Lecture12 - MultimediaAn Overview
Lecture12 - MultimediaAn Overview
INSTRUCTOR’S MATERIALS
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MULTIMEDIA
Chapter -1
Multimedia – An
RANJAN PAREKH
Overview
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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education
Contents
• Introduction
• Characteristics of a Multimedia Presentation
• Hardware and Software Requirements
• Uses of Multimedia
• Analog and Digital Representation
• Digitization
• Nyquist’s Sampling Theorem
• Quantization Error
• Visual Display System
Introduction
• Overview
– Term “multimedia” comes from Latin multus meaning “numerous” and media meaning “middle”.
– In modern day context “multimedia” means “multiple means” or “multiple intermediaries”
– Multiple means for conveying information between the source and sink.
– The multiple means are : text, image, graphic, audio, video and animation.
Characteristics
• Multiple Media
– Text : alpha-numeric characters entered via the keyboard or copied from an existing documents
– Image : real world photographs taken through a camera and subsequently digitized
– Graphics : drawings or sketches drawn by artists usually by using graphic software
– Audio : human speech or music recorded through microphones and subsequently digitized
– Video : real-world motion scenes usually taken through a video camera and subsequently digitized
– Animation : synthetic or artificial motion 2D/3D scenes drawn by artists or animators using software
• Non-linearity
– User is able to navigate to different parts of presentation instantaneously
– Display the sequence of information as per user’s choice, with appreciable delays
– Determined by navigational pathways built by the author within the presentation
• Interactivity
– Enables use of buttons, menus, links for non-linear navigation
– Enables starting and stopping of media elements like audio, video, animation by user
– Enables accepting user’s inputs and provides appropriate responses
– Examples include simulation, games, drill and practice sessions, tutorials etc.
Characteristics
• Digital Representation
– Represented within a digital computer utilizing random access capabilities
– Each media type needs to be represented in digital form
– Software can be used to improve media quality during editing and authoring
– Compression techniques makes file sizes smaller leading to efficient performances
• Integrity
– Multiple media need to be part of a single framework that is the presentation itself
– The media cannot be played independently but determined by presentation structure
– Capabilities and behaviours determined and controlled by author and developer
• Playback
– Processor : Pentium class
– RAM : 128 MB (min) to 1 GB (recommended)
– Hard disk : 100 GB
– SVGA monitor and adapter supporting 800 by 600 display mode
– CD-ROM drive with speeds of 4X (min) to 36X (recommended)
– Sound card and speakers
– Keyboard and mouse
– Windows OS, drivers, plug-ins, media players etc.
Uses of Multimedia
• Home Entertainment
– Games, cartoons, interactive encyclopedias etc.
• Educational
– Learning packages and lab simulation
• Training
– Computer based training packages for professionals
• Information
– Shopping kiosks, railway time tables, digital library
• Corporate
– For company profiles, products, advertisements
Uses of Multimedia
• Business
– Sales of fragile, industrial, chemical products via simulations
• Tourism
– Tour packages, lodging boarding info, museums, galleries
• Commerce
– E-commerce packages, on-line shopping catalogs
• Communications
– Audio/video conferencing, voice-mail, Video-on-Demand
• Medicine
– Using 3D images of human bodies, tele-medicine
Uses of Multimedia
• Engineering
– CAD, CAM, architectural drawings
• Database
– Content based search and retrieval systems
• Waves
– Analog quantities are usually represented by waves
– Waves are conceived as energy propagations from one place to another
– Associated with oscillatory or vibrational forces
– Depicted as graphs to depict behaviour of particles in the path of a wave
– Usually represented by sinusoidal functions : y = Acos(x) + Bsin(x)
– Spatial waves depict the states of several particles in the path of a wave at an instant of time.
– Points C and C’ are said to be in the same phase
– Corresponding distance between them is called wavelength λ of the wave
Digitization
• Sampling
– Involves examining values of a wave at certain points or instants and discarding other values
– Sampling rate is number of samples per unit space/time
– A sample-and-hold operation holds current sample value until the next sample is obtained
– This gives the digital wave a staircase look and helps to bridge between the discrete values
Digitization
• Quantization
– Involves specifying number of amplitude levels to be used in the system.
– Determines the bit-depth parameter
– For a bit depth of n, a total of 2n levels can be accommodated.
– The entire peak to peak amplitude is discretized to that many levels.
– Figure below shows four amplitude levels for a 2-bit representation : 0, M/3, 2M/3, M
Digitization
• Code-word generation
– Involves allotting code-words to the quantized amplitude levels
– Four levels 0, M/3, 2M/3, M can be represented by a two bit code
– Figure shows code-words 00, 01, 10, 11 for a 2-bit representation
• Quality
– Quality of output signal is determined both by sampling rate and bit depth
– Increasing sampling rate generates more information about analog wave
– A high bit-depth provides for accomodating large number of samples
– Better quality however implies larger storage requirements and more processing costs
Nyquist’s Theorem
• Overview
– Specifies a lower limit of sampling rate
below which the quality of the digital output
becomes unacceptable for practical
purposes
– It states : During digitization the sampling
rate (F) should be at least twice frequency (f)
of the input analog wave for faithful
reproduction i.e. F ≥ 2f
– If sampling rate falls below the above limit,
then large parts of the analog input cannot
be reproduced in the digital output, and
associated distortion produced is called
aliasing
– This is because if sampling occurs less than
two times per cycle of the input, then either
the positive or the negative cycles can be
sampled, but not both
Quantization Error
• Overview
– During quantization only some of the signal levels are
retained using discrete values.
– This leads to an error in the output referred to as
quantization error e
– Error is approximated by height of each step of digital
output.
– If S be peak-to-peak height of wave, and n be the bit-
depth, then height of each step is e = S/2n
– Signal to noise ratio (SNR) is given by SNR = AS/AN
– SNR in decibels (SNRdB) is proportional to bit-depth n
– If w and h be width and height of monitor in pixels, P be pixel addressability, b the color-depth, C
the total number of colors, M the memory required, D the monitor size, W and H the dimensions of
monitor in inches, R the resolution, m:n the aspect ratio, d the dot pitch then we have following
relations :
• 3D monitor
– Displays two images of same object slightly offset from each other
– Involves an arrangement such that left eye sees one image and right eye the other image
– This imparts perception of depth to the viewer
– 3D image a misnomer, more accurate term is ‘stereo-vision’