIDI files may also be received and
played when Windows media player or real time player are used.
• Animation, Video and Presentation: The most data intense multimedia elements to
travel the internet are video streams containing both images and synchronized sound and
commonly packaged as Apples Quick time , Microsoft ‘s video for Windows(AVI) and
as MPEG files. Also data rich are the files for proprietary formats such as Keynote, MS
Power Point and other presentation applications.
Methods for developing and presenting the basic elements of multimedia within the constraints
of HTML and the world wide web are Workspace and nibbling. These are the two important
factors when creating web pages for multimedia contents.
Web pages look good on an 800x600 monitor in true color. Depending upon the browser and
preferences set by the user the usable area of the area on the screen will always be less than the
monitor’s display and is not controllable by the designer. When designing the web page for an
800 pixel wide display, by using tables and images that do not exceed 750 pixels across the page,
and will have room for browsing scroll bars. when designing and making multimedia elements
for the web should be called “nibbling”.
Nibbling is trimming image, audio, video files in order to access them. nibbling is the final stage
of creating web page for multimedia elements.
For example to the elegant bitmapped logo created in Photoshop when 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
client’s theme song from 44.1kHz to 11 kHz and see if it’s acceptable at an 8 bit sample size.
Text messages and images are the two multimedia elements mostly used when creating web
pages.
5.3.3.1. Text
When texts are added to a web page it should be easily downloadable. To manage the Text
information on the there are three main works.
Viewers of the web site may not be displaying the same preferred font that used to design the
page because user preferences in the browser may alter the way text in the document looks and
flows. To make the best of this uncertainty many developers design their documents in Times
New Roman for the proportional Seriphed font, Verdana for the proportional Sansserif and
Courier as the mono spaced font. These fonts readily move across platforms and are the default
fonts users typically see if they do not set their own preferences. You can specify a font, and
even alternate fonts using the FACE attribute of the <FONT> tag.
The most powerful feature of HTML may be found in the <TABLE> tag. <TR> and <TD> tags
are used to define the row and columns in the text.
Example:
<Html>
<Head>
<Title> THE EXPLOSIOIN</Title>
</Head>
<Body>
<div align =”center”>
<H2> The Explosion</H2>
</div>
<table border =0 cell spacing=20>
<TR VALIGN= “TOP”>
<TD WIDTH=40%>
----------------text for column 1----------------
</TD>
<TD WIDTH=40%>
---------------text for column 2-------------
</TD>
</TR>
</table>
</Body>
</Html>
5.3.3.1.3.Flowing Text through Image:
To “flow” text around an image using the ALIGN attribute of the <IMG> tag. Add a
<BR CLEAR =left> tag at the end of the text paragraph , so that if there is not enough text to fill
the entire vertical height of the image your next paragraph will begin on a new line, left justified
and below the image. To add space around your image so it doesn’t right up against the text, use
the horizontal space (HSPACE) and vertical space (VSPACE) attributes of the <IMG> tag.
<HTML>
<HEAD>
<TITLE>sailing</TITLE>
</HEAD>
<BODY> \<IMG SRC=”gbsky.gif” ALIGN=”left” HSPACE =”15” VSPACE=”5”>
<H2> departure</H2>
----text goes here-------
<BR CLEAR=”left”>
<hr>
</BODY>
</HTML>
5.3.3.2.Images
Theoretically the web can support any graphics format the client and server have in common.
Practically even though web standards do not specify a graphics format user must use, all
current releases of browsers recognize three image formats-GIF,PNG and JPEG without
resorting to special plug ins.
5.3.3.2.1.GIF: Graphical Interchange Files are limited to 8 bits of color depth(256 colors). It is a
simple format with built-in compression technique and no need for any plug- ins. It is not a open
software type.
5.3.3.2.2.PNG: Portable Network Graphics format is in many ways an improvement on the GIF
format. Image creation programs now support the PNG format. It is a open source software ,
suitable for web applications and no need for any plug-ins. The drawback of this format is it
wouldn’t work on old browsers and download time is high compared to GIF.
5.3.3.2.3.JPEG: Joint Photographic Experts Group images contain 24 bits of color depth.JPEG
uses a powerful but lossy compression method that produces files as much as ten times more
compressed than GIF.
5.3.4. Clickable Buttons
To make a graphical image “clickable” so that it links to another document, simply include the
image tag inside the bounding tags of an HTML anchor that points to that document’s URL.
<A HREF =”documentToGoTo.html”>
<IMG SRC=”imageDisplayed.gif” BORDER=”0”>
</A>
Example:
<A Href=”www.tndte.com”>
<IMG src=”D: /photos/Flower20.gif”>
</A>
Be sure to include the BORDER attribute in the <IMG> tag if user wish to avoid showing a
default border around the button image.
5.3.5.CIient Side Image Maps
Image maps are pictures with defined hotspots that link to other documents when a user clicks
on them. Browsers added support for client side image maps so that mouse coordinates and their
associated document URLs could be included in the client’s own HTML document, thus
avoiding the setup and communications hassles of the server side system. This is managed by the
USEMAP attribute of the <IMG> tag.
To make a client side image map with USEMAP you need three things. an image, a list of
coordinates designating hotspots on the image and the document URL associated with each
hotspot. To program the image map into the HTML document, use the USEMAP attribute of the
<IMG> tag.
<IMG src=”compass.gif” hspace=”5” vspace=”50” border=”0” usemap=”#compass”>
<MAP name =”compass”>
<AREA shape =”circle” ccords=”60,60,10” href=”help.htm”>
<AREA shape =”polygon” ccords=”60,60,0,0,120,0” href=”back.htm”>
<AREA shape =”polygon” ccords=”60,60,0,120,120,120” href=”forward.htm”>
<AREA shape =”polygon ” ccords=”60,60,0,0,0,120” href=”navmap.htm”>
</MAP>
“compass.gif “is the transparent image, the hspace=”5” and vspace=”50” attributes provide space
between the image and the text around it and the border=”0” attribute points to the <map>
extension tag that contains the coordinates and URLs. A <MAP> segment may be placed
anywhere in the body of the HTML document and is related to the correct image by the name
=”compass” attribute of the <MAP> tag.
5.3.6.Sound for the Web
As the web has developed , sound become more important and plug-ins currently allow
embedding of sounds into documents. Browsers have become sound capable. Netscape and
Internet Explorer offer the Quick Time Plug-in for playing AIFF,MIDI ,WAV and Au formats.
Streaming audio is more useful for the web where a sound file can start playing as soon as data
begins coming in. Microsoft Internet Explorer offers the <BGSOUND>, <EMBED>,
<OBJECT>,<PARAM> are different tags to play an AU,WAV or MIDI sound track in a
document background.
<OBJECT>
<PARAM name=SONG value=”glory.WAV”>
<EMBED type=”music” SONG=”glory.WAV” PLUGINGSPACE=www.music.com
AUTOSTART=”time”>
</OBJECT>
5.3.7.Animation for the Web
HTML makes no provision for animation, by itself delivering only a static page of text and
graphics. For the text animation, Netscape 1.0 offered the <BLINK> tag, Microsoft ‘s Explorer
offered the <MARQUEE> tag to scroll text horizontally. For image animation<IMG> tag is
used.
• GIF89A: It is possible to make simple animations by putting multiple images or frames
into a single GIF89a file and display them with programmable delays between them.
When use the <IMG> tag to embed a GIF89a multi frame image, Netscape Navigator
downloads the file and stores it in the cache folder of the local hard disk. Once fully
downloaded the image plays each frame quickly and smoothly. Limit animated GIFs to
small images and use a more capable plug-in for animations over larger areas.
5.3.8.Video for the web:
Most of the multimedia products contain still and full motion video. To transfer one minute
video through web it takes 50minutes for transferring through internet. So the video is
compressed before being transmitted through web since compressed video file takes 1.5 minutes
for transferring the same data.
The factors should be considered before video is created for the web
• To increase the bandwidth the video file should be compressed.
• Use high speed cable modem
• Convert Video files into MPEG format
• Video should be edited by trimming, cutting etc.
5.3.9. HTML5
HTML5 is the latest version of Hypertext Markup Language, the code that describes web pages.
It's actually three kinds of code: HTML, which provides the structure; Cascading Style Sheets
(CSS), which take care of presentation; and JavaScript, which makes things happen. The most
interesting new HTML5 elements are: New semantic elements like <header>, <footer>,
<article>, and <section>. New attributes of form elements like number, date, time, calendar, and
range. New graphic elements: <svg> and <canvas>. and new multimedia elements
<audio>,<embed>,<source>,<track> and <video>
Tag Description
<audio> Defines sound content
<embed> Defines a container for an external (non-HTML) application
Defines multiple media resources for media elements (<video> and
<source>
<audio>)
Defines text tracks for media elements (<video> and <audio>)
<track>
<video> Defines video or movie.
5.3.10. Video Plug- ins and Players
Video Plug-ins are software component that adds a specific feature to an existing computer
program. When a program supports plug-ins it enables customization. Adobe Flash Player is
a plug-in that allows browsers such as Firefox to display Flash media on web pages. Flash is
often used for animations, videos and games. When visit a web page that uses Flash and the plug
-in is missing follow the steps below to install the latest Flash player Plug-in.
• Go to Adobe’s Flash Player download page and download the flash installer.
• When the download has finished close Firefox. Click the Firefox menu then
click Exit.
• Open the flash installer file which is downloaded and follow the instructions.
Another prominent media players, Quick time has become quite famous for its ease of use and
the functionality that it provides. Quick Time is a media player that was created by Apple and
allows users to play back audio and video. In case there are any videos on a web page that have
been embedded with the QuickTime format the program can be used accordingly in order to run
those videos.
Netflix uses Silver light to stream TV episodes and movies to PC and MAC in Standard
Definition and HD streams that play back smoothly on any device. Silver light Deep zoom is the
fastest , smoothest, zooming technology on the web, bringing the highest resolution images and
frame rates with the lowest load times to users.
• Voluminous: They demand high data rates, possible dozens or hundreds of Mbps.
• Real-Time and Interactive: They demand low delay and synchronization between audio
and video for “lip sync”. In addition, applications such as videoconferencing and
interactive multimedia require two- way traffic.
• Sometimes Burst: Data rates fluctuate drastically- for example in video on-demand, no
traffic most of the time burst to high volume.
• Data rate: A meaure of transmission speed often in kilobits per second or megabits per
second
• Latency (maximulm frame/packet delay) :Maximum time needed from transmission to
reception , often measured in milliseconds .
• Packet loss or error: A measure (in percentage) of error rate of the packetized data
transmission. Packets get lost or garbled such as over the internet. They may also be
delivered late or in the wrong order. Since retransmission is often undesirable a simple
error-recovery method for real-time multimedia is to replay the last packet, hoping the
error is not noticeable.
Ingeneral,uncompressed audio/video the desirable packet loss is <10¯2. When it
approaches 10% it becomes intolerable. For compressed multimedia and ordinary data,
the desirable packet loss is less than 10-7 to 10-8.
• Jitter : A measure of smoothness of the audio/video playback.i.e. Variance of
frame/packet delays.
• SyncSkew: A measure of multimedia data synchronization often measured in
milliseconds.
Multimedia Service classes: Based on the above measures multimedia applications can be
classified into following types
• Real Time: Two-way traffic, low latency and jitter, possibly with prioritized delivery
such as voice and video telephony.
• Priority Data : Two-way traffic, low loss and low latency with prioritized delivery such
as e-commerce applications .
• Silver: Moderate latency and jitter strict ordering and sync. One-way traffic such as
streaming video or two-way traffic such as web surfing and internet games.
• Best Effort: No real-time requirement, such as downloading or transferring large
files(movies)
• Bronze: No guarantees for transmission
Perceived QoS: In real-time multimedia, regularity is more important than latency. Temporal
correctness is more important than the sound and picture quality and humans tend to focus on
one subject at a time .User focus is usually at the center of the screen, and it takes tiem to refocus
especially after a scene change.
Prioritized Delivery
When a high packet loss or error rate is detected in the event of network congestion, prioritized
delivery of multimedia data can be used to alleviate the perceived deterioration.
1 channel,
1 channel,
Table 5.2.Video signal estimated values (a) uncompressed (b) compressed (bytes).
Resolution 1 minute 1 hour
a 640 x 480 1.6 GB 97 GB
Digitized video presents great volumes of data,even in the case of pictures in movement or
graphical animation.
The structure designed for the application uses LARC local network features which is based on
the internet site. Integrated high-speed network with a video server, file server ,web server and
clients machine interconnected, complemented by territory storage specific for videos. There are
two aspects specific for video. The great volume of data necessity of real time transmission.
Because the great video files volume, it is necessary to use techniques and standards for
compression like JPEG,MPEG etc with great losses, eliminating spaces and temporal
redundancies. The picture quality reduction usually is not perceivable and the volume of data
may be drastic reduced. The video server has a Disk array allowing the content to be divided and
stored in blocks of data. The block size must be chosen in order to balance the efficiency of disks
and the transmission.
Fig 5.3 Multimedia on Demand System structure
The blocks are stored sequentially in slots. The disks read the numbered blocks and they deliver
them to the respective customer through the network. This is called striping technique and it
allows users have access to the same video in subsequent times.
The video server stores the most recently used videos, while the others are stored in a tertiary
memory. A jukebox is used for this purpose. When a requested video is in the tertiary storage the
server locates the video in the juke box place it in the video server for transmission to the
customer. The structure is connected to the Internet by 2Mbps communication links. The other
media type are stored in the web server.
The project intends to create a high speed network backbone linking all the Polytechnic
colleges.It forecasts a central site(DOTE) that will have video servers and territory memory for
storage of the educational material. Associated to this site there will be a studio for the
production of the multimedia material and a video conference room. On the departments it will
be implanted the site to receive data from the central studio and each college will have a video
conference room.
Fig 5.4. Model DOTE – e lecture/ e-content network structure
5.4.4.Multimedia Over Wireless and Mobile Networks
Because wireless data transmission incur the most data loss and distortion, error resilience and
error correction become primary concerns. A few characteristics of wireless handheld devices
are worth keeping in mind when designing multimedia transmission, in particular video
transmission. Both the handheld size and battery life limit the processing power and memory of
the device. Thus encoding and decoding must have relatively low complexity. Due to memory
constraints and reasons for the use of wireless devices as well as billing procedures real time
communication is likely to be required. Long delays before starting to see a video are either not
possible or not acceptable. Finally wireless channels have much more interference than wired
channels.
The 3G PP2 group has defined the following Qos parameters for wireless video conferencing
services. The QoS parameters specified for the wireless part are more stringent th an those
required for end to end transmissions. The 3G PP QoS requirements for multimedia
transmission are nearly identical
• Synchronization : video and audio should be synchronized to within 20msecs
• Throughput: The minimum video bitrate to be supported is 32kbps. Video rates of
128kbps,384kbps and above should be supported as well.
• Delay: The maximum end to end transmission delay is defined to be 400msec.
• Jitter: The maximum delay jitter is 200msec.
• Error Rate: The video conferencing system should be able to tolerate a frame error rate
of 10-2 or a bit error rate of 10-3 for circuit switched transmission.
5.4.5.Media Entertainment
Multimedia is heavily used in the entertainment industry, especially to develop special effects in
movies and animations. 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 recepients of information are called interactive multimedia.
5.4.6 Web based Applications
Web-based system applications, are Web applications with comparable capabilities to native
applications. They are implemented in languages such as HTML5 and JavaScript but operate
outside the Web browser sandbox, with access to the operating system on the host machine.
Many modern operating systems, including Ubuntu, Google Chrome, Windows, and Firefox OS,
provide runtime environment to support Web-based system applications, eroding the distinction
between desktop, mobile, and Web-based software.
1. First, they are implemented in platform-independent Web languages and thus are
portable, in contrast to native applications. In theory, the developer can write the
application once and it will run on many desktop and mobile platforms.
2. Second, they have access to native functionality such as local files, camera, microphone,
etc., in contrast to conventional Web applications.
3. Third, after they are installed by the user, they can work offline, also in contrast to
conventional Web applications.
4. Fourth, they are easy to maintain and update by changing the Web code hosted on the
developer’s site, instead of requiring all users to update their local copies.
5. Fifth, even though they use runtime Web-browser libraries, they do not rely on browsers’
user interfaces, which can take up valuable display space on mobile devices and make
applications less responsive.
Category Examples
Examples :-
Gmail/Hotmail/Yahoo Mail -To read, compose, delete, forward and manage emails.
Zoho Writer
Ajax-based word processors may be good for collaboration, and they can offer solid basic
functionality.
DropBox
Dropbox is top notch, affordable cloud storage—primarily because it’s easy to use and incredibly
affordable.
Jing:
When you install Jing onto your computer, you can take screenshots of whatever you see on
your screen (and add graphics like arrows and things like that to them) and you’ll immediately
get a link you can use to share that image
PicResize:
It’s important to keep the file size of the images on your site to a minimum.
Adobe Buzzword
– online word processor, perfect for writing reports and proposals
ShrinkFile.NET
– to compress your text documents, images, PDF files and other data online
CreativePro Office
– Manage team, clients, projects, invoices and events
Picnik
– a photo editing tools
CyberTester
– to create tests/exams/assignments (consisting of single-choice, multiple-choices or keywords-
based questions) and assign them to students to conduct online tests.
Advanced Stock Tracking System
– for keeping track of stocks and a search engine for the stock market
.Google Docs
– it lets you create your documents (like Word), spreadsheets, presentations and more. It also
allows you to collaborate and share documents.
Avairy
– a powerful web creation tools for photo editing, logos, web templates, color palettes , audio
editing and more.
Mint
– a web tool to access to your free personal financial and online management tool. It will help
you to organize your financial accounts, set your budgets needs, and put up your savings.
JayCut
– a web video editing software. With a user-friendly environment, it will let you create your
videos, add and edit clips, transitions, effects, audio, download, export in Youtube and more.
WobZip
– an online tool that makes you uncompressed your files on the fly. It supports different
compression format such as ZIP, RAR, and more zip formats. It has also an active scanner that
scan your compressed files before unzipping it.
Zamzar
-a powerful online file conversion tool. It converts various formats for documents, image, music,
video, e-book, compressed files, cad formats. Just follow 4 easy steps to convert your files
instantly.
Hulu
– a video/TV streaming website that lets you watch your favorite tv shows right at your
computer. If you missed some of your favorites episode you can just tune in here and enjoy
watching. Hulu is a US exclusive website.
TokBox
– a great online video chatting applications. For free users, you can chat up to 20 people. Just
simply sign up,invite your friends and start video chatting.
ESET Online Virus Scanner
– deep scan your PC using your web browser. The good thing is that you don’t need to install the
software and it is always up to date.
icloud
– web operating system over the web. It is like bringing your own desktop and files running in
your web browser that includes an office suite, media player, chat client, games, productivity
tool, utility applications and more. Now you won’t worry that you are working in a different PC.
Google Voice
– makes a huge deal in international calling communication. It delivers various features such as
voicemail transcription, one number calling, sms to email, block callers, screen callers,
conference call and more. Bringing your all phone into your gmail account given that you are in
US and Canada.
HootSuite
– a web apps for your social networking experience. Updating and monitoring your social
activities such as Twitter, Facebook, LinkedIn, WordPress and Ping.fm will be easy. It is also
good for businesses that tracks statistics of their business over the web.
Challenges of Web Based Applications
There is a growing concern over the security of Web-based applications, which are rapidly being
deployed over the Internet. For example, e-commerce—the leading Web-based application—is
projected to have a market exceeding $1 trillion over the next several years. However, this
application has already become a security nightmare for both customers and business enterprises
as indicated by the recent episodes involving unauthorized access to credit card information.
Other leading Web-based applications with considerable information security and privacy issues
include telemedicine-based health-care services and online services or businesses involving both
public and private sectors.
E-leaning focuses on usage of technology in the field of education and learning. E-learning is a
computer based educational tool or system that enables you to learn anywhere and at any time.
Today e-learning is mostly delivered though the internet, although in the past it was delivered
using a blend of computer-based methods like CD-ROM. Some of the most important
developments in education have happened since the launch of the internet. These days learners
are well versed in the use of smart phones, text messaging and using the internet. so participating
in and running an online course has become a simple affair. Message boards, social media and
various other means of online communication allow learners to keep them in touch and discuss
course related matters, whilst providing for a sense of community. E-learning applications and
processes include Web-based learning, computer-based learning, virtual classrooms and digital
collaboration. Content is delivered via the Internet, intranet/extranet, audio or video tape, satellite
TV, and CD-ROM. It is used by the educational Institutions to enhance and support the class
room teaching and offering courses to a larger population of learners across the Globe. It can be
self-paced or instructor led and includes media in the form of text, image, animation, streaming
video and audio .Some of the different types of E-learning methods are:
• Computer-based Learning
• Computer-Based Training
• Computer-supported collaborative learning (CSCL)
Computer-based Learning
Computer-based learning, sometimes abbreviated to CBL, refers to the use of computers as a
key component of the educational environment. While this can refer to the use of computers in a
classroom, the term more broadly refers to a structured environment in which computers are used
for teaching purposes.
Computer-Based Training
Computer-Based Trainings (CBTs) are self-paced learning activities accessible via a computer or
handheld device. CBTs typically present content in a linear fashion, much like reading an online
book or manual. For this reason they are often used to teach static processes, such as using
software or completing mathematical equations. The term Computer Based Training is often
used interchangeably with Web-based training (WBT) with the primary difference being the
delivery method. Where CBTs are typically delivered via CDROM, WBTs are delivered via the
Internet using a web browser. Assessing learning in a CBT usually comes in the form of
multiple-choice questions, or other assessments that can be easily scored by a computer such as
drag-and-drop, radial button, simulation or other interactive means. Assessments are easily
scored and recorded via online software, providing immediate end-user feedback and completion
status. Users are often able to print completion records in the form of certificates.
The ways in which e-learning may not excel over other training include:
• Technology issues of the learners are most commonly technophobia and unavailability of
required technologies.
• Portability of training has become a strength of e-learning with the proliferation of
network linking points, notebook computers, PDAs, and mobile phones, but still does not
rival that of printed workbooks or reference material.
• Reduced social and cultural interaction can be a drawback. The impersonality,
suppression of communication mechanisms such as body language, and elimination of
peer-to-peer learning that are part of this potential disadvantage are lessening with
advances in communication Technologies.
ADVANTAGES
Cloud media technology offers number of key benefits to its service providers as well as the
users through increased implementation time, efficient data storage capacity, less computation
and cost. It created a striking impact in the multimedia content processing like editing, storing,
encrypting and decrypting, gaming, streaming, compressing etc.
A. Cost
Cloud media computing offers cost effective services to its service providers through efficient
multiplexing of media contents like audio, video, image by providing a common infrastructure,
utilizing the server, optimization, virtualization, Mobility and automatic processing. There is no
need for physically acquiring a infrastructure or resource in our local system and thus reduces the
cost.
B. Upgradable
Cloud media is an always connected to the cloud service provider and therefore it is upgraded
and maintained without any manual interference. Software and security will be up to date
always.
C. Compatibility
Cloud media allows the media content to be accessed anywhere through any smart device and it
is compatible with all kinds of client service enabled computers, smartphones, cars tablets etc.
D. Consistent
Cloud media provides consistency in distributing the specific media contents to the users of
other cloud within a cloud community using the streaming protocols like TCP/IP, UDP, RTP etc.
E. Green Technology
Cloud media computation uses optimized data centers for processing, distributing or sharing the
media content to the users. But the traditional computation requires more energy consumption.
F. Ubiquitous
Cloud media offers the users to purchase a media content once and it can be accessed anywhere
in multiscreen by providing customization ability depending upon the accessing device.
G. Storage
Cloud media technology has many bases for storing the media content in the cloud using the
resources. Also it is more secure since the stored media content will be duplicated without
manual interference.
Disadvantages
A. More confusion
There are more confusion among the user in choosing the type of cloud since both pay per use
and free clouds are launched by some mobile companies, service providers etc. So the users face
difficulty in taking a decision.
B. Inside attacks
There is a possibility for phishing and stealing of media content by the employee of the service
provider itself.
D. Migration
Since more and more clouds are launched by the service providers, the user might think to move
all his media content to some other cloud based on his change in requirements. But now the user
does not have the freedom of doing that.
F. QOS
In cloud media computing, since it is a new area, the developers are concentrating more on
computation speed and storage issue. Users going for unreliable networks without their
knowledge to share the media content even though there are availability of more promising
streaming technology and increased broadband speed.
5.4.9 Cloud-Assisted Media Sharing
Content sharing environments such as social networking are very dynamic in terms of the
number of on-line users, storage requirement, network bandwidth, computational capability,
applications and platforms, thus it is not easy for a service provider to allocate resources
following the traditional client-server model. As cloud computing offers application developers
and users an abstract view of services that hides much of the system details and inner workings,
it is more and more popular in content-sharing applications. Media content has become the major
traffic of Internet and will keep on increasing rapidly. Various innovative media applications,
services, devices have emerged and people tend to consume more media contents. We are
meeting a media revolution. But media processing requires great capacity and capability of
computing resources. Meanwhile Cloud Computing has emerged as a prosperous technology and
the Cloud Computing platform has become a fundamental facility providing various services,
great computing power, massive storage and bandwidth with modest cost. The integration of
Cloud Computing and media processing is therefore a natural choice. Media Cloud is the bridge
to an open architecture that allows users to join their data to constitute a Cloud.
Media Cloud pursues fulfilling two goals: Content Classification Content Sharing.
Content Sharing:
ISSUE: Consider a group of friends that have just arrived from a half month travel and they all
want to exchange the pictures stored in their cameras. Problem: An option would be to upload
every picture and video to a social network to let others to individually select and download the
pictures they like. However, viewing, selecting and downloading individual media file from the
social network would be pretty tough and time consuming process.
Solution: The goal of Content Sharing alleviates the problem of sharing large amounts of media
with family and friends.
System Components
Frontend and Media Applications Running on Google App Engine
• Authenticates and authorizes users and coordinate access to Google Cloud Storage.
• Implements the user interface for browser clients, and/or exposes APIs using Google Cloud
Endpoints to mobile and desktop clients.
• Plays the role of system controller and is responsible for managing workflows for media
ingestion, serving, and processing.
• Scalable media applications are powered by App Engine, with built-in load-balancing and auto-
scaling.
Google Datastore
• Stores media content metadata and application data model. Google Cloud SQL
• Stores media content metadata and application data model, as an alternative to Google
Datastore. App Engine Task Queue
• Integrates App Engine application with media processing software running on Google
Compute Engine.
Image Services
• Provides dynamic image processing services for App Engine applications, such as thumbnail
generation, resizing, and cropping.
Google Cloud Storage
• Provides scalable and highly available storage for media content. The storage can be accessed
by using RESTful APIs and/or signed URLs.
• Leverages Google network for the following advantages:
(1) to allow for fast and secure content ingestion into and serving from the storage and
(2) for edge caching capability for public content which lowers the serving costs.
REVIEW QUESTIONS
2MARKS
1. What is user interface
2. What is hotspot
3. List the stages of designing multimedia product
4. What is storyboard
5. What is Icon
6. Expand MIME
7. What is copyright
8. Define Virtual Reality
9. What are the inputs of virtual reality systems
10. Define bandwidth
11. Define plug-ins
12. Give examples for text plug-ins
13. What is nibbling
14. What is GIF
15. What is PNG
16. What is JPEG
17. What is the use of GIF89a.
18. Give example for automatic tool generator
19. Mention MIME type image file extension
3MARKS
1. where the image maps are used
2. Define production
3. what is copyright
4. When you have a copyright of a product what can you do
5. How to avoid bandwidth bottleneck
6. Define Daemon
7. What are the two modes of access the multimedia data from the web
8. What is client side scripting
9. What is server side scripting
10. Write about clickable buttons
11. Write about client side image maps
12. What are the factors to be considered before video is created for the web
13. Give a short note about HTML5
14. Give short note about Discrete media
15. Give short note about Continuous media
5MARKS
1. Explain Navigation map
2. Explain story board
3. What are the factors involved in virtual reality
4. Write about different virtual reality modeling
5. Explain different plug-ins
6. How a text element is used for the web(10marks)
7. How to flow text through image for the web
8. What are the parameters used for deciding quality of data transmission
9. Draw and explain multimedia demand system architecture(10marks)
10. Write about multimedia over wireless and mobile networks
11. Mention the features of web based applications
12. What are the categories present in web based systems
13. Explain about e-learning
14. Explain cloud computing for multimedia services