Vector Image Definition and Characteristics
Vector Image Definition and Characteristics
Vector Image Definition and Characteristics
On the other hand, vector graphic is an graphic that results from a combination of
points and lines with mathematical formulas, thus forming a polygon depicting a
particular image object. The location of a vector image is called control points or
nodes, where the location of each point has a definite position based on the x and
y axis. In a vector art, each line or point can be added with various attributes, such
as shape, lines curves, thickness, color, and fill color.
This characteristic of vector image makes it perfect for many occasion. It is suitable
for illustrations that will be printed on a big banner, for example. It is also suitable
for your business needs, since it is really is to be adjusted for many platforms.
Those are the things you should know about vector graphics. Vector graphics are
often compared to raster graphics. As a type of graphic, vector graphics have
advantages in the form of resolution. There are many software that you can use to
process vector image files and each software also has different vector formats.
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Sequencer:
Track:
Channel:
Timbre:
The quality of the sound, e.g., flute sound, cello sound, etc.
Multitimbral - capable of playing many different sounds at the same time (e.g.,
piano, brass, drums, etc.)
Pitch:
Voice:
Patch:
1. Sequencing within the media -- playing frames in correct order/time frame in video
2. Synchronisation -- inter-media scheduling (e.g. Video and Audio). Lip synchronisation is
clearly important for humans to watch playback of video and audio and even animation and
audio. Ever tried watching an out of (lip) sync film for a long time?
The key issues multimedia systems need to deal with here are:
How to represent and store temporal information.
How to strictly maintain the temporal relationships on play back/retrieval
What process are involved in the above.
Data has to represented digitally so many initial source of data needs to be digitize -- translated
from analog source to digital representation. The will involve scanning (graphics, still images),
sampling (audio/video) although digital cameras now exist for direct scene to digital capture of
images and video.
The data is large several Mb easily for audio and video -- therefore storage, transfer (bandwidth)
and processing overheads are high. Data compression techniques are very common.
Dialog mode applications
End
to
200 ms
Face
to
database).
Random access
should not be
Media characteristics
Accessibility
Costs
Teaching functions
Interactivity
Face-to-face
Audio
Radio
Video
Television
Computers
Practice exercise
visual cues
visual cues
1. Overview
These materials support a discussion on the topic of the various media used in open and
distance learning.
Bates, T. Technology, open learning, and distance education. London: Routledge, 1995.
Publications, 1997.
Mason, R. Using communications media in open and flexible learning. London: Kogan
Page, 1994.
2. Media characteristics
The media that are available for use in open and distance learning can be described in terms
· accessibility;
· costs;
· interactivity.
2.1 Accessibility
The first questions to ask in any open and distance learning programme are:
In particular, it is important to ask where the learner is expected to learn. There are several
possibilities:
· at home;
· at work;
To some extent, access will depend on what technology is already available for other
· if every learner already has their own computer for work purposes, it might also be used
· if the teaching is to be home-based, then the limited technology available in most homes
Open access, home-based learning will be limited in many countries to relatively few
technologies:
· print, radio, audio cassettes, and possibly television in more wealthy countries; and
Use and Integration of Media in Open and Distance Learning 4-3
Some technologies may be relatively common but unavailable to all members of the target
group. Even in the wealthiest countries there are always a small number of people who do
It may be a mistake to make some media or technologies ‘optional’, in the sense that
learners can pass examinations or do assignments without using a particular technology, just
because some potential learners will not have access to the technology. Experience suggests
that course designers will avoid using these media for essential material, and learners will
compulsory, see the case study for the Open Access College in
Australia.
2.2 Costs
· central (or production) and local (or delivery) capital costs; and
· The cost of putting equipment into local centres or workstations can far exceed central
· The major cost of using technologies for teaching is in production and hence recurrent
rather than capital; in general, the recurrent costs of producing good quality technologybased materials
tend to be underestimated.
· Since production is the main cost, and hence is fixed for any course, for most
technologies currently used in national distance teaching and open learning institutions,
fixed costs usually far exceed variable costs; consequently the economies of scale apply
to ‘traditional’ open and distance learning courses: the more learners, the more costeffective
technologies become.
· Some of the newer interactive technologies such as computer conferencing and
audiographics reduce fixed costs but have high variable costs, thereby making them
These cost issues are covered in more detail in Topic 8 (Managing Media Integration).
It is much easier to discriminate between media on the basis of access or cost than it is on
Media are flexible in that each medium can be used in a wide variety of ways. Differences
within a medium may be greater than between media; for example, the differences between
two television programmes may be greater than the differences between a face-to-face
Nevertheless, intrinsic differences between media are being identified that have implications
· in the extent to which they can represent different kinds of knowledge, for example,
· in the extent to which they can help develop different skills, due to the control
required.
2.4 Interactivity
Interactivity — the ability for the learner to respond in some way to the teaching material
· social interactivity: learners’ interaction with teachers and with each other via the
medium; and
· learning material interactivity: learners’ interaction with the medium; the level and the
immediacy of feedback the medium itself provides; the extent to which the medium will
Media such as print and broadcasting that provide one-way interaction, need to be
supplemented by media that provide with two-way interaction with tutors, that is, social
· telephone;
· correspondence;
· computer communication; or
· face-to-face tutorials.
An important feature of this two-way interaction is the extent to which it is under the
learner’s control, allowing learners to interact easily with tutors and other learners.
The following table categorises different media used in open and distance learning according
e.g.
Video and Audio. There 2 are forms of problems here
•
Sequencing within the media --
playing frames in correct order/timeframe in video
•
Synchronisation
-- inter-media scheduling (
e.g.
Video and Audio). Lipsynchronisation is clearly important for humans to watch playback of
videoand audio and even animation and audio. Ever tried watching an out of (lip)sync film for a
long time?The key issues multimedia systems need to deal with here are:
•
How to represent and store temporal information.
•
How to strictly maintain the temporal relationships on play back/retrieval
•
What process are involved in the above.Data has to represented
digitally
so many initial source of data needs to be
digitise
-- translated from analog source to digital representation. The will involve scanning(graphics,
still images), sampling (audio/video) although digital cameras now exist for direct scene to
digital capture of images and video.The data is
large
several Mb easily for audio and video -- therefore storage, transfer (bandwidth) and processing
overheads are high. Data compression techniques very common.