Multimedia
Multimedia
Interactivity
● Must have:
○ User interaction
○ Two-way conversation between the user and the system
Multimedia system
● Encompass the computer & software system within a single digital
environment.
● Distributed – operate over some form of network infrastructure
● Standalone – using 1 computer that is not connected to any network.
Advantages
- Convey information to avoid confusion
- Likely to remember the message
- Multi-sensory experience
Barriers
- Platform delivery choices (different OS might have different output)
- Different hardware on each type of machine (user hardware ++ == output ++)
Chapter 2
Text - form of visual representation of language
Types of TEXT
- Printed texts – appears on paper (hard-copy)
- Scanned texts – scanned from printed text (scanner + Optical Character
Recognition (OCR) software)
- Electronic texts – read by computer and transmitted electronically
- Hypertexts – text that has been linked
- Animated texts – with motion behaviours
- 3D texts – rendered in x, y and z dimension
Plain text (text without style) vs Rich text (text with bold, italic)
Spacing
● Monospaced (has fixed width between each characters)
● Proportional (different width between characters)
● Kerning (width between each character)
Font Design
● Serif (little curves on the end of a character shape)
● Sans serif == without serif
● Decorative (stylish design for decoration purpose)
● Script typefaces (cursive style of handwriting)
● Symbol typefaces (special character not found on keyboard)
Shape
● Upright (vertical strokes are indeed vertical)
● Italic (slanted to the right)
● Weight (thickness of each strokes)
Rendering type
● Bitmap (stores each character as an array of black dots)
○ “Staircase” when up-scaled (aka jaggies)
○ Anti-aliasing to eliminate the jagged edges
● Vector (mathematical equations to represent curves and lines)
Best practice
● Consider these:
○ Colour
○ Background
○ Font size
○ Spacing
○ Appropriateness
○ Legibility
○ Readability
● Mapping text across platforms
Computer Graphic
Bitmap Graphic
● Matrix of dots (aka pixels) to represent pictures
● map(matrix) of bits (dots) representing colour code
● Enlarged too much → photorealism is lost (individual pixels become apparent)
Vector Graphic
● Mathematical approach to represent and render the pixels
● Coordinate system, a mathematical representation of points in a grid
Vector VS Bitmap
1) Vector graphic
a) Pros:
■ Requires less data representation for recreation
■ Scalable without loss of quality
■ Easy to edit
■ Resolution independent
■ Mandatory for 3D
b) Cons:
■ Absence of any standard format (Web usage)
■ Require software to display
■ Limited level of detail
2) Bitmap graphic
a) Pros:
■ Create photos / photo-realistic graphics + background textures
■ Does not require special software interpreter
■ Many software tools support Bitmap graphic (GIF and JPEG)
■ Very little processing is required before displaying
b) Cons:
■ Larger file size (depend colours usage)
■ Represent 2D
■ Resolution dependent
Bitmap Vector
Analogue video
❖ Composite video being stored in analogue medium
❖ Each frame is represented by analogue waveform
❖ 4 standards:
➢ NTSC
■ Picture consists of 525 scan lines drawn every 1/30th second
(30fps)
➢ PAL
■ 625 rows drawn every 1/25th second
➢ SECAM
■ Picture consists of 625 rows
➢ HDTV
■ High resolution (16:9 aspect ratio)
Digital video
❖ Characteristics
➢ Frame (single still image)
➢ Frame-rate (number of frame in 1 second)
■ Jerky image does not looks smooth (low for scenery and high
for motion)
➢ Frame-size (dimension of frame in pixel)
■ Smaller viewpoint == harder to see the motion clearly
➢ Colour-depth (amount of colour required in 1 frame)
■ Low == loses all image details
Compressing video
● Representing repeating information in a new format as a information
● Reducing redundant information where some colours cannot be differentiated
by the human eye are replaced
● Two techniques:
○ Lossless Compression – suppress redundant information by
representing information using codes
○ Lossy Compression – permanent removes unwanted information
MPEG Compression – differences between current frame and next frame is stored.
Digital Video
1) Advantages
○ Randomly access to any part of the video
○ Able to compress the video
○ Copied and reproduced without loss of quality
○ Easily manipulated and edited
○ Easier to transmit over networks
2) Disadvantages
○ Require computer storage space
○ Require powerful processors
○ Require high transfer rates
○ Expensive to produce
○ Require special equipments
3) Practices
○ Sufficient light and object has contrast
○ Use tripod when zoom in
○ Move slowly when capturing panoramic scene
○ Always work with uncompressed video file
4) 4:3 to 16:9
○ Stretch 4:3 to fill 16:9 frame
○ Zoom the width
○ Place the image to the centre, leaving empty pillars right and left
5) 16:9 to 4:3
○ Letterbox
○ Pan and Scan (loses both sides of the ori image)
Chapter 5
Animation – series of graphical object in a sequence to be appeared with “motion”
Categories of animation
1. 2D
2. 2 ½ D
○ an illusion of depth (the z axis) is added to an image through
shadowing and highlighting, but the image itself still rests on the flat x
and y axes in two dimensions.
3. 3D
3 types of 2D animation
1. Cel animation
○ Objects in a scene are drawn separately from background (laid over a
background)
○ No need redraw fixed part of the scene, only redraw the moving objects
○ The smaller the object, the fastest it can move
2. Path animation
○ Objects move along a predetermined path on the screen
Developing 3D animation
- Modelling (create broad contours and structures of the 3D objects and
scenes)
- Surface definition (specifying the look of the 3D object)
- Scene composition (positioning 3D objects, lights and cameras in an
environment)
- Final render (pictures of the scene from the camera positioned within it)
Effect:
● Reinforcing a message
● Setting the mood
● Catching the interest of and alerting
● Effective in narration/explanation
● Enhancing understanding
Sound wave
- Amplitude – loudness
- Frequency – pitch
Wavelength
- Distance travelled during one complete vibration cycle
2) Quantization
- Assign discrete numerical value to each voltage measurement
Bit depth – how many 0s and 1s are assigned to each sampling interval (number of
bits used) (common – 16 bits and 24 bits)
Manipulation audio
- Splitting and trimming – extract parts of an audio track (remain useful sound
or remove undesirable sounds)
- Noise removal
- Normalisation → volume range more consistent
- Format conversion – save files in many formats
- Resampling or Downsampling – reduce the number of samples
- Fade-ins and Fade-outs
- Frequency adjustment – making the pitch higher or lower
- Time stretching – slowing down / speeding up
- Digital Signal Processing (DSP)
- Reversing sounds
- Multiple tracks – edit and combine multiple tasks, merge and export