Understanding Multimedia Objects
Understanding Multimedia Objects
UMER RASHID
Introduction
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widely
flexible means of presenting information on screen
conveying ideas
designer
should not necessarily try to replace textual elements with others
should consider how to present text in an acceptable way
supplementing text with other media types
Example
Public System
Tourist information
Educational Websites
E-Governance
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Introduction
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Text
a vital element of multimedia presentations
visual representation of language
Words and symbols spoken or written
most common system of communication
deliver the most widely understood meanings
very important to choose the suitable words and symbols
take the time to choose the right words
Typography
The study of how to display text
Typography concerns
precise shape of characters
spacing between characters
layout of the lines and paragraphs
Character Sets
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Visual appearance
piece of text many forms
basic meaning of the text not change
Fundamentally piece of text consists
Letters
Digits
punctuations
other symbols, abstract characters
Abstract characters particular language
Grouped alphabets
Upper and Lower case letters
The digits and a number of punctuations
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Character Sets
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Digital Text
mapping between abstract and stored characters mapping a
character set
Domain of mapping
character list collection of abstract characters
code values or code points the values to be stored
Multilanguage ?
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A ‘typeface’ is a
family of graphic characters that usually includes many
type sizes and styles
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Bitmap fonts
come in specific sizes and resolutions
font contain the bitmaps of the character shapes
result will be very poor if they are scaled to different sizes
Less common
Outline fonts
contain the outline of the characters
can be scaled to a large range of different sizes and still
have reasonable look
need a rasterizing process to display on screen
More common
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Leading
the distance between the baselines of two adjacent lines
Common used leadings
14 points for 12 points text
12 points for 10 points text
Tracking
spacing between characters in text lines
Loose tracking means the space between characters are wider
Less words can be put in a line of text
Kerning
extra adjustment between two specific characters
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multimedia project
Platform
Windows platform ?
Macintosh platform ?
Medium
Projector
Screen
Resolution difference
Fonts have perhaps the greatest cross-platform
concerns
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Guidelines
1. Conventional upper and lower case text
used for the presentation since reading is faster compared to all
upper case text
2. All upper case can be used
if a text item has to attract attention as in warnings and alarm
messages
3. The length of text lines
should be no longer than around 60 characters to achieve optimal
reading speed
4. Display
Only one third of a display should be filled with text
5. Proportional spacing and ragged lines
minimizes unpleasant visual effects
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Guidelines
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6. Font Size
Best resolution
12 point text is the practical minimum to adopt for PC based screens
Poor Resolution
14 point or higher for screens of poorer resolution than a normal desktop PC
Visual impaired
16 point
7. Sentences
should be short and concise and not be split over pages
8. Technical expressions
should
be used only where the user is familiar with them from their daily routine
made as understandable as possible
9. abbreviations
As less as possible
consistent way throughout an entire multimedia application
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4. HTML Documents:
HTML stands for Hypertext Markup Language
It is the standard document format used for Web pages
HTML documents are marked using tags
An advanced form of HTML is DHTML
DHTML stands for Dynamic Hypertext Markup Language.
DHTML uses CSS
5. Symbols and Icons
Symbols are concentrated text in the form of stand-alone graphic
constructs
They are used to convey meaningful messages
Icons are symbolic representations of objects and processes
Symbols used to convey human emotions are called emoticons
pictorial representation of a facial expression
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6. Visualization
Knowledge Maps
Concept Graphs
Self Organizing Maps
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PostScript:
PostScript is a method of describing an image in terms of mathematical constructs
PostScript characters are scalable and can be drawn much faster
The two types of PostScript fonts
Adobe developed Adobe Type Manager for displaying PostScript fonts on both Macintosh
and Windows
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TrueType
Apple and Microsoft developed the TrueType methodology.
TrueType is a system of scalable outline fonts, and can draw characters at low resolution.
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1. Macromedia Fontographer:
a specialized graphics editor
It is compatible with both Macintosh and Windows platform
It can be used to develop PostScript, TrueType, and bitmapped fonts
It can also modify existing typefaces and incorporate PostScript artwork
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Hypermedia Structures
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Hypermedia Structures
Links Links are connections between conceptual elements. Links are the
navigation pathways and menus
Nodes Nodes are accessible topics, documents, messages, and content
elements. Nodes and links form the backbone of a knowledge access system
Anchors Anchor is defined as the reference from one document to another
document, image, sound, or file on the Web. The source node linked to the
anchor is referred to as a link anchor. The destination node linked to the anchor
is referred to as a link end
Navigating Hypermedia Structures The simplest way to navigate hypermedia
structures is via buttons. Location markers must be provided to make navigation
user-friendly
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UMER RASHID
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Voice
predominant method of human communication
We are so familiarized
speaking and listening
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What Is Sound?
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Imagine
What you would experience if the television program you are
watching becomes very noisy Or,
If the sound system stops working in the middle of a gripping film
There are some sounds that human ear cannot perceive
Why important
The presence of sound greatly enhances the effect of a mostly graphic
presentation
In a multimedia project, you can use sound in many different ways
Sound is the brain's interpretation of electrical impulses being sent by
the inner ear through the nervous system
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How Do We Hear?
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If a tree falls in the forest, and there is no one to hear it, will
there be a sound?
Philosophical dilemma which relies on using the word sound for
two different purposes
Cause
One use is as a description of a particular type of physical
disturbance, so sound is an organized movement of
molecules caused by a vibrating body in some medium
Effect
The other use is as a description of a sensation—sound is
the auditory sensation produced through the ear by the
alteration in pressure, particle displacement, or particle
velocity which is propagated in an elastic medium
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How Do We Hear?
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Steps
1. Object moves back and forth
2. Pushes the air immediately next to it a bit to one side and,
3. Coming back, creates a slight vacuum
4. Creates a wave
5. Air particles that move in waves make the eardrum
oscillate
6. Movement is registered by a series of small bones
7. Small bones transmit these vibrations to the inner ear nerve
endings
8. This in turn, send impulses to the brain
9. Perceived as sounds
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2. Testimonials
These could be auditory or video sound tracks used in presentations
or movies
3. Voice-overs
These are used for short instructions, for example, to navigate the
multimedia application
4. Music
may be used to communicate (as in a song)
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2. Background music
Set the mood for the audience to receive and process
information by starting and ending a presentation with music
3. Sound effects
used in presentations to liven-up the mood and add effects
to your presentations, such as sound attached to lists
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6. Waveform
gives a measurement of the speed of the air particles and
the distance that they travel for a given sound in a given
medium
7. Amplitude
measures the relative loudness of the sound, which is the
distance between a valley and a peak
determines the volume of the sound
8. Decibel
unit of measurement of volume is a decibel
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1. Properties of Sound
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Frequency
The difference in time between the formation of two
peaks/valleys is termed as the period
Measured in seconds
A number of peaks may occur within a second
The number of peaks that occur in one second is the
frequency
Measured by the number of cycles in second , hertz
The human ear can perceive a range of frequencies
from 20-20,000 Hz
However, it is most sensitive to sounds in the range of 2-
4 kHz.
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2. Properties of Sound
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Pitch
If an object oscillates rapidly, it creates a "high-
pitched" sound
A low-frequency sound on the other hand is produced
by an object that vibrates slowly
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3. Properties of Sound
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Bandwidth
defined as the difference between the highest and
the lowest frequency contained in a signal
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4. Properties of Sound
Harmonics
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5. Properties of Sound
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Velocity
Measure the time required for the waves to travel
a measured distance
The velocity varies greatly with the medium through
which it travels
The velocity of sound increases as the temperature
rises and decreases as the temperature falls
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SAMPLING RATE
the computer processes snapshots of the waveform
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Introduction to Digital
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AUDIO FIDELITY
Defined as the closeness of the recorded version to the original
sound
In the case of digital speech, it depends upon the number of
bits per sample and the sampling rate
A really high-fidelity (hi-fi) recording takes up a lot of memory
space
176.4 Kb for every second of audio of stereo quality sampled
at 16 bits, 44.1 kHz per channel
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AUDIO COMPRESSION
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COMPRESSION
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Compression Requirements
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In the case of audio, processing data in a multimedia system
leads to storage requirements in the range of several megabytes
Compressions in multimedia systems are subjected to certain
constraints
The quality of the reproduced data should be adequate for
applications
The complexity of the technique used should be minimal, to make
a cost-effective compression technique
The processing of the algorithm should not take too long
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Compression Requirements
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Standardization
CCITT (International Consultative Committee for
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Lossless Compression
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Lossless Compression
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Lossy Compression
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There is loss of some information when Lossy compression is
used
The loss of this data is such that the object looks more or less
like the original
This method is used where absolute data accuracy is not
essential
Most commonly used compression type
This compression technique is used for image documents, audio,
and video objects
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Lossy Compression
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The following are some of the commonly used Lossy standards:
Motion Picture Experts Group (MPEG)
Adaptive Differential Pulse Code Modulation (ADPCM)
CCITT H.261 (Px64) Video Coding Algorithm
Intel DVI (Digital Video Interactive)
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compression ratio
MPEG Layer 1 (corresponds with 384 Kbps of data
transferred to the player in case of a stereo signal)—
compression ratio is 1:4
MPEG Layer 2 (corresponds with 256-192 Kbps of data
transferred to the player in case of a stereo signal)—
compression ratio is 1:6-1:8.
MPEG Layer 3 (corresponds with 128-112 Kbps of data
transferred to the player in case of a stereo signal)—
compression ratio is 1:10-1:12
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Audio Editing
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Sound Effects
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Doppler Effect
Sound waves are compressions and rarefactions of air
When the object making the sound is moving toward you, the
frequency goes up due to the waves getting pushed more
tightly together and pitch goes up
The opposite happens when the object moves away from you
and the pitch goes down This is called the Doppler effect.
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Special Effects
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Reverb Special Effect-
gradually fades away of sound
A person could receive sound directly from the sound source as
well as reflected from other objects around him
Different from echo
In the case of an echo, there is a time gap between the finish of the
original sound and the arrival of the echo
Echo sometimes causes irritation and undesirable effects
Reverberation is pleasing to hear and should be incorporated in
the design of any room
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Special Effects
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WAVE STUDIO
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SYNTHESIZED MUSIC
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SYNTHESIZED MUSIC
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MIDI
Keys depressed
Time when the key was depressed
Duration for which the key was depressed
How hard the key was struck
Drawbacks
A MIDI file may sound different on different MIDI
synthesizers
FM synthesizer simulates the different instrument
effects, may be different
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SYNTHESIZED MUSIC
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SYNTHESIZED MUSIC
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Pixel
smallest element on a digital image/picture element
Digital image
matrix of pixels
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Depth
1. number of bits used to represent each pixel
2. 1-bit black-and-white or bit map image
3. 4-bit 16 colors used in low resolution screens (EGA/VGA)
4. 8-bit 256 colors 256 indexed colors each indexed color mapped in
RGB intensity ranges
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Depth
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8-bit grey
1. 256 grey-levels
brightness/intensity
2. Without color information
16-bit
1. 65536 colors
2. hi-color in Windows systems
3. Red 5 bits32 colors
4. Green 6 bits 64 colors
5. Blue5 bits32 colors
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Depth
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24-bit
16,777,216 colors
Each byte intensity of a primary color
RED, GREEN and BLUE 0 ..255 256 levels
32-bit
4,294,967,296 (4G)
3 bytes three primary color
fourth byte Alpha channel a portion of each pixel's data that is reserved
for transparency information
Object level and pixel level transparency
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Vector Graphics
objects represented by attributes
size, color, location,
Vector graphics, or vector drawing
abstract representation 2-D or 3-D scene
Using graphics primitives
rectangles, circles, lines
languages
PostScript Adobe page description language
VRML Virtual Reality Markup Language description of a scene in a virtual
world
SVG Scalable Vector Graphic describing two-dimensional graphics in XML
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description
1. exact pixel-by-pixel value of an image
2. Mathematical model of objects
resolution
1. fixed
2. independent
file size
1. completely determined image resolution, and depth
2. depends on the number of graphic elements in a file
rendering
1. Easy
2. Complex
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Color System
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Color System
96 How we describe color ?
Color can only be described in terms of a person's report of his or her
perceptions (Wilbert O. Galitz, A.D(1997).the Essential guide to user interface
Design)
Eye visual spectrum wavelength range(400-700) milli-microns
The dominant wavelength being “seen” is the one that we come to associate with
a specific color name (Wilbert O. Galitz, A.D(1997).the Essential guide to user
interface Design
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Color System
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Approximate wavelength
colors In mill microns
Red 700
Orange 600
Yellow 570
Yellow-Green 535
Green 500
Blue-Green 493
Blue 470
Violet 400
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Color System
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COLOR MODELS
RGB Color Model
1. Use three primary colors (Red ,Green ,Blue)
2. Secondary Colors (cyan, magenta, yellow) by mixing RGB with Black
3. creates an accurate representation of the secondary colors by addition
4. produced on a computer or television screen
CMY Color Model
1. Three primary colors (Cyan , Yellow, Magenta)
2. Secondary Colors (Red ,Blue ,Green ) by subtracting primary colors from
white
3. Printers produce color by CYM
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RED
BLUE
GREEN
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GREEN+RED=
100 GREEN(0,1,0) Black (0,0,0) YELLOW(1,1,0)
GREEN+BLUE=
CYAN(0,1,1) RED(1,0,0)
BLUE+RED=
GREEN+BLUE+RED= MAGENTA(1,0,1)
BLUE(0,0,1)
WHITE(1,1,1)
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White (1,1,1)
White-yellow
magenta(0,1,0) blue(1,1,0)
White-cyan=
red(0,1,1) cyan(1,0,0)
White-magenta=
WHITE(0, 0 ,0) green(1,0,1)
yellow(0,0,1)
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Color System
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It is the purity of the color, measured
in percent from the center of the
cone (0) to the surface (100)
is measured in
It is the actual percent from
color. It is black (0) to
measured in white (100)
angular degrees
around the cone
starting and
ending at red = 0
or 360 both hue and
saturation are
meaningless.
hue is
meaningless
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Color System
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Color System
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Gamut
range of colors that can be
A. Viewed
B. Displayed
C. printed
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Color System
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Color Palette
an index table to available colors in an indexed color system
8-bit mode a system can display only 256 colors out of a total of 16 million
colors
system keeps a default palette of available colors
Palette flashing serious problem in multimedia applications cause an
annoying flash of strange colors
Each program may have its own palette
may replace the system palette with its own for the period it is active
serious problem in multimedia applications
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Aliasing
caused by the limited resolution of an output device
makes edges seen as staircases
Anti-aliasing
reduce the staircase effect
worked as
1. filling in pixels which should be half filled with different levels of gray or matching
colors
2. sharper edges blurring or smoothing them
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Image File
format
Size
Depth
Compression
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sub-areas
1. Image analysis
concerned with techniques for extracting descriptions from images that
are necessary for higher-level scene analysis methods
2. Image recognition
concerned with the techniques for recovering information about objects
in the image
E.g. character recognition or face recognition
3. Image enhancement
concerned with the technique to improve the image and to correct some
defects
color and tonal adjustment
Transformations, e.g., scale, rotate
Special effects, e.g., texture, blur, sharpen
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1. binary image
binary image
logical array of 0's and 1's black and white respectively
2. indexed image
pixel values are direct indices into an RGB color map
map to represent the color map
3. intensity image
image consisting of intensity (grayscale) values
array of class uint8, uint16, or double
Image m-by-n array
colormap is always an m-by-3 array of class double
4. Multi-frame image
Image array that contains more than one image
related by time or view
4 D 1 D represents frame number
5. RGB image
Image in which each pixel is specified by three values
m-by-n-by-3 array
class uint8, uint16, or double
true-color image
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Spatial Transformations
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Image Resizing
I = imread('circuit.tif');
J = imresize(I,1.25);
imshow(I);
imshow(J);
Y = imresize(X,[100 150])
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Spatial Transformations
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Image Rotation
I = imread('circuit.tif');
J = imrotate(I,35,'bilinear');
imshow(I)
figure, imshow(J)
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Spatial Transformations
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Image Cropping
I = imcrop;
imshow(I);
a = imcrop(I,[50 50 15 15]);
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JPEG
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8x8 block
DCT Quantization
Quantization
tables
Header
DC
Tables
Difference coding
Entropy
coding
Data Run length coding
AC
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JPEG Extensions
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Strengths
1. It provides support for full 24-bit color images. In contrast, GIF only supports 8-bit images
2. The compressed image size and image quality trade-off can be user determined
3. It is ideally suited to images of real-world scenes or complex computer-generated images
4. It is platform independent for displaying 24-bit images.
5. It is quite good for compressing photographs
Weaknesses
1. JPEG compression is a trade-off between degree of compression, resultant image quality, and
time required for compression/decompression
2. Blockiness results in high image compression ratios
3. Bad quality is obtained when compressing an image with sharp edges or lines (as in text)
4. It is not suitable for 2-bit black and white images
5. The degree of compression is greater for full color images than it is for gray scale
6. Images
7. It is not intended for moving images/video.
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Strengths
It is lossless for 8-bit images
It is ideally suited to images such as line drawings, those containing a limited number of
colors, and for images containing text
It is preferred for Vector Graphics over the Internet
Animated GIFs are easy to make by using GIF constructing packages such as Animation
Shop (this comes packaged with Paint Shop Pro)
Weaknesses
GIF is not suitable for 24-bit images. When compressing such images, much of the color
information is lost due to the reduction of color depth
Good algorithms can still optimize this process so that the resultant image still has
reasonable quality
The compression ratios are low
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Understanding Video
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S-Video
S stands Super / Separated
Uses 2 wires, one for luminance & the other for
chrominance signals
Less cross talk
Humans are able to differentiate spatial resolution
in gray-scale images with a much higher acuity than
for the color part of color images.
As a result, we can send less accurate color
information than must be sent for intensity
information
Component Video
Each primary is sent as a separate video signal.
The primaries can either be RGB or a luminance-
chrominance transformation of them (e.g., YIQ, YUV).
Best color reproduction
Requires more bandwidth and good synchronization of
the three components
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Analog Video
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Analog Video
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It uses the familiar 4:3 aspect ratio (i.e., the ratio of picture width
to its height)
Uses 525 scan lines per frame at 30 frames per second (fps).
NTSC follows the interlaced scanning system, and each frame is
divided into two fields, with 262.5 lines/field.
Thus the horizontal sweep frequency is 525x 29.97 =15,734
lines/sec, so that each line is swept out in 63.6 µ sec
63.6 µ sec = 10.9 µ sec for Horizontal retrace + 52.7 µ sec active line
signal
For the active line signal during which image data is displayed
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Fsc is 3.58MHz
Composite signal is formed by
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Digital Video
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Chroma Subsampling
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4:4:4
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Chroma Subsampling
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4:2:2
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Chroma Subsampling
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Chroma Subsampling
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Luma sample
4:2:0
Chroma sample
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Chroma Subsampling
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