Chapter 1 Multimedia
Chapter 1 Multimedia
Chapter 1 Multimedia
3 Multimedia System
Chapter 1
Multimedia
1.1 Introduction
Multi - many; much; multiple
Medium - a substance regarded as the means of transmission of a force or effect; a
channel or system of communication, information, or entertainment
Medium
– Means for distribution and presentation of information
– Classification based on perception (text, audio, video) is appropriate for
defining multimedia
Animation:
• The illusion of motion created by the consecutive display of images of
static elements.
• In multimedia, animation is used to further enhance/enriched the
experience of the user to further understand the information conveyed to
them.
Video:
• Is the technology of capturing, recording, processing, transmitting, and
reconstructing moving pictures.
• Video is more towards photo realistic image sequence/live recording as in
comparison to animation.
• Video also takes a lot of storage space. So plan carefully before you are
going to use it.
Multimedia is the media that uses multiple forms of information content and information
processing (e.g. text, audio, graphics, animation, and video interactivity) to inform or
entertain the user. Multimedia also refers to the use of electronic media to store and
experience multimedia content. Multimedia is similar to traditional mixed media in fine
art, but with a broader scope. The term "rich media" is synonymous for interactive
multimedia.
Medium: An intervening substance through which some thing is transmitted or carried on.
Computer System Medium:
1. Text
2. Image
3. Sound
4. Video
5. Video:
Digital video has supplanted analog video as the method of choice for making
video for multimedia use. Video in multimedia are used to portray real time
moving pictures in a multimedia project
Digital Representation:
Multimedia regards content and technologies dealing with a combination of different
content forms/modalities, e.g. speech, audio, text, video, images, 3D models, etc.
Analog Signal:
An analog signal is any variable signal, continuous in both time and amplitude.
Digitization:
Digitization is the process of expressing analog data in digital form.
Analog data implies ‘continuity’ while digital data is concerned with discrete states, e.g.
symbols, digits.
Interactive Multimedia:
When the user is given the option of controlling the elements.
Hyper Media:
A combination of hypertext, graphics, audio, video, (linked elements) and
interactivity culminating in a complete non-linear computer-based experience.
Linear Vs Non-Linear
Linear:
A multimedia project is defined as linear when:
• It is not interactive
• Users have no control over the content that is being showed to them.
• Example: A movie, A non-interactive lecture/demo show
Non-Linear:
A multimedia project is defined as Non-linear when:
• It is interactive
• Users have control over the content that is being showed to them.
• Users are given navigational control.
• Example: Games
Representation Media:
Representation media are defined by internal computer representation of information.
The central question is: How the computer information is coded? The answer is that
various formats are used to represent media information in a computer.
i. Text, character is coded in ASCII code.
ii. Graphics are coded according to CEPT or CAPTAIN video text standard.
iii. Image can be coded as JPEG format.
iv. Audio video sequence can be coded in different TV standard format (PAL, NTSC,
SECAM and stored in the computer in MPEG format).
Presentation Media:
Presentation media refer to the tools and devices for the input and output of the
information. The central question is: Through which the information is delivered by the
computer and is introduced to the computer? The answer is:
Output media:
Paper, screen and speaker are the output media.
Input media:
Keyboard, mouse, camera, microphone are the input media.
Storage Media:
Storage media refer to the data carrier which enables storage of information. The central
question is: How will information be stored? The answer is hard disk, CD-ROM, etc.
Transmission Media:
Transmission media are the different information carrier that enables continuous data
transmission. The central question is: Over what will the information be transmitted? The
answer is co-axial cable and fiber optics, as well as free air space transmission, which is
used for wireless traffic.
A text processing program that supports text, table calculations and video
clips does not satisfy the demand for integration if program supporting the
connection between the data cannot be established. A high integration
level is accomplished if changing the content of a table row causes
corresponding video scene and text changes.
Everything can be presented with video and sound that is presented with
text and graphics today.
• Communication capability:
Communication-capable multimedia systems must be approached. Multimedia
information cannot only be created, processed, presented and stored, but also
distributed above the single computer’s boundary.
Representation space determines the surrounding where the media are presented.
• Visual representation space (e.g. paper, screen)
• Acoustic representation space (e.g. stereo)
Spatial dimensions:
• two dimensional (2D graphics)
• three dimensional (holography)
Temporal dimensions:
Time independent (document) - Discrete media
Information consists of a sequence of individual elements without a time
component.
Time dependent (movie) - Continuous media
Information is expressed not only by its individual value but also by its time of
occurrence.
Data Stream
Sequence of individual packets that are transmitted in a time-dependant fashion.
Transmission of information carrying different media leads to data streams with
varying features:
Asynchronous:-
Synchronous:-
Isochronous:-
Data Stream Characteristics
Asynchronous transmission mode: -
Provides for communication with no time restriction
Packets reach receiver as quickly as possible, e.g. protocols for email transmission
Synchronous transmission mode: -
Defines a maximum end-to-end delay for each packet of a data stream.
May require intermediate storage
E.g. audio connection established over a network.
Applications of Multimedia
Multimedia finds its application in various areas including, but not limited to,
advertisements, art, education, entertainment, engineering, medicine, mathematics,
business, scientific research and spatial, temporal applications.
A few application areas of multimedia are listed below:
Creative industries
Creative industries use multimedia for a variety of purposes ranging from fine arts, to
entertainment, to commercial art, to journalism, to media and software services provided
for any of the industries listed below. An individual multimedia designer may cover the
spectrum throughout their career. Request for their skills range from technical, to
analytical and to creative.
Commercial
Much of the electronic old and new media utilized by commercial artists is multimedia.
Exciting presentations are used to grab and keep attention in advertising. Industrial,
business to business, and interoffice communications are often developed by creative
services firms for advanced multimedia presentations beyond simple slide shows to sell
ideas or liven-up training. Commercial multimedia developers may be hired to design for
governmental services and nonprofit services applications as well.
Education
In Education, multimedia is used to produce computer-based training courses (popularly
called CBTs) and reference books like encyclopedia and almanacs (directory). A CBT
lets the user go through a series of presentations, text about a particular topic, and
associated illustrations in various information formats.
Edutainment is an informal term used to describe combining education with
entertainment, especially multimedia entertainment.
Engineering
Software engineers may use multimedia in Computer Simulations for anything from
entertainment to training such as military or industrial training.
Multimedia for software interfaces are often done as collaboration between creative
professionals and software engineers.
Industry
In the Industrial sector, multimedia is used as a way to help present information to
shareholders, superiors and coworkers. Multimedia is also helpful for providing
employee training, advertising and selling products all over the world via virtually
unlimited web-based technologies.
Medicine
In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate
how the human body is affected by diseases spread by viruses and bacteria and then
develop techniques to prevent it.