Chapter 1 Introduction To Multimedia
Chapter 1 Introduction To Multimedia
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General and working definition:
Multimedia is the field concerned with the computer controlled integration of text, graphics,
drawings, still and moving images (video), animation, and any other media where every type of
information can be represented, stored, transmitted, and processed digitally.
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Groupware (enabling groups of people to collaborate on projects and share information)
Features of Multimedia
Multimedia has three aspects:
Content: movie, production, etc.
Creative Design: creativity is important in designing the presentation
Enabling Technologies: Network and software tools that allow creative designs to be presented.
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A combination lab and think tank responsible for many radically new approaches to the
human-computer interface. Nicholas Negroponte is the Wiesner Professor of Media
Technology at the Massachusetts Institute of Technology.
1968 - Douglas Engelbart demonstrated NLS (Online Systems) system at SRI.
Shared-screen collaboration involving two persons at different sites communicating over a
network with audio and video interface is one of the many innovations presented at the
demonstration.
1976 1969 - Nelson & Van Dam hypertext editor at Brown
- Architecture Machine Group proposal to DARPA: Multiple Media
1985 - Negroponte, Wiesner: opened MIT Media Lab Research at the Media Lab comprises
interconnected developments in an unusual range of disciplines, such as software agents;
machine understanding; how children learn; human and machine vision; audition; speech
interfaces; wearable computers; affective computing; advanced interface design; tangible media;
object-oriented video; interactive cinema; digital expression from text, to graphics, to sound.
1989 - Tim Berners-Lee proposed the World Wide Web to CERN (European Council for
Nuclear Research)
1990 - K. Hooper Woolsey, Apple Multimedia Lab gave education to 100 people
1992 - The first M-Bone audio multicast on the net (MBONE- Multicast Backbone)
1993 - U. Illinois National Center for Supercomputing Applications introduced NCS A
Mosaic (a web browser)
1994 - Jim Clark and Marc Andersen introduced Netscape Navigator (web browser)
1995 - Java for platform-independent application development.
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Hypertext
Hypermedia
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I/O streaming, etc.
5. Storage and Memory: large storage units and large memory are required. Large
Caches are also required.
6. Network Support: Client-server systems common as distributed systems common.
7. Software Tools: User-friendly tools needed to handle media, design and develop applications,
deliver media.
3 D m o d e lin g a n d
a n im a tio n to o ls T e x t e d itin g a n d
M u ltim e d ia
A u th o rin g to o ls w o r d p r o c e s s in g
Im a g e e d itin g
to o ls
O C R s o ftw a r e M u tlim e d ia p ro je c t
P a in tin g &
d r a w in g to o ls
s o u n d e d itin g
to o ls
a n im a tio n , a u d io ,
v id e o & d ig ita l to o ls
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3-D and Animation Tools:
These software provide 3D clip art object such as people, furniture, building, car, airplane, tree,
etc. You can use these objects in your project easily.
A good 3D modeling tool should include the following features:
Word processors are used for writing letters, invoices, project content, etc. They include features
like:
spell check
table formatting
Thesaurus
templates ( e.g. letters, resumes, & other common documents)
Examples: Microsoft Word, Word perfect, Note pad
They are used to edit sound (music, speech, etc.)The user can see the representation of sound in
fine increment, score or wave form. Usercan cut, copy, and paste any portion of the sound to edit
it. You can also add other effects such as distort, echo, pitch, etc. Examples: -sound forge
Multimedia authoring tools provide important framework that is needed for organizing and
editing objects included in the multimedia project (e.g. graphics, animation, sound, video, etc.).
They provide editing capability to limited extent.
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OCR (Optical Character Recognition) software
These software convert printed document into electronically recognizable ASCII character. It is
used with scanners. Scanners convert printed document into bitmap. Then these software break
the bitmap into pieces according to whether it contains text or graphics. This is done by
examining the texture and density of the bitmap and by detecting edges.
Use:
To include printed documents in our project without typing from keyboard
To include documents in their original format e.g signatures, drawings, etc
Examples:OmniPage, ProPerceive
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Customizable pen and brush shapes and sizes
Multiple undo capabilities
Capacity to import and export files in different formats
Ability to create geometric shapes from circle, rectangle, line, etc.
Zooming for magnified image editing
Support for third party plug-ins.
Video Editing
Animation and digital video movie are sequence of bitmapped graphic frames rapidly played
back. Some of the tools to edit video include:
Hardware Requirement
Three groups of hardware for multimedia:
1) Memory and storage devices
2) Input and output devices
3) Network devices
Multimedia products require high storage capacity than text-based data. Huge drives are essential
for the enormous files used in multimedia and audiovisual creation.
I) RAM: is the primary requirement for multimedia system. Why?
Reasons:
- you have to store authoring software itself. E.g Flash takes 20MB of memory, Photoshop 16-
20MB, etc.
- digitized audio and video is stored in memory
- Animated files, etc.
To store this at the same time, you need large amount of memory
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II) Storage Devices: large capacity storage devices are necessary to store multimedia data.
Floppy Disk: not sufficient to store multimedia data. Because of this, they are not used to store
multimedia data.
Hard Disk: the capacity of hard disk should be high to store large data.
CD: is important for multimedia because they are used to deliver multimedia data to users. A
wide variety of data like:
DVD: have high capacity than CDs. Similarly, they are also used to distribute multimedia data to
users. Some of the characteristics of DVD:
2) Input-Output Devices
I)Interacting with the system: to interact with multimedia system, we use either keyboard,
mouse, track ball, or touch screen, etc.
Mouse: multimedia project is typically designed to be used with mouse as an input pointing
device. Other devices like track ball and touch screen could be used in place of mouse. Track
ball is similar with mouse in many ways.
Wireless mouse: important when the presenter has to move around during presentation
Touch Screen: we use fingers instead of mouse to interact with touch screen computers.
There are three technologies used in touch screens:
i. Infrared light: such touch screens use invisible infrared light that are projected across the
surface of screen. A finger touching the screen interrupts the beams generating electronic
signal. Then it identifies the x-y coordinate of the screen where the touch occurred and
sends signals to the operating system for processing.
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ii. Texture-coated: such monitors are coated with texture material that is sensitive towards
pressure. When user presses the monitor, the texture material on the monitor extracts the x-
y coordinate of the location and send signals to operating system
iii. Touch mate:
Use: touch screens are used to display/provide information in public areas such as: air ports,
Museums, transport service areas, hotels, etc
Advantage:
user friendly
easy to use even for non technical people
easy to learn how to use
II) Information Entry Devices: the purpose of these devices is to enter information to be
included in our multimedia project into our computer.
OCR: they enable us to use OCR software convert printed document into ASCII file.
Graphical Tablets/ Digitizer: both are used to convert points, lines, and curves from sketch into
digital format. They use a movable device called stylus.
Scanners: enable us to convert printed images into digital format.
Microphones: they are important because they enable us to record speech, music, etc. The
microphone is designed to pick up and amplify incoming acoustic waves or harmonics precisely
and correctly and convert them to electrical signals. You have to purchase a superior, high-
quality microphone because your recordings will depend on its quality.
Digital Came ra and Video Camera (VCR): are important to record and include image and
video in MMS respectively. Digital video cameras store images as digital data, and they do not
record on film. You can edit the video taken using video camera and VCR using video editing
tools.
Remark: video takes large memory space.
Output Devices
Depending on the content of the project, & how the information is presented, you need different
output devices. Some of the output hardware are:
Speaker: if your project includes speeches that are meant to convey message to audience, or
background music, using speaker is obligatory.
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Projector: when to use projector:
if you are presenting on meeting or group discussion,
if you are presenting to large number of audience
Plotter/printer: when the situation arises to present using papers, you use printer and/or plotters.
In such cases, print quality of the device should be taken into consideration.
Impact printers: not good quality graphics/poor quality
Non-impact printers: good quality graphics
3) Network Devices
Why do we require network devices?
The following network devices are required for multimedia presentation:
i) Modem: which stands for modulator demodulator, is used to convert digital signal into analog
signal for communication of the data over telephone line which can carry only analog signal. At
the receiving end, it does the reverse action i.e. converts analog to digital data. Currently, the
standard modem is called v.90 which has the speed of 56kbps (kilobits per second). Older
standards include v.34 which has the speed of 28kbps.Data is transferred through modem in
compressed format to save time and cost.
ii) ISDN: stands for Integrated Services Digital Network. It is circuit switched telephone
network system, designed to allow digital transmission of voice and data over ordinary telephone
copper wires. This has the advantage of better quality and higher speeds than available with
analog systems.
It has higher transmission speed i.e faster data transfer rate.
They use additional hardware hence they are more expensive.
iii) Cable mode m: uses existing cables stretched for television broadcast reception. The data
transfer rate of such devices is very fast i.e. they provide high bandwidth. They are primarily
used to deliver broadband internet access, taking advantage of unused bandwidth on a cable
television network.
iv) DSL: provide digital data transmission over the telephone wires of local telephone network.
The speed of DSL is faster than using telephone line with modem. How? They carry a digital
signal over the unused frequency spectrum (analog voice transmission uses limited range of
spectrum) available on the twisted pair cables running between the telephone company's central
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office and the customer premises.
Summary
Multimedia Information Flow
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