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Unit 1-Information Representation and Multimedia

Unit 1 covers information representation and multimedia, focusing on data representation methods including binary, denary, and hexadecimal systems, along with conversion techniques. It also discusses multimedia elements like bitmap and vector graphics, sound file sampling, and file compression methods such as lossy and lossless techniques. Additionally, it highlights the advantages and disadvantages of ASCII and Unicode, as well as the importance of sample rate and resolution in sound files.

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0% found this document useful (0 votes)
12 views35 pages

Unit 1-Information Representation and Multimedia

Unit 1 covers information representation and multimedia, focusing on data representation methods including binary, denary, and hexadecimal systems, along with conversion techniques. It also discusses multimedia elements like bitmap and vector graphics, sound file sampling, and file compression methods such as lossy and lossless techniques. Additionally, it highlights the advantages and disadvantages of ASCII and Unicode, as well as the importance of sample rate and resolution in sound files.

Uploaded by

ranjanpuja3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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UNIT 1-Information

representation and
multimedia
UNIT
1

1.1 DATA RREPRESENTATION

NUMBER
SYSTEM

Denary(base 10)

Binary Hexadecimal BCD(4 bit ASCII &


(base 2) (base 16) code) Unicodes
UNIT
1

ICE BREAKER

 What are the column weightings for the binary number system?
 Carry out the binary addition given on page 1 of the textbook
 What are the column weightings for the hexadecimal number system?
 Carry out the binary addition given on page 1 of the textbook.
UNIT
1

RECAPITULATION OF CONVERSION

 Binary to denary conversion- Each time a value of 1 appears in a binary


number column the column value is added to the total. The column
headings can be in 8 bits,12 bits or 16 bits
UNIT
1
UNIT
1

RECAPITULATION OF CONVERSION

 Denary to Binary conversion- There are two ways to convert


 Successive subtraction of powers of 2
 Successive division by 2 unless ZERO is reached.

UNIT
1
UNIT
1

RECAPITULATION OF CONVERSION

 Conversion from Binary to Hexadecimal


 Starting from the right move to the left
 Split the binary number into groups of four.
 If the last group has less than 4 bits then fill in with zeros from the
left.
 Take each group of four and convert into equivalent hexadecimal
using
the table below.
UNIT
1

LINK BETWEEN BINARY,DENARY AND HEXADECIMAL


UNIT
1

BINARY TO HEXADECIMAL
CONVERSION
UNIT
1

BINARY TO HEXADECIMAL
CONVERSION
UNIT
1

HEXADECIMAL TO DENARY
CONVERSION
 Column weightings are used to convert from hexadecimal to binary.
UNIT
1

BINARY ADDITION & SUBTRACTION

 1’s complement
Each digit in binary number is inverted.

 2’s complement
Each digit in binary number is inverted.
1 is added to the right most bit.
UNIT
1

BINARY ADDITION & SUBTRACTION


UNIT
1

BINARY ADDITION & SUBTRACTION

ACIVITY 1: ADD 00100111 + 01001010


UNIT
1

BINARY ADDITION & SUBTRACTION

ACTIVITY 2:

a) Convert 125 and 62 into binary

b) Add the two binary values in part a


and check the result matches the addition of the
two denary numbers.
UNIT
1

BINARY ADDITION & SUBTRACTION


UNIT
1

ASCII codes

Disadvantage
Advantages
s
Character Limitations of ASCII
Easy to use
Non compatibility Issues with
Non-English Languages

Lack of Extended Character


Support
Compatible across most
Limitations in Representing platforms
Graphics and Symbols
UNIT
1

KWL ACTIVITY

 Discuss the advantages and disadvantages of Unicode with your peers


 Compare and contrast ASCII and Unicode
UNIT
1

1.2 MULTIMEDIA

BITMAP

MULTIMEDIA VECTOR

SOUND FILES
UNIT
1

Bitmap images

1. Bitmap images are made up of


2. They can take the shape of overlapping 2D rectangles or
3. When storing image as pixels atleast per pixel are needed to
code a coloured image.
4. True colour requires per pixel which gives more than 1 million
colours.
5. The number of bits used to represent a pixel is called the
6. determines the colour depth of the
pixel.
UNIT
1

Bitmap images

1. Bitmap images are made up of pixels


2. They can take the shape of overlapping 2D rectangles orcircles
3. When storing image as pixels atleast 8 per pixel are needed to
code a coloured image. bits
4. True colour requires 3 bytes per pixel which gives more than 1
million colours.
5. The number of bits used to represent a pixel is called the
colour depth
6. Bit depth determines the colour depth of the
pixel.
UNIT
1

THINK,PAIR,SHARE

Identify the difference between image resolution and screen resolution

Image resolution of Image to display on screen


4096x3192 with a resolution of
UNIT
1

Pixel density calculation

 CASE STUDY
An Apple iPhone has a screen size of 5.5 inch and screen resolution of 1920 pixels into
1080 pixels. Calculate the screen density.
STEP 1: Add the squares of the resolution size ((1920)2 +(1080) 2
STEP 2: Find the square root of the sum.
STEP 3: Divide by the screen size.

This gives the pixel density in ppi (pixels per inch)


UNIT
1

SIMILARITIES & DIFFERENCES BETWEEN


BITMAP AND VECTOR GRAPHICS

An image An image
needs needs to
resizing look real

An image File
needs to be restrictions
drawn or are needed
scale
UNIT
1

SOUND FILE
UNIT
1

SAMPLING RESOLUTION

 Measurements of the original sound wave are captured and stored as binary on
secondary storage
 Sound waves begin as analogue and for a computer system to understand them they
must be converted into a digital form
 This process is called Analogue to Digital conversion (A2D)
 The process begins by measuring the amplitude of the analogue sound wave at a
point in time, called samples
 Each measurement (sample) generates a value which can be represented in binary and
stored
 Using the samples, a computer is able to create a digital version of the original analogue
wave
 The digital wave is stored on secondary storage and can be played back at any time by
reversing the process
UNIT
1

SAMPLING RESOLUTION
UNIT
1

SAMPLE RATE & SAMPLE RESOLUTION

What is sample rate?


 Sample rate is the amount of samples taken per
second
of the analogue wave
 Samples are taken each second for the duration of
the sound
 The sample rate is measured in Hertz (Hz)
 1 Hertz is equal to 1 sample of the sound wave
UNIT
1

SAMPLE RATE & SAMPLE RESOLUTION

 Sample resolution is the number of bits stored per sample of sound


 Sample resolution is closely related to the colour depth of a bitmap image, they measure
the same thing in different contexts
What effect do sample rate and sample resolution have?
UNIT
1

1.3 FILE COMPRESSION

LOSSLE
LOSSY
SS
Loss of detail No loss of data

Impossible to All the data


reconstruct the can be
original reconstructed

Algorithm used
decides which Quality not
parts to keep impacted
or discard

Impacts the
quality
UNIT
1

1.3 FILE COMPRESSION

How are
How are MP3 photographic
and MP4 files images
compressed?? compressed??
UNIT
1

RLE ENCODING

 Lossless encoding that enables compression by reducing the size of a string of adjacent, identical
data.
 Repeating string is encoded into two values.
 First value represents no. of identical data items. The second value represents the code of the data
item.
 RLE is effective for long run of repeated units.

 EXAMPLE: The 16 byte string aaaaa bbbb cc ddddd in ASCII would be stored as
0597 0498 02 99 05 100ss.
The size in memory reduces to almost 8 bytes.
UNIT
1

RLE ENCODING

String aaaaaaaa bbbbbbbbb c d c d c d eeeeeee


b e
Code 08 97 10 98 01 99 01 100 01 99 01 100 01 99 01 100 08 101

The table contains 32 characters and will occupy 32 bytes of storage.


The version contains 18 values and will occupy 18 bytes.
A flag(255) is used to represent repeating values.

255 08 97 255 10 98 99100 99 100 99 100 255 08 101

There are 15 values that require 15 bytes of storage.


UNIT
1

RLE ENCODING

 Encoding images takes place in serpentine order.

1 1 1 1 1 1 1 1
1 0 0 0 0 0 0 1
1 0 1 1 1 1 1 1
Compressed RLE is
1 0 1 1 1 1 1 1
9W 6B 2W 1B……
1 0 0 0 0 0 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1

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