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MULTIMEDIA DATA AND MULTIMEDIA APPLICATION :recycle:, Concept of Content…
MULTIMEDIA DATA AND MULTIMEDIA APPLICATION
:recycle:
Data, Information and Knowledge
to develop an application that able to integrate the multiple media
(the data)
in delivering messages
(information)
to the target audience in order to achieve certain objectives
(manipulation of knowledge)
Data
within the hypermedia context, data has no direct purpose of its own - it exists solely for conveying information
Information
therefore, inability to handle data effectively will have a direct impact on the user's ability to interpret data, and eventually extract information
Relationship between Data, Information & Knowledge
Knowledge
information will be meaningful if being interpreted within a context of priori users knowledge base, therefore hypermedia must be developed with a high understanding about the user
Data representation in digital domain
Information/Data can be divided into two categories:
Static media
- text and images - spatial (space dependent)
Temporal media
- video, sound and animation (time dependent)
Data representation
data synchronization
video format
audio signals (format, storage requirement)
graphics and image (format, storage requirement)
source of input (format, file type)
digital data: information & knowledge
Identify Multimedia Applications and Project
2.Hypermedia Courseware
Example:-
1.World Wide Web
3.Video on Demand
4.Interactive TV
5.Home shopping
6.Computer games
Graphic In Multimedia Applications
Draw-type graphics/Vector graphics
Bitmap graphics (render-transform from graphic to image)
Characteristics of Multimedia Application
Must be computer controlled
integrated
The information they handle must be represented digitally
The interface to the final presentation of media is usually interactive
Challenge for Multimedia Application
Distributed Network
Temporal relationship between data
Render different data at same time or continuosly
Synchronisation
Key issues for Multimedia Application
How to represent and store temporal information
Large Data Requirements | bandwidth, storage
What process are involved in the above.
Multimedia systems/applications have to deal with the
Generation of data
Manipulation of data
Storage of data
Presentation of data
Communication of information/data
Components of Multimedia:
Text and Static Data:
How to capture and store each Media format?
Text and graphics (and some images) are mainly generated directly by computer/device (e.g. drawing/painting programs) and do not require digitising.
They are generated directly in some (usually binary) format.
Printed text and some handwritten text can be scanned via Optical Character Recognition (OCR)
Handwritten text could also be digitised by electronic pen sensing
Printed imagery/graphics can be scanned directly to image formats.
Source: keyboard, speech input, optical character recognition, data stored on disk.
Format: Raw text or formatted text e.g HTML, Rich Text Format (RTF), Word or a program language source (Java, Python, MATLAB etc.)
Graphics
Input: are generated by a graphics editor program (e.g. Illustrator) or automatically by a program (e.g. Postscript).
Format: constructed by the composition of primitive objects such as lines, polygons, circles, curves and arcs.
Graphics standards : OpenGL, PHIGS – 3D Graphics API, GKS (traditionally significant graphics packages)
Images
Still pictures which (uncompressed) are represented as a bitmap (a grid of pixels).
Input: digitally scanned photographs/pictures or direct from a digital camera and can be generated by programs similar to graphics or animation programs
Can be stored at :
1 bit per pixel (Black and White)
8 Bits per pixel (Grey Scale, Colour Map)
24 Bits per pixel (True Colour)
Audio
Audio signals are continuous analog signals.
Input: microphones and then digitised and stored
CD Quality Audio requires 16-bit sampling at 44.1 KHz:
Even higher audiophile rates (e.g. 24-bit, 96 KHz)
1 Minute of Mono CD quality (uncompressed) audio = 5 MB.
Stereo CD quality (uncompressed) audio = 10 MB.
Usually compressed (E.g. MP3, AAC, Flac, Ogg Vorbis)
Video
Input: Analog Video is usually captured by a video camera and then digitised, although digital video cameras now essentially perform both tasks.
There are a variety of video (analog and digital) formats
Raw video can be regarded as being a series of single images. There are typically 25, 30 or 50 frames per second.
High Definition video on Blu-ray (up to 1920 x 1080 = 2 Megapixels per frame) 6:2 25 = 155MB for a second to store uncompressed. (There are higher possible frame rates!)
Digital video clearly needs to be compressed for most times.
Discrete & Continuous Media
Digital Video
Advantages
Can be easily edited with available editing software platforms
Digital video does not require external device and video board in the computer
Long-lasting data
Chroma Subsampling
Aliasing
Input Devices
Webcam
Digital Camera
Features
Digital presents data in numbers(digits) but displays and keeps the numbers as information
Digitizing
is a conversion from analog data to digital data
multimedia data are manipulated, stored and transmitted in digital form
Digital Audio
MIDI
Digital Audio Synthesis
Digital Audio Effects
Input Devices
Microphones
MIDI keyboards
Types of Media Formats
video
audio
images
graphics
text
Animation
Illustrating concepts that involve
movement (2D & 3D)
Animated sequence shows a number of frames per
second to produce an effect of motion
Commonly used software for viewing
animation are browsers like Chrome, Internet Explorer
Present Available Platforms : Adobe Animate CC, MAYA
Concept of Content and Mechanics
Digital Data
Scope Features