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The document discusses the history and components of multimedia. It covers early developments in multimedia from newspapers to television. It then discusses the evolution of multimedia and its integration with computers from 1945 to present day. Key topics covered include hypermedia, the world wide web, HTML, and digital video and image compression standards.

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0% found this document useful (0 votes)
34 views19 pages

Chapter1 Edition 3 2up

The document discusses the history and components of multimedia. It covers early developments in multimedia from newspapers to television. It then discusses the evolution of multimedia and its integration with computers from 1945 to present day. Key topics covered include hypermedia, the world wide web, HTML, and digital video and image compression standards.

Uploaded by

kdz.cs.deputy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19

8/18/2020

Fundamentals of Multimedia 3rd ed., Chapter 1

Chapter 1
Introduction to Multimedia

1.1 What is Multimedia?


1.2 Multimedia: Past and Present
1.3 Multimedia Software Tools: A Quick Scan
1.4 Multimedia in the Future

1 Li, Drew, & Liu © Springer 2021

Fundamentals of Multimedia 3rd ed., Chapter 1

1.1 What is Multimedia?


• When different people mention the term multimedia, they often
have quite different, or even opposing, viewpoints.

- A consumer entertainment vendor: interactive TV with


hundreds of digital channels available, or a cable TV-like
service delivered over a high-speed Internet connection; a
smartphone.
- A Computer Science (CS) student: applications that use
multiple modalities, including text, images, drawings
(graphics), animation, video, sound including speech, and
interactivity.
- Graphics, visualization, HCI, artificial intelligence, computer
vision, data compression, graph theory, networking, database
systems all have contributions to make in multimedia.

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1.1.1 Components of Multimedia


• Multimedia involves multiple modalities of text, audio,
images, drawings, animation, and video.
Examples of how these modalities are put to use:
1. Video-conferencing
2. Tele-medicine
3. A web-based video editor that lets anyone create a new video
by editing, annotating, and remixing editable professional
videos on the cloud
4. Geographically-based, realtime augmented-reality, massively
multiplayer online video games
5. Shapeshifting TV, where viewers vote on the plot path
6. A camera that suggests what would be the best type of next
shot for developing good storyboards

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7. Cooperative education environments that allow


schoolchildren to share a single educational game using two
mice at once
8. Searching (very) large video and image databases for target
visual objects, using semantics of objects
9. Compositing of artificial and natural video into hybrid scenes
10. Visual cues of video-conferencing participants, taking into
account gaze direction and attention
11. Making multimedia components editable — allowing the user
side to decide what components, video, graphics, and so on
are actually viewed — making components distributed
12. Building “inverse-Hollywood” applications that can recreate
the process by which a video was made.

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Multimedia Research Topics and Projects


• To the computer science researcher, multimedia consists of a wide
variety of topics:
1. Multimedia processing and coding: multimedia content
analysis, content-based multimedia retrieval, multimedia
security, audio/image/video processing, compression, etc.
2. Multimedia system support and networking: network
protocols, Internet, operating systems, servers and clients,
quality of service (QoS), and databases.
3. Multimedia tools, end-systems and applications: hypermedia
systems, user interfaces, authoring systems, multi-modal
interaction and integration: “ubiquity” — web-everywhere
devices, multimedia education including Computer Supported
Collaborative Learning, and design and applications of virtual
environments.

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Fundamentals of Multimedia 3rd ed., Chapter 1

1.2 Multimedia: Past and Present


1.2.1 Early History of Multimedia

1. Newspaper: perhaps the first mass communication


medium, uses text, graphics, and images.
2. Motion pictures: conceived of in 1830’s in order to
observe motion too rapid for perception by the human
eye.
3. Wireless radio transmission: Guglielmo Marconi, at
Pontecchio, Italy, in 1895.
4. Television: the new medium for the 20th century,
established video as a commonly available medium and
has since changed the world of mass communications.

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5. The connection between computers and ideas about multimedia


covers what is actually only a short period:
• 1945 – Vannevar Bush wrote a landmark article describing what amounts to
a hypermedia system called Memex.

 Link to full V. Bush 1945 Memex article, “As We May Think”

• 1965 – Ted Nelson coined the term hypertext.

• 1967 – Nicholas Negroponte formed the Architecture Machine Group.

• 1968 – Douglas Engelbart demonstrated the On-Line System (NLS),


another very early hypertext program.

• 1969 – Nelson and van Dam at Brown University created an early hypertext
editor called FRESS.

• 1976 – The MIT Architecture Machine Group proposed a project entitled


Multiple Media — resulted in the Aspen Movie Map, the first hypermedia
videodisk, in 1978.

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Fundamentals of Multimedia 3rd ed., Chapter 1

• 1985 – Negroponte and Wiesner co-founded the MIT Media Lab.

• 1989 – Tim Berners-Lee proposed the World Wide Web

• 1990 – Kristina Hooper Woolsey headed the Apple Multimedia Lab.

• 1991 – MPEG-1 was approved as an international standard for digital video


— led to the newer standards, MPEG-2, MPEG-4, and further MPEGs in the
1990s.

• 1991 – The introduction of PDAs in 1991 began a new period in the use of
computers in multimedia.

• 1992 – JPEG was accepted as the international standard for digital image
compression — led to the new JPEG2000 standard.

• 1992 – The first MBone audio multicast on the Net was made.

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• 1993 – The University of Illinois National Center for Supercomputing


Applications produced NCSA Mosaic—the first full-fledged browser.

• 1994 – Jim Clark and Marc Andreessen created the Netscape program.

• 1995 – The JAVA language was created for platform-independent


application development.

• 1996 – DVD video was introduced; high quality full-length movies were
distributed on a single disk.

• 1998 – XML 1.0 was announced as a W3C Recommendation.

• 1998 – Hand-held MP3 devices first made inroads into consumerist tastes
in the fall of 1998, with the introduction of devices holding 32MB of flash
memory.

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Fundamentals of Multimedia 3rd ed., Chapter 1

1.2 Hypermedia, WWW, and Internet


• A hypertext system: meant to be read nonlinearly, by following
links that point to other parts of the document, or to other
documents (Fig. 1.1)

• HyperMedia: not constrained to be text-based, can include other


media, e.g., graphics, images, and especially the continuous
media, sound and video.

- The World Wide Web (WWW) — the best example of a


hypermedia application.

• Multimedia means that computer information can be represented


through audio, graphics, images, video, and animation in addition
to traditional media.

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Fig 1.1: Hypertext is nonlinear


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HTML (HyperText Markup Language)


• HTML: a language for publishing Hypermedia on the WWW —
defined using SGML (Standard Generalized Markup
Language):
1. HTML uses ASCII, it is portable to all different (possibly binary
incompatible) computer hardware.
2. The current version of HTML is version 4.01.
3. The next generation of HTML, HTML5, is still under
development.

• HTML uses tags to describe document elements:


– <token params> — defining a starting point.
– </token> — the ending point of the element.
– Some elements have no ending tags.
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• A very simple HTML page is as follows:

<html> <head>
<title>
A sample web page.
</title>
<meta name= "Author" content= "Cranky
Professor">
</head> <body>
<p>
We can put any text we like here,
since this is a paragraph element.
</p>
</body> </html>

• Naturally, HTML has more complex structures and can be mixed in


with other standards.

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Fundamentals of Multimedia 3rd ed., Chapter 1

XML (Extensible Markup Language)


• XML: a markup language for the WWW in which there is
modularity of data, structure and view so that user or
application can be able to define the tags (structure).

• Example of using XML to retrieve stock information from a


database according to a user query:
1. First use a global Document Type Definition (DTD) that is
already defined.
2. The server side script will abide by the DTD rules to generate
an XML document according to the query using data from your
database.
3. Finally send user the XML Style Sheet (XSL) depending on the
type of device used to display the information.

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• In addition to XML specifications, the following XML-related


specifications are standardized:
• XML Protocol. Used to exchange XML information between
processes. It is meant to supersede HTTP and extend it as well
as to allow interprocess communications across networks.

• XML Schema. A more structured and powerful language for


defining XML data types (tags). Unlike a DTD, XML Schema uses
XML tags for type definitions.

• XSL. This is basically CSS for XML. On the other hand, XSL is
much more complex, having three parts: XSL Transformations
(XSLT), XML Path Language (XPath), and XSL Formatting
Objects.

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Fundamentals of Multimedia 3rd ed., Chapter 1

• An example of an XML document structure — the


definition for a small XHTML document:
<?xml version="1.0" encoding="iso-8859-1"?>
<!DOCTYPE htmlPUBLIC "- //W3C//DTD XHTML 1.0”
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-
transition.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
... [html that follows the above
mentioned XML rules]
</html>

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1.2.3 Multimedia in the New Millennium


• 2000 WWW size was estimated at over 1 billion pages.
• 2001 The first peer-to-peer file sharing system, Napster, was
shut down by court order. Coolstreaming was the first large-scale
peer-to-peer streaming system, attracting over 1 million users by
2004. First commercial 3G wireless network.
• 2003 Skype: free peer-to-peer voice over the Internet.
• 2004 Web 2.0 promotes user collaboration and interaction.
Examples include social networking, blogs, wikis.
- Facebook founded.
- Flickr founded .

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Fundamentals of Multimedia 3rd ed., Chapter 1

• 2005 YouTube created.


Google launched online maps
• 2006 Twitter created: 500 million users in 2012, 340 million tweets
per day.
- Amazon launched its cloud computing platform.
- Nintendo introduced the Wii home video game console -- can
detect movement in three dimensions.
• 2007 - Apple launched iPhone, running the iOS mobile operating
system.
- Google launched Android mobile operating system.
• 2009 - The first LTE (Long Term Evolution) network was set, an
important step toward 4G wireless networking.
- James Cameron’s film, Avatar, created a surge on the interest in
3D video.

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• 2010 - Netflix migrated its infrastructure to the Amazon’s cloud


computing platform.
- Microsoft introduced Kinect, a horizontal bar with full-body 3D
motion capture, facial recognition and voice recognition
capabilities, for its game console Xbox 360.

• 2012 - HTML5 subsumes the previous version, HTML4. HTML5 is a


W3C “Candidate Recommendation”; it is able to run on low
powered devices such as smartphones and tablets.

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• 2013 - Twitter offered Vine, a mobile app that enables its users to
create and post short video clips.
- Sony released its PlayStation 4 a video game console, which is to
be integrated with Gaikai, a cloud-based gaming service that offers
streaming video game content.
- 4K resolution TV started to be available in the consumer market.
• 2015 YouTube launched support for publishing and viewing 360-
degree videos, with playback on its website and its Android mobile
apps.
- AlphaGo, a computer program that plays the board game Go,
became the first program to beat a human professional player. Its
core technology Deep Learning attracted significant attention and
have seen success in multimedia content understanding and
generation.

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• 2016 HoloLens, a pair of mixed reality smartglasses developed


and manufactured by Microsoft, started to be available in the
market.
Pokémon Go, an augmented reality (AR) mobile game, was
released and credited with popularizing location-based and AR
technologies.
Netflix completely migrated to the Amazon AWS cloud platform,
and Skype moved to the Microsoft Azure platform.

• 2017 TikTok, a video-sharing social networking service for


creating and sharing short lip-sync, comedy, and talent videos,
was launched for the global market (it’s Chinese version, Douyin,
was launched in 2016).

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Fundamentals of Multimedia 3rd ed., Chapter 1

• 2018 The world’s first 16K Ultra High Definition (UHD) short
video film, Prairie Wind, was created.
5G cellular systems started deployment, providing enhanced
mobile broadband and ultra low latency access.
The WiFi 6 (802.11ax) standard was released, offering
theoretical maximum throughput of 1 Gbps.

• 2020 Due to the outbreak of corona virus (COVID-19) around


the world, work/study from home became a norm in early 2020.
Multimedia-empowered online meeting and teaching tools, e.g.,
Zoom, Google Class, and Microsoft Teams, saw booming use
during this period.

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1.3 Multimedia Software Tools: A Quick Scan

• The categories of software tools briefly examined here are:

1. Music Sequencing and Notation


2. Digital Audio
3. Graphics and Image Editing
4. Video Editing
5. Animation
6. Multimedia Authoring
7. Multimedia Broadcasting

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Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.1 Music Sequencing and Notation

• Cakewalk by Bandlab.
– The term sequencer comes from older devices that
stored sequences of notes (“events”, in MIDI).
– Can insert digital-audio WAV files as well.

• Finale, Sibelius.
– Composer-level notation systems; these programs
likely set the bar for excellence, but their learning
curve is fairly steep.

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1.3.2 Digital Audio


• Digital Audio tools deal with accessing and editing the actual
sampled sounds that make up audio:

- Adobe Audition (formerly Cool Edit): a very powerful and


popular digital audio toolkit; emulates a professional audio
studio — multitrack productions and sound file editing, along
with digital signal processing effects.

- Sound Forge: a sophisticated PC-based program for editing


audio WAV files.

- Avid Pro Tools: a high-end integrated audio production and


editing environment — MIDI creation and manipulation;
powerful audio mixing, recording, and editing software. Fill
effects depend on purchasing a dongle.

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Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.3 Graphics and Image Editing

• Adobe Illustrator: a powerful publishing tool from Adobe.


Uses vector graphics; graphics can be exported to Web.
• Adobe Photoshop: the standard in a tool for graphics,
image processing and manipulation. Allows layers of
images, graphics, and text that can be separately
manipulated for maximum flexibility, and its set of filters
permits creation of sophisticated lighting effects.
• GIMP: a free and open-source graphics editor alternative
to Photoshop. It supports many bitmap formats, such as
GIF, PNG, and JPEG. It also supports vector-based formats.

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1.3.4 Video Editing


• Adobe Premiere: an intuitive, simple video editing
tool for nonlinear editing, i.e., putting video clips into
any order:
- Video and audio are arranged in “tracks”.
- Provides a large number of video and audio tracks,
superimpositions and virtual clips.
- A large library of built-in transitions, filters and
motions for clips  effective multimedia productions
with little effort.

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Video Editing (cont’d)

• CyberLink PowerDirector: Another popular nonlinear


video editing software; provides a rich set of audio and
video features and special effects and is easy to use.
Not as “programmable” as Premiere.
• Adobe After Effects: A powerful video editing tool that
enables users to add and change existing movies. Can
add many effects: lighting, shadows, motion blurring,
layers.

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Video Editing (cont’d)

• iMovie: a video editing tool for MacOS and iOS devices.


It is versatile, convenient for video editing and
creation of movie trailers. iMovie on iPhones is
especially handy and popular. Later versions of iMovie
also support 4K UHD video editing.
• Final Cut Pro: a video editing tool by Apple for the
MacOS. It allows the input of video and audio from
numerous sources, and provides a complete
environment, from editing and color correction to the
final output of a video file.

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1.3.5 Animation
• Multimedia APIs:
- Java3D: API used by Java to construct and render 3D graphics,
similar to the way in which the Java Media Framework is used
for handling media files.
1. Provides a basic set of object primitives (cube, splines,
etc.) for building scenes.
2. It is an abstraction layer built on top of OpenGL or
DirectX (the user can select which).

- DirectX: Windows API that supports video, images, audio and


3-D animation.

- OpenGL: created in 1992, highly portable; is still most popular


3D API.

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• Animation Software:
- Autodesk 3ds Max (formerly 3D Studio Max): rendering tool
that includes a number of high-end professional tools for
character animation, game development, and visual effects
production, e.g., for Sony Playstation.
- Autodesk Maya: it is a complete modeling, animation, and
rendering package; runs on Windows, MacOS and Linux.
- Blender: a free and open-source alternative to the paid
Autodesk suite of tools. It also offers a complete modeling,
animation, and rendering feature set, as well as python
scripting capabilities.

• GIF Animation Packages: a simpler approach to animation


― looping through several images, allows very quick
development of effective small animation for the web.

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Fundamentals of Multimedia 3rd ed., Chapter 1

1.3.6 Multimedia Authoring

Tools that provide the capability for creating a complete


multimedia presentation, including interactive user control,
are called authoring programs.

• Adobe Animate (formerly Adobe Flash): allows users to


create interactive presentations for many different
platforms in many different formats, such as HTML5 and
WebGL. The content creation process in Animate follows
the score metaphor — a timeline arranged in parallel
event sequences, much like a musical score consisting of
musical notes.

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• Adobe Director (formerly Macromedia Director): a


multimedia application authoring platform, uses movie
metaphor. It includes a built-in scripting language, Lingo.
Although not supported by Adobe since 2017, it is still
being used to date.
• Adobe Dreamweaver: web page authoring tool that allows
users to produce multimedia presentations without
learning any HTML.
• Software Development Kits:
Unity Engine and Unreal Engine

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1.3.7 Multimedia Broadcasting

• OBS, XSplit: two widely used broadcasting tools. OBS is


free and open-source, while XSplit is proprietary and paid.

These tools can be thought of as an entire broadcasting


production studio in digital form.

They offer built-in support for switching between different


cameras and other multimedia sources for real-time
broadcasting. Users can broadcast live video feeds to
websites like YouTube Live, Mixer, Twitch, and various
other live streaming websites.

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1.4 Multimedia in the Future


• Innovations now or in the near future:
- Better camera-based object tracking technology
- Video shot detection and video classification for online
video
- 3D capture technology for acquiring dynamic facial
expression, and synthesizing realistic facial animation
- Multimedia applications aimed at handicapped persons
- Crowdsourcing -- Amazon’s “Mechanical Turk”
- Deployment of “Digital fashion” + Wearable computing

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1.4 Multimedia in the Future (cont’d)


“Grand challenge” problems, which act as a type of state-
of-the-art for multimedia interests:
• Social Event Detection for Social Multimedia:
discovering social events planned and attended by
people.
• Sports Video Annotation: using video classification to
label video segments with certain actions such as
strokes in table tennis, penalty kicks in soccer games,
etc.
• GameStory: a video game analytics challenge in which
e-sport games often involving millions of players and
viewers are analyzed.

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• Live Video Streaming: requiring ultra low end-to-end


latency. The main challenge is the QoE (Quality of
Experience), due to the latency constraint.
• Violent Scenes Detection in Film: automatic detection.
• Preserving Privacy in Surveillance Videos: methods
obscuring private information (such as faces on Google
Earth).
• Deep Video Understanding: understanding the
relationships between different entities from a long
duration movie. The relations can be family, work, social
and other types.

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• Large-scale Human-centric Video Analysis: analyzing


various crowd and complex events such as getting off a
train, dining in a busy restaurant, earthquake escape,
etc.
• Searching and Question Answering for the SpokenWeb:
searching for audio content within audio content by using
an audio query, matching spoken questions with a
collection of spoken answers.
• Multimedia Recommender Systems: improving the quality
of recommender systems to produce items more relevant
to users’ interests. Applications include movie/news
recommendation, etc.

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