Fundamentals of Multimedia
Fundamentals of Multimedia
Fundamentals of Multimedia
of Multimedia
UNIT 1: INTRODUCTION TO MULTIMEDIA
LINEAR MULTIMEDIA
Linear Multimedia is a type of a multimedia that is designed to be presented in a sequential
manner. It has a distinct beginning and end. It goes on a logical flow from a starting point to a
conclusion. It is usually intended for display purposes with not much interaction or distraction
from the audience. Because of its nature where audience participation is not expected, Linear
Multimedia may also be referred to as “Passive Multimedia”
In this kind of presentation, the creator of the multimedia is in control.
This kind of media is preferential if interaction is not necessary in the presentation
Main goals include: to entertain, to transmit knowledge, and to make people familiar on a
certain topic WITHOUT any form of diversion. Examples:
A PowerPoint presentation
A slideshow of pictures that goes on with a specific direction
A storyline/ A movie
An anime episode
A YouTube videos
Advantages:
Audience gets to focus and concentrate on a specific topic.
There is logical order in the presentation. Organized
Presenter controls the flow of the presentation
Effective when we need our audience to absorb the information well
Disadvantages:
Minimal interactivity, or none at all
Audience has no say on the topic they want to dwell into.
NON-LINEAR MULTIMEDIA
Non-linear multimedia is a non-sequential type of multimedia where the person’s participation
is crucial. In this type of media, the person needs to interact with a computer program, thus
making him in control of the experience.
With the presence of an interface, the person and the computer interact with each other. From
a starting point, the person using a nonlinear multimedia is given a range of options that,
according to his own preferences, will lead him to a new information.
Examples may include:
A Website
A search engine’s home page
A DVD menu screen
A YouTube Channel
An anime or Korean drama streaming site
Advantages:
The person is in control and may use the multimedia according to his preferences and
needs.
Disadvantages:
Requires a level of computer literacy from the user
May be unorganized if not used well
1.6 COMPONENTS AND STRUCTURE
Multimedia applications can include many types of media. The primary characteristic of a
multimedia system is the use of more than one kind of media to deliver content and
functionality. Web and desktop computing programs can both involve multimedia components.
As well as different media items, a multimedia application will normally involve programming
code and enhanced user interaction. Multimedia items generally fall into one of five main
categories and use varied techniques for digital formatting.
a) Text
It may be an easy content type to forget when considering multimedia systems, but text
content is by far the most common media type in computing applications. Most multimedia
systems use a combination of text and other media to deliver functionality. Text in
multimedia systems can express specific information, or it can act as reinforcement for
information contained in other media items. This is a common practice in applications with
accessibility requirements. For example, when Web pages include image elements, they
can also include a short amount of text for the user's browser to include as an alternative,
in case the digital image item is not available.
b) Images
Digital image files appear in many multimedia applications. Digital photographs can
display application content or can alternatively form part of a user interface. Interactive
elements, such as buttons, often use custom images created by the designers and developers
involved in an application. Digital image files use a variety of formats and file extensions.
Among the most common are JPEGs and PNGs. Both of these often appear on websites, as
the formats allow developers to minimize on file size while maximizing on picture quality.
Graphic design software programs such as Photoshop and Paint.NET allow developers to
create complex visual effects with digital images.
c) Audio
Audio files and streams play a major role in some multimedia systems. Audio files appear
as part of application content and also to aid interaction. When they appear within Web
applications and sites, audio files sometimes need to be deployed using plug-in media
players. Audio formats include MP3, WMA, Wave, MIDI and RealAudio. When
developers include audio within a website, they will generally use a compressed format to
minimize on download times. Web services can also stream audio, so that users can begin
playback before the entire file is downloaded.
d) Video
Digital video appears in many multimedia applications, particularly on the Web. As with
audio, websites can stream digital video to increase the speed and availability of playback.
Common digital video formats include Flash, MPEG, AVI, WMV and QuickTime. Most
digital video requires use of browser plug-ins to play within Web pages, but in many cases
the user's browser will already have the required resources installed.
e) Animation
Animated components are common within both Web and desktop multimedia applications.
Animations can also include interactive effects, allowing users to engage with the
animation action using their mouse and keyboard. The most common tool for creating
animations on the Web is Adobe Flash, which also facilitates desktop applications. Using
Flash, developers can author FLV files, exporting them as SWF movies for deployment to
users. Flash also uses ActionScript code to achieve animated and interactive effects
1.10 HYPERMEDIA
Hypertext is text displayed on a computer display or other electronic devices with
references (hyperlinks) to other text that the reader can immediately access, or where text
can be revealed progressively at multiple levels of detail. Hypertext documents are
interconnected by hyperlinks, which are typically activated by a mouse click, keypress
sequence or by touching the screen. Apart from text, the term "hypertext" is also
sometimes used to describe tables, images, and other presentational content formats with
integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide
Web, where Web pages are often written in the Hypertext Mark-up Language (HTML).
As implemented on the Web, hypertext enables the easy-to-use publication of
information over the Internet.
Hypermedia is the use of text, data, graphics, audio and video as elements of an extended
hypertext system in which all elements are linked, where the content is accessible via
hyperlinks. Text, audio, graphics, and video are interconnected to each other creating a
compilation of information that is generally considered as non-linear system. The modern
world wide web is the best example for the hypermedia, where the content is most of the
time interactive hence non-linear. Hypertext is a subset of hypermedia, and the term was
first used by Ted Nelson in 1965.
Hypermedia content can be developed using specified software such as Adobe Flash,
Adobe Director and Macromedia Author ware. Some business software as Adobe
Acrobat and Microsoft Office Suite offers limited hypermedia features with hyperlinks
embedded in the document itself.
Raster Vector
1. Comprised of pixels, arranged to form 1. Comprised of paths, dictated by
an image mathematical formulas
2. Constrained by resolution and 2. Infinitely scalable
dimensions
3. Capable of rich, complex color blends 3. Difficult to blend colors without
rasterizing
4. Large file sizes (but can be 4. Small file sizes
compressed)
5. File types include .jpg, .gif, .png, .tif, 5. File types include .ai, .cdr, .svg; plus .eps
.bmp, .psd; plus .eps and .pdf when and .pdf when created by vector
created by raster programs programs
6. Raster software includes Photoshop 6. Vector software includes Illustrator,
and GIMP CorelDraw, and InkScape
7. Perfect for “painting” 7. Perfect for “drawing”
8. Capable of detailed editing 8. Less detailed, but offers precise paths
COLOUR AND COLOUR MODELS
"Colour" refers to the human brain's subjective interpretation of combinations of a narrow band
of wavelengths of light. Also, what wavelengths reach the eye depend on both the wavelengths
in the light source and what wavelengths are absorbed by the objects off which the light reflects.
A Colour Model is simply a way to define color. A color model is a system for creating a full
range of colours from a small set of primary colors. A model describes how color will appear
on the computer screen or on paper. Three popular color models are:
a) CMYK (Cyan, Magenta, Yellow, Black)
The CMYK model is used for print work and it describes colors based on their
percentage of Cyan, Magenta, Yellow and Black. These four colors are used by
commercial printers and bureaus and you may also find that your home printer uses
these colors too. These four colors are needed to reproduce full color artwork in
magazines, books and brochures. By combining Cyan, Magenta, Yellow and Black on
paper in varying percentages, the illusion of lots of colors is created.
CMYK is known as a “subtractive” color model. White is the natural color of the paper
or other background, while black results from a full combination of coloured inks.
b) RGB (Red, Green, Blue)
The RGB model is used when working with screen-based designs. A value between 0
and 255 is assigned to each of the light colors, Red, Green and Blue. So, for example,
if you wanted to create a purely blue color, Red would have a value of 0, Green would
have a value of 0 and Blue would have a value of 255 (pure blue). To create black, Red,
Green and Blue would each have a value of 0 and to create white, each would have a
value of 255. RGB is known as an “additive” model and is the opposite of the
subtractive color model.
In case of RGB Model, the “value” of color referring to the strength of the colors in
relation to each other.
c) Lab Color
The Lab color model is a slightly more complex beast. It is made up of three
components – the lightness component (L) ranging from 0 to 100, the “a” component
comes from the green-red axis in the Adobe Color Picker, and the “b” component which
comes from the blue-yellow axis in the Adobe Color Picker. Both “a” and “b” can range
from +127 to –128. When Photoshop is converting from one model to another, it uses
Lab as the intermediate color model.
d) HSL
The HSL model describes colors in terms of hue, saturation, and lightness (also called
luminance). The model has two prominent properties:
The transition from black to a hue to white is symmetric and is controlled solely
by increasing lightness. Shading and tinting are controlled by a single value,
lightness
Decreasing saturation transitions to a shade of gray dependent on the lightness,
thus keeping the overall intensity relatively constant. Tones are controlled by a
single value, saturation
The advantages of using hue are
The relationship between tones around the color circle is easily identified
Shades, tints, and tones can be generated easily without affecting the hue
Lightness combines the concepts of shading and tinting. Assuming full saturation,
lightness is neutral at the midpoint value, for example 50%, and the hue displays
unaltered. As lightness decreases below the midpoint, it has the effect of shading. Zero
lightness produces black. As lightness increases above 50%, it has the effect of tinting,
and full lightness produces white.
At zero saturation, lightness controls the resulting shade of grey. A value of zero still
produces black, and full lightness still produces white. The midpoint value results in
the "middle" shade of grey, with an RGB value of (128,128,128). As saturation
decreases, it produces tones of the reference hue that converge on a shade of grey that
is determined by the lightness. This keeps the total intensity relatively constant.
SPECIFICATION OF DIGITAL IMAGES
A digital image is a binary representation of a two-dimensional image. It may be of vector or
raster type. But most of the times, the term "digital image" often refers to raster images or
bitmapped images.
A digital image may be characterized in three main ways:
The image resolution refers to the image dimensions (width × height) in units of the
number of dots (pixels). Common resolutions are 640 × 480 or 1280 × 960, although
larger images from digital still cameras are common.
The colour depth is the number of colours that may be specified for each pixel. For true
colour, this should be in the thousands or millions.
The file format for an image describes the way it is saved on disk and affects its
compatibility with different programs for viewing, e-mailing, etc. The internet standard
image file format is JPEG*, and carries the benefit of small file size, high definition
and broad compatibility with internet e-mail and browser software.
OVERVIEW OF IMAGE PROCESSING
Image processing involves image recognition, image enhancement, image synthesis, image
reconstruction and image understanding. The original is not altered in document image
workflow management system rather, annotations are recorded and stored separately an image
processing system, on the other hand, may actually alter the contents of the image itself.
Examples of image processing systems applications include recognition of images, as in factory
floor quality assurance systems; image enhancement, as in satellite reconnaissance systems;
image synthesis, as in law enforcement suspect identification systems; and image
reconstruction, as in plastic surgery design systems.
Image enhancement: Most image display systems provide some level of image enhancement.
This may be a simple scanner sensitivity adjustment very much akin to the light-dark
adjustment in a copier. Increasing the sensitivity and contrast makes the picture darker by
making borderline pixels black or increasing the grey-level of pixels. Or it may be more
complex, with capabilities built in the compression boards. These capabilities might include
the following:
a) Image calibration- the overall image density is calibrated, and the image pixels are
adjusted to a predefined level.
b) Real-time alignment- the image is aligned in real-time for skewing caused by improper
feeding of paper.
c) Grey-scale normalization- the overall level of an image is evaluated to determine if it
is skewed in one direction and if it needs correction.
d) RGB hue intensity adjustment- too much color makes picture garish and fuzzy.
Automatic hue intensity adjustment brings the hue intensity within predefined ranges.
e) Color separation-A picture with very little color contrast can be dull and may not bring
out the details. The hardware used can detect and adjust the range of color separation.
Image Annotation: Image Annotation can be performed in one of two ways: as a text file
stored along with the image or as a small image stored with the original image.
Optical Character Recognition: Data entry has traditionally been more expensive component
of data processing. OCR technology, used for data entry by scanning typed or printed words in
a form, has been in use for quite some time.
Laser Printer
A laser printer is a non-impact high-speed printer that is ideal for business documents and
graphics. Laser printers produce the highest quality images. Most laser printers are
monochrome, but colour laser printers are also available. Low speed laser printers can print 4-
12 pages per minute. Very high-speed laser printers can print 500-1000 pages per minute
A laser printer works like a photocopier to produce images on a page. A laser beam draws
images on a light-sensitive drum.
The drum picks up a fine powdered ink called toner, and then transfers the toner to the paper
to create the images.
Speed of printer
Speed of Character Printers such as Dot Matrix and Inkjet Printer is measured in
Character Per Second (CPS)
Speed of Line Printer such as Drum Printer is measured in Lines Per Minute (LPM)
Speed of Page Printer such as Laser Printer is measured in Page Per Minute (PPM)
Unit 3: Introduction to Audio and Video
INTRODUCTION TO AUDIO
Audiology is the discipline interested in manipulating acoustic signals that can be perceived by
humans. Important aspects are psychoacoustics, music, the MIDI standard, and speech
synthesis and analysis. Most multimedia applications use audio in the form of music and/or
speech, and voice communication is of particular significance in distributed multimedia
applications.
Sound is perhaps the most important element of multimedia. It is meaningful “speech” in any
language, from a whisper to a scream. It can provide the listening pleasure of music, the
startling accent of special effects or the ambience of a mood setting background. Sound is the
terminology used in the analog form, and the digitized form of sound is called as audio.
Sound is a physical phenomenon caused by vibration of a material, such as violin string or
wood log. This type of vibration triggers pressure wave fluctuations in the air around the
material. The pressure wave propagates in the air. The pattern of this oscillation is called wave
form. When hear a sound when such a wave reaches our ears.
BASIC PROPERTIES/CHARACTERISTICS OF SOUND
1. Frequency refers to how often something happens -- or in our case, the number of
periodic, compression-rarefaction cycles that occur each second as a sound wave moves
through a medium -- and is measured in Hertz (Hz) or cycles/second. The term pitch is
used to describe our perception of frequencies within the range of human hearing.
2. Amplitude/Loudness refer to how loud or soft the sound is. The amplitude of a sound
is a measure of its power and is measured in decibels. It is perceived as loud and soft.
Studies in hearing show that we perceive sounds at very low and very high frequencies
as being softer than sounds in the middle frequencies, even though they have the same
amplitude.
3. Duration refers to how long a sound lasts.
4. Timbre (pronounced TAM-burr) refers to the characteristic sound or tone color of an
instrument. A violin has a different timbre than a piano.
5. Envelope refers to the shape or contour of the sound as it evolves over time. A simple
envelope consists of three parts: attack, sustain, and decay. An acoustic guitar has a
sharp attack, little sustain and a rapid decay. A piano has a sharp attack, medium sustain,
and medium decay. Voice, wind, and string instruments can shape the individual attack,
sustain, and decay portions of the sound.
6. Location describes the sound placement relative to our listening position. Sound is
perceived in three-dimensional space based on the time difference it reaches our left
and right eardrums.
These six properties of sound are studied in the fields of music, physics, acoustics, digital
signal processing (DSP), computer science, electrical engineering, psychology, and
biology.
NATURE OF SOUND WAVES
Sound is a longitudinal, mechanical wave, in which the particles oscillate to and from in the
same direction of wave propagation. Sound waves cannot be transmitted through vacuum. The
transmission of sound requires at least a medium, which can be solid, liquid, or gas.
Sound is a variation in pressure. A region of increased pressure on a sound wave is called a
compression (or condensation). A region of decreased pressure on a sound wave is called a
rarefaction (or dilation).
The sources of sound
vibrating solids
rapid expansion or compression (explosions and implosions)
Smooth (laminar) air flow around blunt obstacles may result in the formation of vortices
(the plural of vortex) that snap off or shed with a characteristic frequency. This process
is called vortex shedding and is another means by which sound waves are formed. This
is how a whistle or flute produces sound.
Human hearing and speech
Humans are generally capable of hearing sounds between 20 Hz and 20 kHz (although I can't
hear sounds above 13 kHz). Sounds with frequencies above the range of human hearing are
called ultrasound. Sounds with frequencies below the range of human hearing are called
infrasound.
ELEMENTS OF A SOUND SYSTEM
- Microphone
A microphone or mic or mike is a transducer that converts sound into an electrical signal.
Microphones are used in many applications such as telephones, hearing aids, public address
systems for concert halls and public events, motion picture production, live and recorded audio
engineering, sound recording, two-way radios, megaphones, radio and television broadcasting,
and in computers for recording voice, speech recognition, VoIP, and for non-acoustic purposes
such as ultrasonic sensors or knock sensors.
- Amplifier
Amplification is fundamental to modern electronics, and amplifiers are widely used in almost
all electronic equipment. An amplifier is an electronic device that can increase the power of a
signal. An amplifier uses electric power from a power supply to increase the amplitude of a
signal. The amount of amplification provided by an amplifier is measured by its gain: the ratio
of output voltage, current, or power to input. An amplifier is a circuit that has a power gain
greater than one.
An amplifier can either be a separate piece of equipment or an electrical circuit contained
within another device. Amplifiers can be categorized in different ways. One is by the frequency
of the electronic signal being amplified. For example, audio amplifiers amplify signals in the
audio (sound) range of less than 20 kHz, RF amplifiers amplify frequencies in the radio
frequency range between 20 kHz and 300 GHz.
- Speakers
Speakers are popular output devices used with computer systems. They receive audio input
from the computer's sound card and produce audio output in the form of sound waves. Most
computer speakers are active speakers, meaning they have an internal amplifier which allows
you to increase the volume, or amplitude, of the sound. Speakers usually come in pairs, which
allows them to produce stereo sound from two separate audio channels.
- Sound card
The sound card is an expansion card that allows the computer to send audio information to an
audio device, like speakers, a pair of headphones, etc. Although the computer does not need a
sound device to function, they are included on every machine in one form or another, either in
an expansion slot or built into the motherboard (onboard). Unlike the CPU and RAM, the sound
card is not a necessary piece of hardware required to make a computer work. The terms audio
card, audio adapter, and sound adapter are sometimes used in place of sound card.
Creative (Sound Blaster), Turtle Beach, and Diamond Multimedia are popular sound card
makers, but there are many others.
DIGITAL AUDIO
Digital audio is a technology that is used to record, store, manipulate, generate and reproduce
sound using audio signals that have been encoded in digital form.
It also refers to the sequence of discreet samples that are taken from an analog audio waveform.
Instead of a continuous sinusoidal wave, digital audio is composed of discreet points which
represent the amplitude of the waveform approximately.
The more samples taken, the better the representation, and hence impacts the quality of the
digital audio. Most modern multimedia devices can only process digital audio, and in the case
of cell phones requiring analog audio input, they still convert it to digital before transmission.
To create a digital audio from an analog audio source, tens of thousands of samples are taken
per second to ensure the replication of the waveform, with each sample representing the
intensity of the waveform in that instant.
The samples are stored in binary form same as any digital data, regardless of the type. The
samples which are merged into a single data file must be formatted correctly in order for it to
be played on a digital player with the most common digital audio format being MP3.
Apart from the sampling frequency, another parameter in digital encoding is the number of bits
used when taking samples. The common sampling parameter used is 16-bit samples taken over
a spectrum of 44.1 thousand cycles per second or 44.1 Kilo Hertz (kHz). CD quality digital
audio therefore requires 1.4 million bits of data per second.
PREPARING DIGITAL AUDIO FILES
Preparing digital audio files is fairly straight forward. If you have analog source materials –
music or sound effects that you have recorded on analog media such as cassette tapes.
The first step is to digitize the analog material and recording it onto a computer
readable digital media.
It is necessary to focus on two crucial aspects of preparing digital audio files:
o Balancing the need for sound quality against your available RAM and Hard disk
resources.
o Setting proper recording levels to get a good, clean recording.
Remember that the sampling rate determines the frequency at which samples will be drawn for
the recording. Sampling at higher rates more accurately captures the high frequency content of
your sound. Audio resolution determines the accuracy with which a sound can be digitized.
Formula for determining the size of the digital audio
Monophonic = Sampling rate * duration in seconds * (bit resolution / 8) * 1
Stereo = Sampling rate * duration in seconds * (bit resolution / 8) * 2
The sampling rate is how often the samples are taken.
The sample size is the amount of information stored. This is called as bit resolution.
The number of channels is 2 for stereo and 1 for monophonic.
The time span of the recording is measured in seconds.
Editing Digital Recordings
Once a recording has been made, it will almost certainly need to be edited. The basic sound
editing operations that most multimedia procedures needed are as follows:
1. Multiple Tasks: Able to edit and combine multiple tracks and then merge the tracks and
export them in a final mix to a single audio file.
2. Trimming: Removing dead air or blank space from the front of a recording and an
unnecessary extra time off the end.
3. Splicing and Assembly: Using the same tools mentioned for trimming, removing the
extraneous noises that inevitably creep into recording.
4. Volume Adjustments: If you are trying to assemble ten different recordings into a single
track there is a little chance that all the segments have the same volume.
5. Format Conversion: In some cases, digital audio editing software might read a format
different from that read by presentation or authoring program.
6. Resampling or downsampling: If sounds have been recorded and edited at 16-bit
sampling rates but are using lower rates, then they must be resampled.
7. Equalization: Some programs offer digital equalization capabilities that allow to modify
a recording frequency content so that it sounds brighter or darker.
8. Digital Signal Processing: Some programs allows to process the signal with
reverberation, multitap delay, and other special effects using DSP routines.
9. Reversing Sounds: Another simple manipulation is to reverse all or a portion of a digital
audio recording. Sounds can produce a surreal, other worldly effect when played
backward.
10. Time Stretching: Advanced programs let user to alter the length of a sound file without
changing its pitch. This feature can be very useful but most time stretching algorithms
will severely degrade the audio quality.
MUSICAL INSTRUMENT DIGITAL INTERFACE (MIDI)
Musical Instrument Digital Interface (MIDI) is an industry standard for representing sound in
a binary format. MIDI is not an audio format, however. It does not store actual digitally
sampled sounds. Instead, MIDI stores a description of sounds, in much the same way that a
vector image format stores a description of an image and not image data itself. Sound in MIDI
data is stored as a series of control messages. Each message describes a sound event using
terms such as pitch, duration, and volume. When these control messages are sent to a MIDI-
compatible device the information in the message is interpreted and reproduced by the device.
The MIDI standard also defines the interconnecting hardware used by MIDI devices and the
communications protocol used to interchange the control information)
MIDI data may be compressed, just like any other binary data, and does not require special
compression algorithms in the way that audio data does.
FILE FORMATS
Hundreds of file formats exist for recording and playing digital sound and music files. While
many of these file formats are software dependant — for example a Creative Labs Music File
is a .cmf — there are several well-known and widely supported file formats.
Audio files come in all types and sizes. And while we may all be familiar with MP3, what about
other formats like, AAC, FLAC, OGG, or WMA? Why do so many standards exist?
NTSC: The United States, Japan, and many other countries use a system for broadcasting and
displaying video that is based upon the specifications set forth by the 1952 National Television
Standards Committee. These standards define a method for encoding information into the
electronic signal that ultimately creates a television picture. As specified by the NTSC standard,
a single frame of video is made up of 525 horizontal scan lines drawn onto the inside face of a
phosphor-coated picture tube every 1/30th of a second by a fast-moving electron beam.
PAL: The Phase Alternate Line (PAL) system is used in the United Kingdom, Europe,
Australia, and South Africa. PAL is an integrated method of adding color to a black-and-white
television signal that paints 625 lines at a frame rate 25 frames per second.
SECAM: The Sequential Color and Memory (SECAM) system is used in France, Russia, and
few other countries. Although SECAM is a 625-line, 50 Hz system, it differs greatly from both
the NTSC and the PAL color systems in its basic technology and broadcast method.
HDTV: High Definition Television (HDTV) provides high resolution in a 16:9 aspect ratio
(see following Figure). This aspect ratio allows the viewing of Cinemascope and Panavision
movies. There is contention between the broadcast and computer industries about whether to
use interlacing or progressive-scan technologies.
RECORDING FORMATS
S-VHS video: In S-VHS video, color and luminance information are kept on two separate
tracks. The result is a definite improvement in picture quality. This standard is also used in Hi-
8. still, if your ultimate goal is to have your project accepted by broadcast stations, this would
not be the best choice.
Component (YUV): In the early 1980s, Sony began to experiment with a new portable
professional video format based on Betamax. Panasonic has developed their own standard
based on a similar technology, called “MII,” Betacam SP has become the industry standard for
professional video field recording. This format may soon be eclipsed by a new digital version
called “Digital Betacam.”
VIDEO COMPRESSION
To digitize and store a 10-second clip of full-motion video in computer requires transfer of an
enormous amount of data in a very short amount of time. Reproducing just one frame of digital
video component video at 24 bits requires almost 1MB of computer data; 30 seconds of video
will fill a gigabyte hard disk. Full-size, full-motion video requires that the computer deliver
data at about 30MB per second. This overwhelming technological bottleneck is overcome using
digital video compression schemes or codecs (coders/decoders). A codec is the algorithm used
to compress a video for delivery and then decode it in real-time for fast playback.
Real-time video compression algorithms such as MPEG, P*64, DVI/Indeo, JPEG, Cinepak,
Sorenson, ClearVideo, RealVideo, and VDOwave are available to compress digital video
information. Compression schemes use Discrete Cosine Transform (DCT), an encoding
algorithm that quantifies the human eye’s ability to detect color and image distortion. All of
these codecs employ lossy compression algorithms.
MPEG: The MPEG standard has been developed by the Moving Picture Experts Group, a
working group convened by the International Standards Organization (ISO) and the
International Electro-technical Commission (IEC) to create standards for digital representation
of moving pictures and associated audio and other data. MPEG1 and MPEG2 are the current
standards. Using MPEG1, you can deliver 1.2 Mbps of video and 250 Kbps of two-channel
stereo audio using CD-ROM technology. MPEG2, a completely different system from
MPEG1, requires higher data rates (3 to 15 Mbps) but delivers higher image resolution, picture
quality, interlaced video formats, multiresolution scalability, and multichannel audio features.
DVI/Indeo: DVI is a property, programmable compression/decompression technology based
on the Intel i750 chip set. This hardware consists of two VLSI (Very Large Scale Integrated)
chips to separate the image processing and display functions.
Two levels of compression and decompression are provided by DVI: Production Level Video
(PLV) and Real Time Video (RTV). PLV and RTV both use variable compression rates. DVI’s
algorithms can compress video images at ratios between 80:1 and 160:1. DVI will play back
video in full-frame size and in full color at 30 frames per second.
VIDEO FRAMES AND FRAME RATE
In video and animation, a frame is one of the many still images which compose the complete
moving picture. The term is derived toward the end of the 19th century, from the beginning of
modern filmmaking.
A frame rate refers to the number of individual frames or images that are displayed per second
of film or TV display. The frame rates for TV and films are standardized by The Society of
Motion Picture and Television Editors, also known as SMPTE.
For example, a Flash movie on the Web may play 12 frames per second, creating the
appearance of motion. Most video is shot at 24 or 30 frames per second, or FPS. FPS is often
measured in 3D games as a way of checking how fast the graphics processor of a computer is
Practically, there no “best frame rate” for shooting video. It purely based on the end result to
achieve. Movies and films are almost exclusively projected at 24 frames per second. Television
does not have an internationally accepted frame rate. PAL and SECAM use 25 FPS in Europe
and in Japan they use 29.97 NTSC
PREVALENT FRAME RATE
24 Film; HD This is the universally accepted film frame rate. Movie theatres
always use this frame rate. Many high definition formats can
record and play back video at this rate.
23.98 Film; Many HD formats (some SD formats) can record at this speed
HD (NTSC and is usually preferred over true 24 FPS because of NTSC
Compatibility) compatibility.
29.97 FPS NTSC; This has been the color NTSC video standard since 1953.
HD video
30 FPS HD video, early Before color was added to NTSC video signals, the frame rate
black and white was truly 30 FPS. However, this format is almost never used
NTSC video today.
50 FPS PAL; HD video This refers to the interlaced field rate (double the frame rate)
of PAL. Some 1080i HD cameras can record at this frame rate.
59.94 FPS HD video with HD cameras can record at this frame rate, which is compatible
NTSC with NTSC video. It is also the interlaced field rate of NTSC
compatibility video.
60 FPS HD video High definition equipment can often play and record at this
frame rate but 59.94 FPS is much more common because of
NTSC compatibility.
FILE FORMATS
1. Flash Video Format or .flv: Due to the availability of cross-platform of Flash video
players, this format has even become more popular. In fact, the flash videos can be played
in different Flash movies files. These are entirely supported by each browser on each
platform. The best thing about these flash videos is that they support both streaming and
progressive downloads.
2. AVI Format or .avi: Created by none other than Microsoft, AVI format effectively stores
data to be encoded in different codec’s. This is an abbreviation of "audio video interleave”
and this was introduced by Microsoft. This also contains both video and audio data. In this
format, you will notice that it utilizes less compression as compared to other similar
formats. This is also one of the famous formats used by internet users.
3. MP4 Format: This is used in storing visual and audio streams online. This mainly utilizes
a separate compression intended for video and audio tracks. The video will be compressed
using the MPEG-4 video encoding.
4. MPG Format: Standardized by the famous MPEG, this video format is used to create
downloadable movies.
5. 3GP File Extension: This 3GP format is designed for transmitting video and audio files
between the internet and 3G cell phones.
6. The RealVideo Format: This mainly serves its purpose of streaming videos at low
bandwidths.
7. Quicktime Format [.MOV]: This is likewise used for saving video and movie files on the
internet. This also contains a single or multiple track that store audio, text, video and
effects. This can also be made compatible with Windows and Mac Platforms.
Unit 4: Basics of Animation, Files and Disc formats
ANIMATION – INTRODUCTION
Animation is all about generating a chain of drawings or pictures taken by way of a simulation
procedure for creating movement. It is a type of optical illusion through which viewer are able
to see still images or drawings moving. The procedure involves the manifestation of motion as
a result of displaying still pictures or photographs one after the other at the rate of 24 pictures
per second.
TYPES OF ANIMATIONS
a) Traditional animation: Traditional animation, sometimes referred to as cel animation,
is one of the older forms of animation, in it the animator draws every frame to create
the animation sequence. In traditional animation, animators draw images on a
transparent piece of paper fitted on a peg using a coloured pencil, one frame at the time.
Animators usually test animations with very rough drawings to see how many frames
they would need for the action to work. The animation process of traditional animation
can be lengthy and costly.
b) 2D Vector-based animation: 2D animation is the term often used when referring to
traditional hand-drawn animation, but it can also refer to computer vector animations
that adopts the techniques of traditional animation.
Vector-based animations, meaning computer generated 2D animations, uses the exact
same techniques as traditional animation, but benefits from the lack of physical objects
needed to make traditional 2D animations, as well as the ability to use computer
interpolation to same time.
In addition to the option of animating frame by frame, an animator has the option of
creating rigs for the characters and then move the body parts individually instead of
drawing the character over and over. These flexibilities provide beginners with more
options when approaching animation, especially if drawing isn’t their strong suit.
Traditional animation, on the other hand, requires very strong drawing skills.
c) 3D computer animation: 3D animation works in a completely different way than
traditional animation. They both require an understanding of the same principles of
movement and composition, but the technical skill set is very different for each task.
3D animation, also referred to as CGI, or just CG, is made by generating images using
computers. That series of images are the frames of an animated shot. Instead of drawn
or constructed with clay, characters in 3D animation are digitally modelled in the
program, and then fitted with a ‘skeleton’ that allows animators to move the models.
Animation is done by posing the models on certain key frames, after which the
computer will calculate and perform an interpolation between those frames to create
movement.
d) Motion graphics: Motion graphics is quite different from the other types of animation.
Unlike the other types on our list it is not character or story driven. It’s the art of
creatively moving graphic elements or texts, usually for commercial or promotional
purposes. Think animated logos, explainer videos, app commercials, television promos
or even film opening titles.
The process of creating Motion Graphics depends on the programs used, since video
editing software often have different UI or settings, but the idea is the same. Motion
Graphics usually involves animating images, texts or video clips using key framing that
are tweened to make a smooth motion between frames.
e) Stop motion: Stop-Motion animation can be referred to any animation that uses objects
that are photographed in a sequence to create the illusion of movement. The process of
stop-motion animation is very long, as each object has to be carefully moved inch by
inch, while it’s being photographed every frame, to create a fluid sequence of
animation.
The different types of stop-motion animation are Claymation, Cut-Out, Silhouette,
Lego, and Pixelation.
USES OF ANIMATIONS
1. Cartoons: The most common use of animation, and perhaps the origin of it, is cartoons.
Cartoons appear all the time on television and the cinema and can be used for
entertainment, advertising, presentations and many more applications that are only
limited by the imagination of the designer.
2. Simulations: Many times, it is much cheaper to train people to use certain machines on
a virtual environment (i.e., on a computer simulation), than to actually train them on
the machines themselves. Simulations of all types that use animation are supposed to
respond to real-time stimuli, and hence the events that will take place are non—
deterministic.
3. Scientific Visualisation: Graphical visualisation is very common in all areas of science.
The usual form that is takes is x-y plots and when things get more complicated three-
dimensional graphs are used. However, there are many cases that something is more
complex to be visualised in a three-dimensional plot, even if that has been enhanced
with some other effect (e.g., colour). Here is where animation comes in. Data is
represented in multiple images (frames) which differ a little from each other, and
displayed one after the other to give the illusion of motion. This
4. Teaching and Communicating: One of the most difficult aspects of teaching is
communicating ideas effectively. When this becomes too difficult using the classical
teaching tools (speech, blackboard etc.) animation can be used to convey information.
From its nature, an animation sequence contains much more information than a single
image or page of text. This, and the fact that an animation can be very “pleasing to the
eye”, makes animation the perfect tool for learning.
5. Medical Animation: A medical animation is a short educational film, usually based
around a physiological or surgical topic, rendered using 3D computer graphics. While
it may be intended for a variety of audiences, medical animation is most commonly
utilized as an instructional tool for medical professionals or their patients.
6. Architecture Visualization: Architectural Animation is a short architectural movie
created on a computer. A computer-generated building is created along with
landscaping and sometimes moving people & vehicles.
7. Mechanical Animation: Using computer modelling and animation to create virtual
models of products and mechanical designs can save companies thousands to millions
of dollars, by cutting down on development costs. Working in a virtual world can let
developers eliminate a lot of problems that would normally require extensive physical
test models & experimentation.
8. Forensic Animation: Forensic animation is a branch of forensics in which animated
recreation of incidents are created to aid investigators & help solve cases. Examples
include the use of computer animation, stills, and other audio-visual aids. Check out
this video to understand how animation helps forensic experts.
Optical Disk
Writing Modes
Optical Disc products came into its own writing speed accelerated due to rapid advances made
in hardware and media technology. Available units now employ a variety of writing modes
including Constant Linear Velocity (CLV), Zone Constant Linear Velocity (ZCLV), Partial
Constant Angular Velocity (PCAV) and Constant Angular Velocity (CAV).
Constant Linear Velocity (CLV)
CDs were originally designed for consumer audio applications and initially operated using a
CLV mode to maintain a constant data transfer rate across the entire disc. The CLV mode sets
the disc’s rotation at 500 RPM decreasing to 200 RPM (1x CLV) as the optical head of the
player or recorder reads or writes from the inner to outer diameter. Since the entire disc is
written at a uniform transfer rate it takes, for example, roughly 76 minutes to complete a full
74 minute/650 MB disc at 1x CLV. As recording speed increases the transfer rate increases
correspondingly so that at 8x CLV writing an entire disc takes 9 minutes and at 16x 5 minutes.
Zone Constant Linear Velocity (ZCLV)
In contrast to CLV which maintains a constant data transfer rate throughout the recording
process, ZCLV divides the disc into regions or zones and employs progressively faster CLV
writing speeds in each. For example, a 40x ZCLV recorder might write the first 10 minutes of
the disc at 20x CLV, the next 15 minutes at 24x CLV, the following 30 minutes at 32x CLV
and the remainder at 40x CLV speed.
Partial Constant Angular Velocity (PCAV)
Some recorders make use of the PCAV mode which spins the disc at a lower fixed RPM when
the optical head is writing near the inner diameter but then shifts to CLV part way further out
on the disc. As a result, the data transfer rate progressively increases until a predetermined
point is reached and thereafter remains constant. For example, a 24x PCAV recorder might
accelerate from 18x to 24x speed over the first 14 minutes of the disc then maintain 24x CLV
writing for the remainder of the disc.
Constant Angular Velocity (CAV)
The CAV mode spins the disc at a constant RPM throughout the entire writing process.
Consequently, the data transfer rate continuously increases as the optical head writes from the
inner to outer diameter of the disc. For example, a 48x CAV recorder might begin writing at
22x at the inner diameter of the disc accelerating to 48x by the outer diameter of the disc.
BURNING PROCESS (Example CD Burning)
The surface of a CD is made of a polycarbonate layer with moulded spiral tracks on the top.
The data are stored on the CD as a series of minute grooves which are known as ‘pits’ encoded
on these spiral tracks. The areas between the ‘pits’ are known as ‘lands’. These pits and lands
do not represent the 1s and 0s, rather each change from pit to land
or land to pit is interpreted as 0 while no change is read as 1.
The burning process of a CD is nothing but creating a pattern of pits
and lands over the polycarbonate layer. But since the data must be
accurately encoded on such a small scale, the burning process must
be extremely précised. A CD burner is used to write (burn) the data
on a CD. It incorporates a moving laser quite similar to a CD player which is known as ‘Write
Laser’. The Write Laser which is more powerful than the ‘Read Laser’, has the capability to
alter the surface of CD instead of just bouncing the laser light off. During burning process, as
per the data (binary values) the Write Laser bounces the light beam over the CD surface and
creates a series of pits on it.
READING PROCESS (Example CD Burning)
When user plays the CD, the Read Laser bounces the light beams (not capable to modify the
surface of CD) on the surface and detects the pits and lands. Each change between pit to land
or vice versa is translated as zero and no change (pit to pit or land to land) is translated as one.
These binary values form the actual data.
COMPACT DISC FORMATS
With the rise of personal computers (PCs) and other commercial technologies, various compact
disc formats branched off to store data. Sony and Philips created specifications for these CD
versions -- called Rainbow Books, due to the various colors on the book bindings -- to define
each product format. In 1985, the CD-ROM entered the market and went beyond audio to
record optical data storage.
Compact disc variations include:
CD-Read-Only Memory. CD-ROMs are readable by any computer with a CD-ROM
drive.
CD-interactive. Released in 1993, CD-i could be played on CD players, but not in a
CD-ROM drive. The format was later modified to be read by both.
CD-ReWritable. The CD-RW used a metallic alloy that reflected differently than
regular compact discs. This change in reflectivity made a CD-RW unreadable to many
early CD players.
CD-Recordable. The CD-R is a compact disc that can be written to once and read many
times.
CD-ROM eXtended Architecture. The CD-ROM XA is an extension of the standard
CD-ROM that allows audio, video and computer data to be accessed simultaneously.
Photo CD. Designed by Kodak, the photo CD was created for the express purpose of
storing photographs in a digital format that could be accessed and edited on a computer.
It launched in 1992, and was originally designed to hold 100 high-quality images.
Video CD. The video CD, or VCD, was created in 1993. VCD quality was intended to
have comparable quality to VHS recordings, but has a much lower resolution than a
modern digital video disk (DVD).
DVD FORMATS.
DVD-R is a type of write once, read many (WORM) DVD format that allows the user
to record a single time on a DVD disk.
DVD-RW is a DVD format that allows the user to record and erase multiple times on a
single DVD disk.
DVD-Audio (DVD-A) is a DVD format developed by Panasonic that is specifically
designed to hold audio data, and particularly, high-quality music.
DVD-ROM stores the same type of computer data typical of a CD-ROM. DVD-ROMs
have seven times the storage capacity of CD-ROMs.
Digital Versatile disc - Random Access Memory (DVD-RAM) is an adaptation of
DVD-ROM that uses magneto-optical technology to record data, both on the grooves
and the lands (flat areas) of the disk.