Multimedia
Multimedia
What is Multimedia?
Multimedia can have a many definitions these include:
Multimedia means that computer information can be represented through audio, video, and animation
in addition to traditional media (i.e., text, graphics drawings, images).
A good general definition is:
Multimedia is the field concerned with the computer-controlled integration of text, graphics, drawings,
still and moving images (Video), animation, audio, and any other media where every type of
information can be represented, stored, transmitted and processed digitally.
A Multimedia Application is an Application which uses a collection of multiple media sources e.g. text,
graphics, images, sound/audio, animation and/or video.
Hypermedia can be considered as one of the multimedia applications.
Definition of Hypertext
HyperMedia is not constrained to be text-based. It can include other media, e.g., graphics, images, and
especially the continuous media - sound and video. Apparently, Ted Nelson was also the first to use this
term.
Definition of HyperMedia
The World Wide Web (WWW) is the best example of hypermedia applications.
Multimedia Systems
A Multimedia System is a system capable of processing multimedia data and applications.
A Multimedia System is characterised by the processing, storage, generation, manipulation and
rendition of Multimedia information.
Applications
Examples of Multimedia Applications include:
• World Wide Web
• Hypermedia courseware
• Video conferencing
• Video-on-demand
• Interactive TV
• Groupware
• Home shopping
• Games
• Virtual reality
• Digital video editing and production systems
• Multimedia Database systems
Trends in Multimedia
Current big applications areas in Multimedia include:
World Wide Web
-- Hypermedia systems -- embrace nearly all multimedia technologies and application areas. Ever
increasing popularity.
MBone
-- Multicast Backbone: Equivalent of conventional TV and Radio on the Internet.
Enabling Technologies
-- developing at a rapid rate to support ever increasing need for Multimedia. Carrier, Switching,
Protocol, Application, Coding/Compression, Database, Processing, and System Integration
Technologies at the forefront of this.
TRANSMISSION MODES
The term transmission mode defines the direction of data flow between two linked devices. The manner
or way in which data is transmitted from one place to another is called Data Transmission Mode. There
are three ways for transmitting data from one location to another. These are:
1. Simplex mode
2. Half-Duplex mode
3. Full-Duplex mode
1.Simplex Mode:
In computer system, the keyboard, monitor and printer are examples of simplex devices. The keyboard
can only be used to enter data into computer, while monitor and printer can only accept (display/print)
output
2. Half-Duplex Mode
In Half-duplex mode, the communication can take place in both directions, but only in one
direction at a time. In this mode, data is sent and received alternatively. It is like a one-lane
bridge where two-way traffic must give way in order to cross the other.
3. Full-Duplex Mode
In Full-duplex mode, the communication can take place in both directions simultaneously, i.e. at the
same time on the same channel. It is the fastest directional mode of communication. Example of this
mode is conversation of the persons through telephone. This type of communication is similar to
automobile traffic on a two-lane road. The telephone communication system is an example of MI-
duplex communication mode.
Synchronous & Asynchronous Transmissions
Synchronous Transmission
In synchronous transmission, large volumes of information can be transmitted at a time. In this type of
transmission, data is transmitted block-by-block or word-by-word simultaneously. Each block may
contain several bytes of data. In synchronous transmission, a special communication device known as
synchronized clock is required to schedule the transmission of information. This special
communication device or equipment is expensive.
Asynchronous Transmission
In asynchronous transmission, data is transmitted one byte at a time. This type of transmission is most
commonly used by microcomputers. The data is transmitted character-by-character as the user types it
on a keyboard.
An asynchronous line that is idle (not being used) is identified with a value 1, also known as Mark
state. This value is used by the communication devices to find whether the line is idle or disconnected.
When a character (or byte) is about to be transmitted, a start bit is sent. A start bit has a value of 0, also
called a space state. Thus, when the line switches from a value of 1 to a value of 0, the receiver is
alerted that a character is coming.
Isochronous Transmission
isochronous communication is best suited for applications where a steady data stream is more
important than accuracy. A good example is video conferencing where infrequent small blips" in the
data stream are tolerable, however, long pauses between a transmission and a response are not.
To ensure that isochronous transfers are not bogged down by other devices, the USB specification sets
aside bandwidth for them.