Mult 1 - Introduction
Mult 1 - Introduction
- A PC vendor: a PC that has sound capability, a DVD-ROM drive, and perhaps the superiority of multimedia-enabled microprocessors that understand additional multimedia instructions. - A consumer entertainment vendor: interactive cable TV with hundreds of digital channels available, or a cable TV-like service delivered over a high-speed Internet connection. - A Computer Science (CS) student: applications that use multiple modalities, including text, images, drawings (graphics), animation, video, sound including speech, and interactivity. Multimedia and Computer Science: - Graphics, HCI, visualization, computer vision, data compression, graph theory, networking, database systems.
2
Components of Multimedia
Multimedia involves multiple modalities of text, audio, images, drawings, animation, and video. Examples of how these modalities are put to use:
1. Video teleconferencing. 2. Distributed lectures for higher education. 3. Tele-medicine. 4. Co-operative work environments. 5. Searching in (very) large video and image databases for target visual objects. 6. Augmented reality: placing real-appearing computer graphics and video objects into scenes.
7. Including audio cues for where video-conference participants are located. 8. Building searchable features into new video, and enabling very high- to very low-bit-rate use of new, scalable multimedia products. 9. Making multimedia components editable. 10. Building inverse-Hollywood applications that can recreate the process by which a video was made.
11. Using voice-recognition to build an interactive environment, say a kitchen-wall web browser.
To the computer science researcher, multimedia consists of a wide variety of topics: 1. Multimedia processing and coding: multimedia content analysis, content-based multimedia retrieval, multimedia security, audio/image/video processing, compression, etc. 2. Multimedia system support and networking: network protocols, Internet, operating systems, servers and clients, quality of service (QoS), and databases. 3. Multimedia tools, end-systems and applications: hypermedia systems, user interfaces, authoring systems. 4. Multi-modal interaction and integration: ubiquity web-everywhere devices, multimedia education including Computer Supported Collaborative Learning, and design and applications of virtual environments.
Many exciting research projects are currently underway. Here are a few of them: 1. Camera-based object tracking technology: tracking of the control objects provides user control of the process. 2. 3D motion capture: used for multiple actor capture so that multiple real actors in a virtual studio can be used to automatically produce realistic animated models with natural movement. 3. Multiple views: allowing photo-realistic (video-quality) synthesis of virtual actors from several cameras or from a single camera under differing lighting. 4. 3D capture technology: allow synthesis of highly realistic facial animation from speech.
5. Specific multimedia applications: aimed at handicapped persons with low vision capability and the elderly - a rich field of endeavour. 6. Digital fashion: aims to develop smart clothing that can communicate with other such enhanced clothing using wireless communication, so as to artificially enhance human interaction in a social setting. 7. Electronic Housecall system: an initiative for providing interactive health monitoring services to patients in their homes 8. Augmented Interaction applications: used to develop interfaces between real and virtual humans for tasks such as augmented storytelling.
Examples of typical present multimedia applications include: Digital video editing and production systems. Electronic newspapers/magazines. World Wide Web. On-line reference works: e.g. encyclopedias, games, etc. Home shopping. Interactive TV. Multimedia courseware. Video conferencing. Video-on-demand. Interactive movies.
10
12