0% found this document useful (0 votes)
6 views

Module 1 - Multimedia

Uploaded by

Joyal Kusmos
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views

Module 1 - Multimedia

Uploaded by

Joyal Kusmos
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 74

MULTIMEDIA COMMUNICATION

SYSTEMS

19-203-0806
SYLLABUS
MODULE I

INTRODUCTION TO MULTIMEDIA:
• MULTIMEDIA APPLICATIONS.
• MULTIMEDIA INFORMATION REPRESENTATION
• DIGITIZATION PRINCIPLES, TEXT, IMAGES, AUDIO
• FUNDAMENTAL CONCEPTS IN VIDEO
• COLOUR IN IMAGE AND VIDEO RGB CMY, YUV YCBCR
• DIGITAL VIDEO
MODULE I
INTRODUCTION TO MULTIMEDIA

• Multimedia is an interactive media and provides multiple ways to represent information


to the user in a powerful manner.
• It provides an interaction between users and digital information.
• It is a medium of communication.
• Multimedia is extensively used for education, training, reference material, business
presentations, advertising and documentaries.
• Multimedia as name suggests is the combination of multi and media that is many types of
media (hardware/software) used for communication of information.
• By definition multimedia is a representation of information in an attractive and
interactive manner with the use of a combination of text, audio, video, graphics and
animation.
INTRODUCTION TO MULTIMEDIA
• Multimedia is a computerized method of presenting information combining textual data,
audio, visuals (video), graphics and animations.
HTTPS://YOUTU.BE/HJ8NKUSKG9E

• For examples: e-mail, yahoo messenger, video conferencing, and multimedia message
service (mms).
ELEMENTS OF MULTIMEDIA COMMUNICATION SYSTEMS
• Devices like cameras, microphones, keyboards, mouse, touch-screens, storage medium etc. Are required to feed
inputs from different sources. All further processing till the transmission is done by the computer.
• The data acquisition from multiple media is followed by data compression to eliminate inherent redundancies
present in the media streams. This is followed by inter-media synchronization by insertion of time-stamps,
integration of individual media streams.
• Finally the transmission of integrated multimedia stream through a communication channel, which can be a
wired or a wireless medium.

Fig.1: Elements involved in a multimedia transmitter


COMPONENTS OF MULTIMEDIA
• TEXT- All multimedia productions contain some amount of text. The text can have various types of
fonts and sizes to suit the profession presentation of the multimedia software.

• GRAPHICS- Graphics make the multimedia application attractive. In many cases people do not like
reading large amount of textual matter on the screen. Therefore, graphics are used more often than
text to explain a concept, present background information etc. There are two types of graphics:

❖ BITMAP IMAGES- Bitmap images are real images that can be captured from devices such
as digital cameras or scanners. Generally, bitmap images are not editable. Bitmap images
require a large amount of memory.
❖ VECTOR GRAPHICS- Vector graphics are drawn on the computer and only require a small
amount of memory. These graphics are editable.
• AUDIO- A multimedia application may require the use of speech, music and sound effects. These
are called audio or sound element of multimedia. Speech is also a perfect way for teaching. Audio
are of analog and digital types. Analog audio or sound refers to the original sound signal. Computer
stores the sound in digital form. Therefore, the sound used in multimedia application is digital audio.
COMPONENTS OF MULTIMEDIA
• VIDEO- The term video refers to the moving picture, accompanied by sound such as a picture in
television. Video element of multimedia application gives a lot of information in small duration of
time. Digital video is useful in multimedia application for showing real life objects. Video have
highest performance demand on the computer memory and on the bandwidth if placed on the
internet. Digital video files can be stored like any other files in the computer and the quality of the
video can still be maintained. The digital video files can be transferred within a computer network.
The digital video clips can be edited easily.
• ANIMATION- Animation is a process of making a static image look like it is moving. An animation
is just a continuous series of still images that are displayed in a sequence. The animation can be used
effectively for attracting attention. Animation also makes a presentation light and attractive.
Animation is very popular in multimedia application.
APPLICATIONS OF MULTIMEDIA

• Multimedia in Business
• Multimedia in Marketing And Advertising
• Multimedia in Entertainment
• Multimedia in Education
• Multimedia in Bank
• Multimedia in Hospital
• Multimedia Pedagogues
APPLICATIONS OF MULTIMEDIA
Multimedia in Marketing And Advertising
• Multimedia can be used in many applications in a business. The multimedia network should support the
following facilities:
• VOICE MAIL
• ELECTRONIC MAIL
• MULTIMEDIA BASED FAX
• OFFICE NEEDS
• EMPLOYEE TRAINING
• SALES AND OTHER TYPES OF GROUP PRESENTATION
• RECORDS MANAGEMENT
APPLICATIONS OF MULTIMEDIA
Multimedia in Business

• By using multimedia marketing of new products can be greatly enhanced.


• Presentation that have flying banners, video transitions, animations, and sound effects are some of the
elements used in composing a multimedia based advertisement to appeal to the consumer in a way never
used before and promote the sale of the products.
APPLICATIONS OF MULTIMEDIA
Multimedia in Education
• Many computer games with focus on education are now available. Consider an example of an educational
game which plays various rhymes for kids.
• The child can paint the pictures, increase reduce size of various objects etc apart from just playing the
rhymes.
• Several other multimedia packages are available in the market which provide a lot of detailed information
and playing capabilities to kids.
APPLICATIONS OF MULTIMEDIA
Multimedia in Pedagogues
• Pedagogues are useful teaching aids only if they stimulate and motivate the students.
• The audio-visual support to a pedagogue can actually help in doing so.
• A multimedia tutor can provide multiple numbers of challenges to the student to stimulate his interest in a
topic.
• The instruction provided by pedagogue have moved beyond providing only button level control to
intelligent simulations, dynamic creation of links, composition and collaboration and system testing of the
user interactions.
APPLICATIONS OF MULTIMEDIA
Multimedia in Hospital
• Multimedia best use in hospitals is for real time monitoring of conditions of patients in critical illness or
accident. The conditions are displayed continuously on a computer screen and can alert the doctor/nurse on
duty if any changes are observed on the screen.
• Multimedia makes it possible to consult a surgeon or an expert who can watch an ongoing surgery line on
his PC monitor and give online advice at any crucial juncture.
• In hospitals extensively use multimedia presentations in training their junior staff of doctors and nurses.
Multimedia displays are now extensively used during critical surgeries.
APPLICATIONS OF MULTIMEDIA
Multimedia in Bank
• Bank is another public place where multimedia is finding more and more application in recent times.
• People go to bank to open saving/current accounts, deposit funds, withdraw money, know various financial
schemes of the bank, obtain loans etc.
• Every bank has a lot of information which it wants to impart to in customers. For this purpose, it can use
multimedia in many ways.
• Bank also displays information about its various schemes on a PC monitor placed in the rest area for
customers.
• Today on-line and internet banking have become very popular. These use multimedia extensively.
Multimedia is thus helping banks give service to their customers and also in educating them about banks
attractive finance schemes.
APPLICATIONS OF MULTIMEDIA
Multimedia in Entertainment
• Multimedia is heavily used in the entertainment industry, especially to develop special effects in movies
and animations (VFX, 3D animation, etc.).
• Multimedia games are a popular pastime and are software programs available either as CD-ROMs or
online.
• Video games are considered multimedia, as such games meld animation, audio, and interactivity to allow
the player an immersive experience. While video games can vary in terms of animation style or audio type,
the element of interactivity makes them a striking example of interactive multimedia.
COMMUNICATION TECHNOLOGY AND MULTIMEDIA SERVICES

• The advancement of high computing abilities, communication ways and relevant standards has started the
beginning of an era where you will be provided with multimedia facilities at home. These services may
include:
• Basic television services
• Interactive entertainment
• Digital audio
• Video on demand
• Home shopping
• Financial transactions
• Interactive multiplayer or single player games
• Digital multimedia libraries
• E-newspapers, e-magazines
CHALLENGES INVOLVED WITH MULTIMEDIA COMMUNICATION

• Today, multimedia communication is no longer a dream, but a reality, although the technology is
yet to reach its maturity. It has become possible to overcome some challenges, but still many
challenges remain to be solved satisfactorily. The challenges involved with multimedia
communication are listed below:

• Bandwidth limitations of communication channels.

• Real-time processing requirements.

• Inter-media synchronization.

• Intra-media continuity.

• End-to-end delays and delay jitters.

• Multimedia indexing and retrieval.


2. MULTIMEDIA INFORMATION REPRESENTATION

• INTRODUCTION
• DIGITIZATION PRINCIPLES
• TEXT
• IMAGES
• AUDIO
• VIDEO
2.1 INTRODUCTION
• All types of multimedia information are stored and processed within a computer in a digital form.

• They can be integrated together and transmitted over a single all-digital communications
network.
2. MULTIMEDIA INFORMATION REPRESENTATION

• INTRODUCTION
2. MULTIMEDIA INFORMATION REPRESENTATION

INTRODUCTION

• The signal whose amplitude varies continuously with time is known as analog signal.
• The conversion of an analog signal into a digital form is carried out using an electrical
circuit known as signal encoder.
2. MULTIMEDIA INFORMATION REPRESENTATION

INTRODUCTION
MULTIMEDIA INFORMATION REPRESENTATION

2.2 DIGITIZATION PRINCIPLES

• A signal whose amplitude varies continuously with time is known as an analog signal.

• Techniques involved in analog-to-digital conversion include sampling and quantization.

• The range of frequencies of the sinusoidal components that make up a signal is called the
signal bandwidth.

• Any signal transmitted over a channel must have a signal bandwidth less than the channel
bandwidth.
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION

NYQUIST SAMPLING THEOREM:

• The amplitude of a signal must be sampled at a minimum rate that is equal to or greater than twice the
bandwidth of the signal.

• Nyquist theorem is also known as the sampling theorem. The theory states that, for the perfect
reconstruction of the message signal, the sampling frequency fs is greater than or equal to the twice the
highest frequency component of message signal fm.
MULTIMEDIA INFORMATION REPRESENTATION

QUANTIZATION:

• Quantization is the process of mapping continuous infinite values to a smaller set of


discrete finite values.

• Quantization is representing the sampled values of the amplitude by a finite set of


levels, which means converting a continuous-amplitude sample into a discrete-time
signal.

• It is the process that confines the amplitude of a signal into a finite number of values.

• The difference between the actual signal amplitude and the corresponding nominal
amplitude is called the quantization error.

• The ratio of the peak amplitude of a signal to its minimum amplitude is known as the
dynamic range.
MULTIMEDIA INFORMATION REPRESENTATION

QUANTIZATION:
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION

Graphics\Image

1-bit image
• Images consist of pixels—picture elements in digital images.
• A 1-bit image consists of on and off bits only and thus is the simplest type of image.
• Each pixel is stored as a single bit (0 or 1). Hence, such an image is also referred to as a binary
image.
• It is also sometimes called a 1-bit monochrome image since it contains no color.

Fig. Monochrome 1-bit Lena image

• A 640×480 monochrome image requires 38.4 kilobytes (kB) of storage (= 640×480/8).


Monochrome 1-bit images can be satisfactory for pictures containing only simple graphics and
text.
MULTIMEDIA INFORMATION REPRESENTATION
8-bit image
• In 8-Bit Gray-Level Images/8-bit image—that is, one for which each pixel has a gray value
between 0 and 255.
• Each pixel is represented by a single byte—for example, a dark pixel might have a value of 10,
and a bright one might be 230.
• The entire image can be thought of as a two-dimensional array of pixel values. We refer to such
an array as a bitmap—a representation of the graphics/image data that parallels the manner in
which it is stored in video memory.
• Image resolution refers to the number of pixels in a digital image (higher resolution always
yields better quality).
• Fairly high resolution for such an image might be 1,600 × 1,200, whereas lower resolution might
be 640 × 480. Notice that here we are using an aspect ratio of 4:3.
• Aspect ratio is the number of pixels per scanned line and number of lines per frame.

Fig. Grayscale image of Lena


MULTIMEDIA INFORMATION REPRESENTATION
24-bit color image
• In a color 24-bit image, each pixel is represented by three bytes, usually representing
RGB.
• Since each value is in the range 0–255, this format supports 256 × 256 × 256, or a total
of 16,777,216, possible combined colors.
• However, such flexibility does result in a storage penalty: a 640 × 480 24-bit color image
would require 921.6 kB of storage without any compression.
• An important point to note is that many 24-bit color images are actually stored as 32-bit
images, with the extra byte of data for each pixel storing an α (alpha) value representing
special-effect information

Fig. 24-bit color image


MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
MULTIMEDIA INFORMATION REPRESENTATION
COLOR IN IMAGE AND VIDEO

COLOR IN IMAGE

RGB
COLOR IN IMAGE AND VIDEO

CMY
COLOR IN IMAGE AND VIDEO
COLOR IN IMAGE AND VIDEO
COLOR IN IMAGE AND VIDEO
COLOR IN IMAGE AND VIDEO
COLOR IN IMAGE AND VIDEO
COLOR IN VIDEO
YUV/Y’UV COLOR MODEL

• YUV is a color model typically used as part of a color image pipeline.


• It encodes a color image or video taking human perception into account, allowing
reduced bandwidth for chrominance components, compared to a "direct" RGB-
representation.
• Historically, the terms YUV and Y′UV were used for a specific analog encoding of color
information in television systems.
• Today, the term YUV is commonly used in the computer industry to describe color spaces
that are encoded using ycbcr.
• The YUV model defines one luminance component (Y) meaning physical linear-space
brightness, and two chrominance components, called U (blue projection) and V (red
projection) respectively.
• Luminance refers to brightness and chrominance refers to color.
• It can be used to convert to and from the RGB model, and with different color spaces.
COLOR IN VIDEO
YUV/Y’UV COLOR MODEL
Standard formula to derive Y'UV from R'G'B'
• The amplitude of the luminance signal Y' is evaluated using:

where R', G' and B' are the magnitude of the 3 color component of the signal that make up the
source.
• Thus, luminance signal is the measure of the amount of white light it contains, it is the same as the
same the signal used by a monochrome television.
• The chrominance refers to the difference between a color and a reference white at the same luminance. It
can be represented by the color differences U, V:

• where U (blue projection) and V (red projection).


COLOR IN VIDEO

YUV/Y' UV COLOR MODEL


• The Y' UV color model is used in the following composite color video standards.
• NTSC ( National Television System Committee)
• PAL (phase alternating line)
• SECAM (sequential couleur a amemoire, french for “sequential color with memory)
COLOR IN VIDEO

Y'CbCr COLOR MODEL


Y'CbCr color model contains Y', the luma component and Cb and Cr are the blue-difference
and red difference chroma components.
• It is mainly used for digital systems.
• Its common applications include video (JPEG and MPEG) compression.
• Y'UV is often used as the term for Y'CbCr , however they are totally different formats.
• The main difference between these two is that, Y'UV is analog while Y'CbCr is digital.
• The Y'CbCr transform is closely related to the Y'UV transform. Y'UV is changed by scaling
such that Cb is U, but with a coefficient of 0.5 multiplying B’.
• In some software systems, Cb and Cr are also shifted such that values are between 0 and 1.
COLOR IN VIDEO

Y'CbCr COLOR MODEL


• The equation of Y'CbCr color model is as follows:
FUNDAMENTAL CONCEPTS IN VIDEO

1. INTERLACED SCANNING AND PROGRESSIVE SCANNING


2. TYPES OF VIDEO SIGNALS
3. ANALOG VIDEO
4. DIGITAL VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO

INTERLACED SCANNING AND PROGRESSIVE SCANNING

• The terms, interlaced and progressive video is the raster scan techniques.
• The progressive scan is newer technology and interlaced scan is older but widely used.
• Moreover, making and scanning of progressive scan video is costlier in comparing to
interlaced scan however its images and videos qualities are clearer.
INTERLACED SCANNING
• The interlaced video demonstrates even and odd scan lines as two individual fields. At first,
the even scan lines pass on the screen and then the odd scan lines pass.
• Two of such even and odd scan line fields make one video frame. This means it utilizes two
video fields to create one frame.
• One field has the odd lines whereas the other contains all the even lines of the image(60 fields
are scanned per second- 30 odd and 30 even).
• It was designed primarily to minimize the bandwidth requirements for video signal
transmission.
• Interlaced is very significant in broadcasting.
• Interlacing has been used for a long time in analog television broadcasts based on the NTSC
(U.S.) And PAL (Europe) formats.
• Interlaced videos are great for broadcasting as video images can be processed onto the screen
with very little bandwidth. Interlacing offers full vertical detail with the same bandwidth as
that of a full progressive scan, but with twice the frame rate and refresh rate.
INTERLACED SCANNING
PROGRESSIVE SCANNING
• Video sources with the letter p are called progressive scan signals. Examples of this would be
480p, 720p.
• Also referred to as non-interlaced scanning, it is a process of displaying, storing or
transmitting videos where all the lines of every frame are given in sequence.
• Largely used in CRTs, HDTV displays and computer monitors, it demonstrates a detailed
image on the screen and is clutter-free.
• This is why it has higher bandwidth requirements, which was initially a limitation, but not
anymore.
• Here, video signals are generated using horizontal lines. An interlaced picture draws every
other line and alternates between drawing odd lines and even lines, whereas, a progressive
scan picture draws every line in sequence.
• Hence, a progressive scan video signal sends twice as much data than an interlaced signal.
Progressive scan video content shows the even and odd scan lines, that is the entire video
frame on the screen at the same time
PROGRESSIVE SCANNING
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
FUNDAMENTAL CONCEPTS IN VIDEO
Multimedia Authoring
Definition
Multimedia authoring is a process of assembling different types of media contents
like text, audio, image, animations and video as a single stream of information with
the help of various software tools available in the market. Multimedia authoring tools
give an integrated environment for joining together the different elements of a
multimedia production. It gives the framework for organizing and editing the
components of a multimedia project. It enables the developer to create interactive
presentation by combining text, audio, video, graphics and animation.

Features of Authoring Tools


• Editing Features- Most authoring environment and packages exhibit
capabilities to create edit and transform different kinds of media that
they support. For example, Macromedia Flash comes bundled with its
own sound editor. This eliminates the need for buying dedicated
software to edit sound data. So authoring systems include editing tools
to create, edit and convert multimedia components such as animation
and video clips.
• Organizing Features- The process of organization, design and
production of multimedia involve navigation diagrams or storyboarding
and flowcharting. Some of the authoring tools provide a system of visual
flowcharting or overview facility to showcase your project's structure at
a macro level. Navigation diagrams help to organize a project. Many
web-authoring programs like Dreamweaver include tools that create
helpful diagrams and links among the pages of a website.
• Visual programming with icons or objects- It is simplest and easiest
authoring process. For example, if you want to play a sound then just
clicks on its icon.
• Programming with a scripting language- Authoring software offers
the ability to write scripts for software to build features that are not
supported by the software itself. With script you can perform
computational tasks - sense user input and respond, character creation,
animation, launching other application and to control external
multimedia devices.
• Document Development tools- Some authoring tools offers direct
importing of pre-formatted text, to index facilities, to use complex text
search mechanism and to use hypertext link-ing tools.
• Interactivity Features- Interactivity empowers the end users to control
the content and flow of information of the project. Authoring tools may
provide one or more levels of interactivity.
• Simple branching- Offers the ability to go to another section of the
multimedia production.
• Conditional branching- Supports a go to base on the result of IF-THEN
decision or events.
• Playback Features- When you are developing multimedia project, you
will continousally assembling elements and testing to see how the
assembly looks and performs. Therefore authoring system should have
playback facility.
• Supporting CD-ROM or Laser Disc Sources- This software allows over
all control of CD-drives and Laser disc to integrate audio, video and
computer files. CD-ROM drives, video and laserdisc sources are directly
controlled by authoring programs.
• Supporting Video for Windows- Videos are the right media for your
project which are stored on the hard disk. Authoring software has the
ability to support more multimedia elements like video for windows.
• Hypertext- Hypertext capabilities can be used to link graphics, some
animation and other text. The help system of window is an example of
hypertext. Such systems are very useful when a large amount of textual
information is to be represented or referenced.
• Cross-Platform Capability- Some authoring programs are available on
several platforms and provide tools for transforming and converting
files and programs from one to the other.
• Run-time Player for Distribution- Run time software is often included
in authoring software to explain the distribution of your final product by
packaging playback software with content. Some advanced authoring
programs provide special packaging and run-time distribution for use
with devices such as CD-ROM.
• Internet Playability- Due to Web has become a significant delivery
medium for multimedia, authoring systems typically provide a means to
convert their output so that it can be delivered within the context of
HTML or DHTML.

Authoring Tools Classification

Card or Page based authoring tools


In these authoring systems, elements are organized as pages of a book or a stack of
cards. In the book or stack there are thousand of pages or cards available. These tools
are best used when the bulk of your content consists of elements that can be viewed
individually, for example the pages of a book or file cards in card file. You can jump
from page to page because all pages can be interrelated. In the authoring system you
can organize pages or cards in the sequences manner. Every page of the book may
contain many media elements like sounds, videos and animations.
One page may have a hyperlink to another page that comes at a much later stage
and by clicking on the same you might have effectively skipped several pages in
between. Some examples of card or page tools are:
• Hypercard (Mac)
• Tool book (Windows)
• PowerPoint (Windows)
• Supercard (Mac)
Advantages
Following are the advantages of card based authoring tools.
• Easy to understand.
• One screen is equal to 1card or 1page.
• Easy to use as these tools provide template.
• Short development time.
Disadvantages
Following are the disadvantages of card based authoring tools.
• Some run only on one platform.
• Tools not as powerful as equivalent stand alones.
Icon based or Event driven authoring tools
Icon-based tools give a visual programming approach to organizing and presenting
multimedia. First you build a structure or flowchart of events, tasks and decisions by
dragging appropriate icons from a library. Each icon does a specific task, for example-
plays a sound, open an image etc. The flowchart graphically displays the project's
logic. When the structure is built you can add your content text, graphics, animation,
video movies and sounds. A nontechnical multimedia author can also build
sophisticated applications without scripting using icon based authoring tools. Some
examples of icon based tools are:
• Authorware Professional (Mac/Windows)
• Icon Author (Windows)
Advantages:
Following are the advantages of icon/event based authoring tools.
• Clear Structure.
• Easy editing and updating
Disadvantages:
Following are the disadvantages of icon/event based authoring tools.
• Difficult to learn.
• Expensive.
Time based authoring tools
Time based authoring tools allow the designer to arrange various elements and
events of the multimedia project along a well defined time line. By time line, we
simply mean the passage of time. As the time advances from starting point of the
project, the events begin to occur, one after another. The events may include media
files playback as well as transition from one portion of the project to another. The
speed at which these transitions occur can also be accurately controlled. These tools
are best to use for those projects, wherein the information flow can be directed from
beginning to end much like the movies. Some example of Time based tools are:
• Macromedia's Director
• Macromedia Flash
Advantages
Following are the advantages of time based authoring tools.
• Good for creating animation.
• Branching, user control, interactivity facilities.
Disadvantages
Following are the disadvantages of time based authoring tools.
• Expensive
• Large file size
• Steep learning curve to understand various features.
Object-Oriented authoring tools:
Object oriented authoring tools support environment based on object. Each object
has the following two characteristics:
1. State or Attributes - The state or attributes refers to the built in characteristics
of an object. For example, a color T.V has the following attributes:
o Color receiver
o Volume control
o Picture control
o 128 channels
o Remote control unit
2. Behavior or Operations - The behavior or operations of an object refers to its
action. For example, a T.V can behave in any of the following manner at a given
point of time:
o Switched on
o Switched off
o Displays picture and sound from
▪ A TV cable connection
▪ A TV transmitter
▪ A DVD
▪ A VCR

In these systems, multimedia elements events are often treated as objects that
live in a hierarchical order of parent and child relationships. These objects use
messages passed among them to do things according to the properties
assigned to them. For example, a video object will likely have a duration
property i.e how long the video plays and a source property that is the location
of the video file. This video object will likely accept commands from the system
such as play and stop. Some examples of the object oriented tools are:
o mTropolis (Mac/Windows)
o Apple Media Tool (Mac/Windows)
o Media Forge (Windows)

You might also like