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15 views89 pages

Aishvarya Complete Notes

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Uploaded by

laxmansuthar365
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Aishwarya College of Education

Course :- BCA
Class :- BCA Final Year
Subject :-Multimedia Tools
Unit :-I-II-III-IV-V

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By Anand Harsha
Contents
Unit-Ist .................................................................................................................................................... 8
Introduction to Multimedia ..................................................................................................................... 8
What is Multimedia? ............................................................................................................................... 8
The Basic Elements of Multimedia ........................................................................................................... 9
Text ..................................................................................................................................................... 9
Graphics .............................................................................................................................................. 9
Video ................................................................................................................................................. 10
Audio................................................................................................................................................. 10
Application Areas of Multimedia ........................................................................................................... 11
Advantages of using Multimedia............................................................................................................ 13
Disadvantages of Multimedia ................................................................................................................ 14
Development Platforms for Multimedia ................................................................................................ 14
1.Dos & Windows as a development platform for multimedia ........................................................... 14
2.Linux and Multimedia platform : ..................................................................................................... 15
Identify the multimedia elements .......................................................................................................... 15
Multimedia Elements......................................................................................................................... 15
Text ................................................................................................................................................... 16
Graphic.............................................................................................................................................. 16
Bitmaps ............................................................................................................................................. 16
Vector ............................................................................................................................................... 16
Audio................................................................................................................................................. 16
Video ................................................................................................................................................. 16
Animation.......................................................................................................................................... 17
Each element has its own file format. ................................................................................................ 18
Making simple Multimedia with Powerpoint ......................................................................................... 19
Create a presentation ........................................................................................................................ 19
Add a slide ..................................................................................................................................... 20
Add and format text ...................................................................................................................... 20
Add a picture, shape, or chart ........................................................................................................ 20
Concept of Plain and Formatted Text ..................................................................................................... 20
Attributes of Text: ............................................................................................................................. 20

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By Anand Harsha
Text can be of various types: ............................................................................................................. 21
Plain Text .............................................................................................................................................. 21
RTF ........................................................................................................................................................ 22
HTML .................................................................................................................................................... 22
Using Common Text Preparation Tools .................................................................................................. 23
Conversion of text from one format to other format ............................................................................. 23
Concept of Object Linking & Embedding ................................................................................................ 24
Points to remember when using text in Multimedia Presentation.......................................................... 25
Overview Of Some Font Editing And Designing Tools ............................................................................. 26
Fontographer:................................................................................................................................ 26
FontCreator ................................................................................................................................... 26
Unit IInd ................................................................................................................................................ 27
Importance of graphics .......................................................................................................................... 27
Draw type(vector) and bitmap graphics and Difference between the two .......................................... 28
Graphic image quality ........................................................................................................................ 29
Attributes of Image............................................................................................................................ 29
Software for creating and editing graphics ......................................................................................... 30
Features of Graphics Programs .......................................................................................................... 31
Conversion of Graphics Format .......................................................................................................... 36
Feature of Photoshop ........................................................................................................................ 37
Image Capturing Methods ..................................................................................................................... 38
Methods of Image Capture ................................................................................................................ 38
Image capture via scanner ................................................................................................................. 39
The Importance of Image in Web Development..................................................................................... 40
Visuals vs. Text: Which Content Format Is Better, and Why?.................................................................. 41
Our brains process visual information better ..................................................................................... 41
More people view posts that have visuals ...................................................................................... 41
Visuals are better for today’s hectic lifestyles ................................................................................ 42
The text is faster to load ................................................................................................................ 43
Younger people prefer visuals........................................................................................................ 43
The text is more accessible to all kinds of audiences ...................................................................... 44
People share visuals more often than text ..................................................................................... 44

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By Anand Harsha
Search engines index text, not visuals ............................................................................................ 45
Visuals help increase online customer engagement and sales ........................................................ 46
In summary, visuals and text must work together .......................................................................... 46
Unit IIIrd ................................................................................................................................................ 47
Multimedia Sound & its Attributes ........................................................................................................ 47
Sound - Frequency: ........................................................................................................................ 48
Sound - Amplitude ......................................................................................................................... 48
Sound - Velocity ............................................................................................................................. 48
Analog vs Digital .................................................................................................................................... 52
Surround Sound Basics .......................................................................................................................... 52
1) Amplify.............................................................................................................................................. 56
2) Fade In/ Fade Out .............................................................................................................................. 56
3) Normalize.......................................................................................................................................... 56
4) Compressor ....................................................................................................................................... 56
5) Expander ........................................................................................................................................... 56
6) Envelope ........................................................................................................................................... 56
7) Mute ................................................................................................................................................. 56
8) Vibrato .............................................................................................................................................. 56
Amplify:................................................................................................................................................. 56
Fade In and Fade Out: ........................................................................................................................... 56
Normalize:............................................................................................................................................. 56
Compressor: .......................................................................................................................................... 56
Expander: .............................................................................................................................................. 56
Mute: .................................................................................................................................................... 57
Mute effect is used to switch off the sound in the edited audio file. ...................................................... 57
Vibrato: ................................................................................................................................................. 57
Vibrato equals to a cyclical changing of a certain frequency of the input signal. ..................................... 57
2. Delay Effects: ..................................................................................................................................... 57
Delay: ................................................................................................................................................ 57
Phaser: .............................................................................................................................................. 57
F1anger: ................................................................................................................................................ 58
Chorus:.................................................................................................................................................. 58

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By Anand Harsha
Reverb:.................................................................................................................................................. 58
3. Time/Pitch Effects: ............................................................................................................................ 59
Time Stretch: ......................................................................................................................................... 59
Pitch Shift: ............................................................................................................................................. 59
4. Reverse effect:................................................................................................................................... 59
5. Invert effect: ...................................................................................................................................... 59
Sound Standards ................................................................................................................................... 60
Sound on PC .......................................................................................................................................... 60
Sound Recording System ....................................................................................................................... 63
Sound/Audio Editing Software ............................................................................................................... 63
Multimedia Sound Formats ................................................................................................................... 64
The MIDI Format ............................................................................................................................... 64
The RealAudio Format ....................................................................................................................... 64
The AU Format .................................................................................................................................. 65
The AIFF Format ................................................................................................................................ 65
The SND Format ................................................................................................................................ 65
The WAVE Format ............................................................................................................................. 65
The MP3 Format (MPEG) ................................................................................................................... 65
The Ogg Vorbis .................................................................................................................................. 66
MP4................................................................................................................................................... 66
What Format To Use? ........................................................................................................................ 67
Unit IVth................................................................................................................................................ 68
Animation ............................................................................................................................................. 68
Principles of Animation:..................................................................................................................... 68
Usages of Animation.......................................................................................................................... 68
Basic of Animation ............................................................................................................................. 68
2-d animation: ............................................................................................................................... 68
3-d animation: ............................................................................................................................... 68
Animation on the web: ...................................................................................................................... 69
Animated text ................................................................................................................................ 69
Animated GIF................................................................................................................................. 69
Director Movie............................................................................................................................... 69

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By Anand Harsha
3-D environments .......................................................................................................................... 69
Limits and features of Web Animation/Design issues of web animation............................................. 69
Some Video links for understanding animation...................................................................................... 70
 History of Animation...................................................................................................................... 70
 Types of Animation ........................................................................................................................ 70
 Basic principles of animation ......................................................................................................... 70
 The first animated film................................................................................................................... 71
 What is the future of animation ..................................................................................................... 71
Unit Vth................................................................................................................................................. 72
What is video in Multimedia .................................................................................................................. 72
Analog vs Digital video........................................................................................................................... 73
Comparison chart ........................................................................................................................... 73
Definitions of Analog vs. Digital signals .................................................................................................. 75
Properties of Digital vs Analog signals.................................................................................................... 75
Types of Video Signals ........................................................................................................................... 76
Component video .............................................................................................................................. 76
Composite video................................................................................................................................ 76
S video............................................................................................................................................... 77
How does Video Work ( How Video Works ) .......................................................................................... 78
Broadcast Video Standards .................................................................................................................... 79
Video Standards .................................................................................................................................... 79
NTSC-National Television System Committee..................................................................................... 79
PAL – Phase Alternating Line.............................................................................................................. 80
SECAM - Color Sequential With Memory............................................................................................ 81
Multimedia Authoring ........................................................................................................................... 82
Web Editor Graphics authoring Tools................................................................................................. 82
Multimedia Authoring Systems.............................................................................................................. 82
Concept ............................................................................................................................................. 83
Design ............................................................................................................................................... 83
Content collection ............................................................................................................................. 83
Assembly ........................................................................................................................................... 84

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Testing .............................................................................................................................................. 84
Difference between multimedia and hypermedia .................................................................................. 84
Multimedia .................................................................................................................................... 84
Hypermedia ................................................................................................................................... 84
Object Linking Embedding in Multimedia............................................................................................... 85
OLE-supported software applications ................................................................................................ 85
Disadvantage of OLE .......................................................................................................................... 85
References: ........................................................................................................................................... 87
Model Question Paper........................................................................................................................... 88

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By Anand Harsha
Unit-Ist

Introduction to Multimedia
Multimedia is the field concerned with the computer controlled integration of text, graphics, drawings,
still and moving images (Video), animation, audio, and any other media where every type of information
can be represented, stored, transmitted and processed digitally.

What is Multimedia?
Multimedia is a media that uses multiple forms of information content and information processing.

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. In other words we can say
that Multimedia is a computerized method of presenting information combining textual data, audio,
visuals (video), graphics and animations. For examples: E-Mail, Yahoo Messenger, Video Conferencing,
and Multimedia Message Service (MMS).
Multimedia as name suggests is the combination of Multi and Media that is many types of media
(hardware/software) used for communication of information.

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By Anand Harsha
The Basic Elements of Multimedia
1. Text
2. Graphics
3. Image
4. Audio
5. Video

Text
Characters that are used to create words, sentences, and paragraphs.

Graphics
A digital representation of non-text information, such as a drawing, chart, or photograph.

Animation

Flipping through a series of still images. It is a series of graphics that create an illusion of motion.

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By Anand Harsha
Video
photographic images that are played back at speeds of 15 to 30 frames a second and the provide the
appearance of full motion.

Audio
Music, Speech or any other sound.

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By Anand Harsha
Application Areas of Multimedia
1. Advertisements
2. Art
3. Education
4. Entertainment
5. Engineering
6. Medicine
7. Mathematics
8. Business
9. Scientific research

In education, multimedia can be used as a source of information. Students can search encyclopedias
such as Encarta, which provide facts on a variety of different topics using multimedia presentations.
Teachers can use multimedia presentations to make lessons more interesting by using animations to
highlight or demonstrate key points.

A multimedia presentation can also make it easier for pupils to read text rather than trying to
read a teacher’s writing on the board. Programs which show pictures and text whilst children are
reading a story can help them learn to read; these too are a form of multimedia presentation.

Multimedia is used for advertising and selling products on the Internet. Some businesses use
multimedia for training where CDROMs or on-line tutorials allow staff to learn at their own speed, and
at a suitable time to the staff and the company. Another benefit is that the company do not have to pay
the additional expenses of an employee attending a course away from the workplace.

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By Anand Harsha
People use the Internet for a wide range of reasons, including shopping and finding out about
their hobbies. The Internet has many multimedia elements embedded in web pages and web browsers
support a variety of multimedia formats. Many computer games use sound tracks, 3D graphics and
video clips.

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By Anand Harsha
Advantages of using Multimedia
 It is very user-friendly. It doesn’t take much energy out of the user, in the sense that you can sit
and watch the presentation, you can read the text and hear the audio.
 It is multi sensorial. It uses a lot of the user’s senses while making use of multimedia, for
example hearing, seeing and talking.
 It is integrated and interactive. All the different mediums are integrated through the digitisation
process. Interactivity is heightened by the possibility of easy feedback.
 It is flexible. Being digital, this media can easily be changed to fit different situations and
audiences.

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By Anand Harsha
 It can be used for a wide variety of audiences, ranging from one person to a whole group.

Disadvantages of Multimedia
 Information overload. Because it is so easy to use, it can contain too much information at once.
 It takes time to compile. Even though it is flexible, it takes time to put the original draft
together.
 It can be expensive. As mentioned in one of my previous posts, multimedia makes use of a wide
range of resources, which can cost you a large amount of money.
 Too much makes it unpractical. Large files like video and audio has an effect of the time it
takes for your presentation to load. Adding too much can mean that you have to use a larger
computer to store the files.

Development Platforms for Multimedia


When evaluating a platform for multimedia delivery, one must take into account how well that particular
computing environment implements and supports the technologies that make multimedia computing
possible. Hardware support, however, is not necessarily the most important criterion. Other factors,
including the availability of authoring software and the installed base of computing equipment within the
user's environment
1. DOS & Windows as a development platform for multimedia:
2. 2. Linux as Multimedia Development Platform:

1.Dos & Windows as a development platform for multimedia


The current minimum specifications for the DOS platform have been established by the Multimedia PC
Marketing Council as a 486SX-25 with 4 MB of RAM (8 recommended), 160 MB hard drive, standard
VGA, 16 bit sound, and a 300 kB/s CD-ROM drive. As much of the DOS based multimedia software runs
under Windows, additional RAM would likely be required beyond the recommended 8 MB, bringing the
price of a basic machine somewhat higher than the basic Macintosh machine.
Macintosh platform promised a graphical interface and a commitment to the easy inclusion of audio,
video, animation and other graphical images, particularly through Apple's support for multimedia and the
required hardware. The IBM/MS-DOS platform, pre Windows, still in 1989, did not appear to be as
advanced graphically.

The release of Microsoft's Video for Windows in 1992 provided a foundation for bringing digital video to
the DOS platform. Video for Windows makes it possible to play digital video sequences on any computer
running Windows 3.1 without the need for additional hardware. The package also includes a utility for
capturing video from an external source, such as a video camera or a video cassette recorder, when the
development machine is equipped with both a video capture board and a digital sound card to handle the
capture process.
A good developer would prepare the multimedia courseware using a high level (fast processor and large
memory) machine, but in such a way that presentation could be done on a lower level machine.

QuickView Pro
QuickView Pro 2.58 supports viewing picture and movies on dos platform and full screen
movies and picture without requiring windows.

DOS multimedia Viewer

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By Anand Harsha
SUPPORTED VIDEO FORMAT: AVI (incl. DivX), MPG, MOV, DL, CEL, FLI, FLC
Animated GIF, VideoCD and CD-I
SUPPORTED PICTURE FORMAT: BMP, GIF, JPG, PCX, TGA and more
SUPPORTED AUDIO FORMAT: MP1, MP2, MP3, Ogg Vorbis, VOC, WAV

MPEGone DOS MPEG and VideoCD player


Supported formats are MPEG files with suffix .MPG, .M1V, .MPE, .MPV and .DAT. DAT files are files from
the VideoCD that are usually named AVSEQ01.DAT and so on. VideoCDs and CD-i (partly) are
supported using the /VCD command.

2.Linux and Multimedia platform :


Audacity [Free]
Audacity is a free, easy-to-use audio editor and recorder for Windows, Mac OS X, GNU/Linux, and other
operating systems. You can use Audacity to: Record live audio, Convert tapes and records into digital
recordings or CDs, Edit Ogg Vorbis, MP3, and WAV sound files, Cut, copy, splice, and mix sounds
together, Change the speed or pitch of a recording, and more!

GIMP [Free]
GIMP (GNU/General Image Manipulation Program) is a free, robust, powerful image manipulation
program suitable for such tasks as photo retouching, image composition and image authoring.

ImageMagick [Free]
A collection of tools for image conversion, annotation, composition, animation, and creating montages. It
allows the user to read, write, and manipulate over 87 major image formats (e.g., GIF, JPEG, PNG, PDF,
TIFF, PhotoCD)

IIRC, blender
It is a 3D rendering tool for linux and 2D stuff can be handled by the GIMP.

K3D
It is Animation Package available on Linux Platform.

MetaCard
It is a multimedia authoring tool and GUI development environment for Microsoft Windows
3.1/95/98/Me/NT/2000/XP, Unix/X11(Linux), and Macintosh systems. Using MetaCard is the easiest way
to build graphical applications, Computer Based Training (CBT), on-line documentation, and a wide
variety of other products.

Identify the multimedia elements

Multimedia Elements

There are five basic elements of multimedia: text, graphics, audio, video and animation.

Text and graphics are static objects, whereas audio, video and animations are dynamic (objects
that move or change).

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By Anand Harsha
Text

Text is the basic element of multimedia. It involves the use of text types, sizes,
colours and background colours. In a multimedia application, other media or screen can be
linked through the use of text. This is what you call hypertext.

To produce an effective multimedia presentation, there are three things to be considered;

 The position of the text on the screen


 Length of the message
 Legibility of the text

Graphic

Graphics make the multimedia application attractive. They help to illustrate ideas through still
pictures. There are two types of graphics:

Bitmaps (paint graphics) – Bitmaps images are real images that can be captured from devices
such as cameras and scanners.

Vector (draw graphics) – Vector graphics are drawn on the computer and only require a small
amount of memory.

Audio

A multimedia application may require the use of speech, music and sound effects. There are
called audio or the sound element. There are two basic type of audio or
sound; analog and digital. Analog audio refers to the original sound signal. Digital audio refers
to the digital sampling of the actual sound. The sound used in multimedia is digital audio. We
can record analog audio and then convert it to digital audio with audio editors such as Sony
Sound Forge.

Video

Video provides a powerful impact in a mulimedia programme. However, video files are large in
size.

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Animation

Animation is the process of making a static image to look as if it is moving. Digital animation
can be categorised into two main groups; 2D (two dimension) and 3D (Three dimension)
animations.

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Each element has its own file format.

Files File formats Full Name

*.txt ASCII

Text *.doc Microsoft Word Document

*.rtf Rich Text Format

*.jpg Joint Photographic Experts Group

*.gif Graphic Interchange Format

*.tiff Tagged Image File Format


Graphic
*.bmp Bitmap

*.png Portable Network Graphics

*.psd Photoshop Document

*.wav Waveform

*.midi Musical Instrument Digital Interface

Audio *.aif / *.aiff Audio Interchange File Format

*.au Audio

*.wma Window Media Audio

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By Anand Harsha
*.avi Audio Video Interleave

*.mov Quick Time


Video

*.mpeg Motion Picture Experts Group

*.wmv Window Media Video

*.swf Flash and Shockwave

Animation *.gif Graphic Interchange Format

*.swi Animation Swish Format

Making simple Multimedia with Powerpoint


 Create presentations from scratch or a template.

 Add text, images, art, and videos.

 Select a professional design with PowerPoint Designer.

 Add transitions, animations, and motion.

 Save to OneDrive, to get to your presentations from your computer, tablet, or phone.

 Share and work with others, wherever they are.

Create a presentation
 Open PowerPoint.

 Select an option:

 Select Blank Presentation to create a presentation from scratch.

 Select one of the templates.

 Select Take a Tour, and then select Create, to see tips for using PowerPoint.

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By Anand Harsha
Add a slide

 Select the slide you want your new slide to follow.

 Select Home > New Slide.

 Select Layout and the you type want from the drop-down.

Add and format text

 Place the cursor where you want, and type.

 Select the text, and then select an option on the Home tab: Font, Font
size, Bold, Italic, Underline, ...

 To create bulleted or numbered lists, select the text, and then select Bullets or Numbering.

Add a picture, shape, or chart

 Select Insert.

 To add a picture:

 Select Picture.

 Browse for the picture you want and select Insert.

 To add a shape, art, or chart:

 Select Shapes, Icons, SmartArt, or Chart.

 Select the one you want.

Concept of Plain and Formatted Text

The flexibility and ease of use of the textual medium makes it ideal for learning. We need text to
design labels for title screen, menus and buttons etc. words and symbols spoken or written are
most common system of communication. They deliver the most widely understood meaning to
the greatest number of people- accurately and in detail. Because of this they are vital elements
of multimedia menus, navigation system, and content.

Attributes of Text:
typeface: typeface is a family of graphic characters that usually includes many type sizes and
styles.

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By Anand Harsha
font: a font is a collection of characters of a single size and style belonging to a particular
typeface family.

fontstyle: typical font styles are bol-face and italic, underline and outline are style attributes.

kerning: kerning is the spacing between character pairs.

tracking: it is spacing between characters.

Text can be of various types:


Plaintext consists of fixed sized character having essentially the same type of
appearance. Formatted text where appearance can be changed using font parameters,
and hypertext which can serve to link different electronic documents and enable the user to
jump from one to other in a non-linear way.

Text can be inserted in an application program using keyboard directly, alternatively text can be
copied from another pre-existing file or application and pasted into the application. Nowadays
we also generate text automatically from the scanned version of a paper document or image
using an Optical Character Recognition System (OCR).

Text can be compressed to generate smaller size file without any loss, using compression
algorithm.

Text can be stored into a number of file formats each requiring its own specific application to
open and modify the contents.

Plain Text

Plain Text Refers to textual data in ASCII format. Plain text is the most portable format because
it is supported by nearly every application on every machine. It is quite limited, however,
because it cannot contain any formatting commands.

Internally text is represented via binary codes as per the ASCII table. The ASCII table is quite
limited in its scope and a new standard has been developed to eventually replace the ASCII
standard this standard is called Unicode standard and is capable of representing international
character from various languages throughout the world.

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RTF
The Rich Text Format (often abbreviated RTF) is a document file format developed
by Microsoft in 1987 for cross-platform document (including text and graphics) interchange.
Most word processors are able to read and write RTF documents.

Members of the Microsoft Word development team, Richard Brodie developed the original RTF
in the middle to late 1980s. Its syntax was influenced by the TeX typesetting language. The first
RTF reader and writer shipped in 1987 as part of Microsoft Word 3.0 for Macintosh, which
implemented the version 1.0 RTF specification.

All subsequent releases of Microsoft Word for the Macintosh and all versions of Microsoft Word
for Windows have included built-in RTF readers and writers which translate from RTF to Word's
.doc format and from .doc to RTF.

The intellectual property of the format belongs to Microsoft who maintains the format to this
date; as of March 2008 it is up to version 1.9.1.

RTF file is useful format for basic formatted text documents such as instructions manuals,
resumes, letters, and modest information documents. These document support bold, italic,
underline text formatting. Left, right, center justification is also supported. Font specification and
document margins are also supported.

HTML

HTML, stands for HyperText Markup Language, is the predominant markup language for web
pages.

It provides a means to create structured documents by denoting structural semantics for text
such as headings, paragraphs, lists etc as well as for links, quotes, and other items.

It allows images and objects to be embedded and can be used to create interactive forms.

It is written in the form of HTML elements consisting of "tags" surrounded by angle


brackets within the web page content.

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It can include or can load scripts in languages such as JavaScript, which affect the behavior of
HTML processors like Web browsers, and Cascading Style Sheets (CSS) to define the
appearance and layout of text and other material. The use of CSS is encouraged over explicit
presentational markup.

Using Common Text Preparation Tools

Word processing programs, such as Microsoft word and WordPerfect, are useful in creating text
for titles that are text intensive. Once text is created in a word processing program, it can easily
be copied to a multimedia title.

If the title is not text intensive, it may be more efficient to use graphics programs such as
CorelDraw, Photoshop to create stylish text. Both CorelDraw and Photoshop allow coloring the
text, set fonts, point sizes, and type styles and various text effects can be applied. You can
apply distorting and animation effect.

Font packages can be purchased that provide a variety of specialized fonts. You can use font
editor (e.g. Fontographer) to create your own font or edit some font.

You can use scanner with Optical Character Reader program to capture the desired text.

You can download electronic files from internet to collect text and you can use Object linking
and embedding or cut-copy-paste to bring text.

Conversion of text from one format to other format

1. Converting .doc to text file: open the file of Microsoft word and choose file->save as
command from file menu then select text from save as type combo box..

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2. Converting text to .doc file: start Microsoft word select file->open then select files as type
combo box and choose text file then select the text file you want to open.

When the time of saving file comes, select file->save as command from file menu then select
word document from save as type combo box..

3. Converting .doc to RTF file: open the file of Microsoft word and choose file->save as
command from file menu then select Rich Text Form from save as type combo box..

4. Converting RTF to .doc file: start Microsoft word select file->open then select files as type
combo box and choose Rich Text Format then select the RTF file you want to open.

When the time of saving file comes, select file->save as command from file menu then select
word document from save as type combo box..

5. Converting .doc to HTML file: open the file of Microsoft word and choose file->save as
command from file menu then select Web Page from save as type combo box..

6. Converting HTML to .doc file: start Microsoft word select file->open then select files as type
combo box and choose Web Page then select the HTML file you want to open.

When the time of saving file comes, select file->save as command from file menu then select
word document from save as type combo box..

Concept of Object Linking & Embedding


Linking and embedding allows to use object created in other application program(source
application) to be used in current application(client application) file. Linking and embedding
allows different parts of the document created in different application programs.

Linking requires existence of a file. Changes performed in source file gets reflected in client file.

Embedding doesn’t require existence of a file. Changes performed in source file doesn’t get
reflected in client file.

Creating an embedded/Linked Object

Click in the document where you want to place the embedded object.

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On the Insert menu, click Object, and then click the Create New or Create from File tab. To
create embedding do not select link to file option

In the Object type box, click the type of object you want to create.

Only programs that are installed on your computer and that support linked objects and
embedded objects appear in the Object type box.

To display the embedded object as an icon — for example, if others are going to view the
document online — select the Display as icon check box.

To link or embed the object, do one of the following:

Select the object and use edit->copy command.

select document where you want to place the copied object.

On the File menu, click Paste Special, and then click the Paste( for embedding) or Paste
Link (for linking).

To display the embedded/linked object as an icon — for example, if others are going to view the
document online — select the Display as icon check box.

Points to remember when using text in Multimedia Presentation


Make it readable: a decorative font may be attractive it may also be hard to read. Although it
may seem important to include a great deal of text, filling screen with text or reducing the size of
the type to accommodate text might make it non-readable. Serifs fonts are more readable than
Sans Serif. 10 point and 12 point size are quite common in use. Title text may 16 point size. 72
points make 1”.

Headings 14 to 18 points

Subheadings: Half the heading size

Text blocks: 10 to 12 points.

Consider type style and color to make emphasize on text such as bold, italic, underline.

Don’t use too many fonts and font sizes keep uniformity in font, font size and style.

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Overview Of Some Font Editing And Designing Tools
Special font editing tools can be used to make you won type, so you can communicate an idea
or graphic feeling exactly. With these tools, professional typographers create distinct text and
display faces. Graphic designers, publishers, and ad agencies can design instant variations of
existing type face.

Three dimensional modeling programs allow you to create a character, add depth to it or
extrude it, shade and light it, and manipulate it into other shapes.

Macromedia director allows spinning of text it its place. Cool3d and Vertigo 3D HotText let you
extrude, twist and rotate character and adjust light and texture effect for high-impact 3-d titles.
Two of the popular font editors are FontCreator and Fontographer.

Fontographer:
Fontographer supplied by macromedia is a specialized graphics editor for both Mac and
Windows platforms.

Features:

You can use it to develop PostScript, True Type and bitmapped fonts for Mac and windows etc.

Designers can also modify existing typefaces, incorporate PostScript artwork, automatically
trace scanned images and create designs from scratch.

It includes freehand drawing tool to create professional and precise inline and outline drawings
of calligraphic and script character, using either the mouse or alternative input methods.

It allows the creation of multiple font designs from two existing typefaces, and you can design
lighter or heavier fonts by modifying the weight of an entire typeface.

You can create condensed, expanded and oblique version of the same font or modify any of
those fonts to suit your design needs.

One character, several characters or entire fonts can be scaled, rotated, and skewed to create
new and unique typefaces.

A metric window provides complete control over character width, spacing, offset, and kerning.

FontCreator
FontCreator puts font creation within the grasp of the average PC user, typographers and
graphic designers. The editor lets you easily select and modify the entire character set of any
TrueType font and fonts based on OpenType font technology. Features include the ability to
convert images to outlines, thus enabling you to create fonts with your own signature, logo and
handwriting. The sensitive interface makes FontCreator the perfect tool for both new and
experienced users. The advanced validation features make the design process easy and help
you avoid common mistakes.

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1.The most impressive new feature that makes designing fonts so much faster is direct import of
vector based images.

2. Create and edit TrueType and OpenType fonts.

3. Redesign existing characters and add missing characters.

4. Convert vector and raster based (e.g. a signature, logo or handwriting character) into
outlines.

5. Edit or regenerate font names and fix character mappings.

6. Correct fonts that display incorrectly add or correct composite glyphs.

7. Generate, modify and clean up kerning pairs.

8. Transform individual glyphs or an entire font (e.g. to make a bold version) and Preview fonts
before installing.

9. Install fonts in Windows, Split TrueType Collection or Extra TrueType Fonts from TrueType
collection.

Unit IInd

Importance of graphics
The introduction of the apple Macintosh computer and the Microsoft windows program changed the
way we worked with computers. Using a mouse and a desktop; we click on icons and drop down menus,
drag folder and resize windows. We are accustomed to working with graphical images on the screen
and, in fact, expect to see them. Graphics such as drawings and photographs are integral to multimedia
titles. Visualization is an important part of the communications process, and graphical images can be
used to add emphasis, direct attention, illustrate concepts and provide a background for the content.
It is said that a picture is worth of thousand words of text.
1. Pictures, photographs and 3D pictures

2. Background

3. Button

4. Charts

5. Flow charts

6. Organization charts

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Graphics are used in various field of our life such as:

• Web Designing

• Education

• Business

• Entertainment

• At Home

• Medical and Engineering

• Research

Generally we use graphics for web designing to fulfill various type of need for many person of different
type of field such as Education, Business, Entertainment, Medical and Engineering, Research etc. So we
are going to explain importance of graphics in Web Designing mainly.

Draw type(vector) and bitmap graphics and Difference between the two
There are two categories of graphics: draw-type and bitmaps. Draw-type graphics, also called vector
graphics, represent an image as a geometric shape made up of straight line, ovals and arcs. When a line
is drawn, a set of instructions is written to describe its size, position, and shape. If more than one line is
drawn, it has a precise relationship to the other parts. If a change is made, say, in the size of the circle,
the relationship between the circle and the lines stays the same as the original graphics. The ability to
resize and rotate a graphic without distortion is a major advantage of draw-type graphics. Another
advantage is their smaller file size. Because these graphics are stored as sets of instructions the file sizes
can be significantly smaller than bitmaps. One of the drawbacks of the draw-type graphics is that the
more complex they are, the larger the file size and the longer they take to appear on the screen.
Another disadvantage is that they cannot display photorealistic quality.
A bitmap represents the image as an array of dots, called pixels. The screen is made up of a grid, and
each part of the grid is a picture element. Color information, called color dept, is recorded for each pixel.
Depending on the number of colors used, a bitmap file can be relatively small.

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Graphic image quality
Because draw-type graphics are displayed using a set of instructions that define a line, they are not as
discrete as bitmaps. The quality of the image is therefore lower, creating a circle with a draw-type
program allows you to specify only one color for the entire circle, but creating a bitmap circle allows you
to change the color of every pixel in the circle. Thus the bitmap can more photorealistic. The trade-off is
that bitmap graphic files are larger than vector graphics file. File size is a function of the image size and
the color depth.

Attributes of Image

Size: The digital size of an image, measured in kilobytes (K), megabytes (MB), or gigabytes (GB). File size
is proportional to the pixel dimensions of the image. Images with more pixels may produce more detail
at a given printed size, but they need more disk space to store and may be slower to edit and print.
For instance, a l-by-1-inch, 200 dpi image contains four times as many pixels as a l-by-1-inch, l00-dpi
image and so has four times the file size. Image resolution thus becomes a compromise between image
quality (capturing all the data you need) and file size. Another factor that affects file size is file format--
due to varying compression methods used by GIF, JPEG, and PNG file formats, file sizes can vary
considerably for the same pixel dimensions. In the same way, color bit-depth and the number of layers
and channels in an image affect file size.

Color: Think of a channel as analogous a plate in the printing process, with a plate applying each layer of
color. In addition to these default color channels, channel called alpha channels, can be added to an
image for storing and editing selections as masks, and spot color channels can be added to add spot
color plates for printing.
An image can have up to 24 channels. By default, Bitmap-mode, grayscale, duotone, and indexed-color
images have one channel; RGB and Lab images have three; CMYK images have four. You can add color
channels to all image types except Bitmap mode images.

Depth: Bit depth--also called pixel depth or color depth or only depth-measures how much color
information is available to display or print each pixel in an image. Greater bit depth (more bits of
information per pixel) means more available colors and more accurate color representation in the digital
image.
For example, a pixel with a bit depth of 1 has two possible values: black and white. A pixel with a bit
depth of 8 has 28, or 256, possible values. And a pixel with a bit depth of 24 has 224, or roughly 16
million, possible values. Common values for bit depth range from 1 to 64 bits per pixel.

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Image resolution: The number of pixels displayed per unit of printed length in an image, usually
measured in pixels per inch (ppi). In Photoshop, you can change the resolution of an image; In
Photoshop, image resolution and pixel dimensions are interdependent. The amount of detail in an
image depends on its pixel dimensions, while the image resolution controls how much space the pixels
are printed over. Now let us see an example, you can modify an image's resolution without changing the
actual pixel data in the image--all you change is the printed size of the image. On the other hand, if you
want to maintain the same output dimensions, changing the image’s resolution requires change in the
total no. of pixels. Increasing the resolution of lower resolution image only spreads the original pixel
information across a greater no. of pixels; it rarely improves image quality.

Relationship with Image size, color depth and file size


Image size- is size of image in pixel or in inch (72 pixels is normally 1”)
Color depth- is range of colors available for pixel.
File size in bytes= (Image size in pixel X color depth in bit)/8

Sources of Graphic Images


Clip art, stock photographs and fine arts: some program com with clip art and stock photographs, but
these are often limited or of poor quality. Photodisc, a leader in digital stock images, provides more than
50,000 photographs that can be purchased on CD.
Video images: pictures from video sources such as VCRs, video discs and video camera can be
transferred to a computer using video capture card.
Still images: digital cameras can be used to capture images in a digital form are useful in generating
graphics. You can take picture as you would with any still camera. Then the camera is connected to a
computer and the images are transferred from the camera to the computer.
Scanner Images: Using scanner you can scan pictures from a book, magazine etc. you can adjust color,
brightness, contrast. You can crop, zoom and rotate image.
Screen Capture Program: whatever graphics appear on screen can be captured in both Mac and
windows computers.

Software for creating and editing graphics


Graphics programs can be categorized as drawing, paint and image-editing programs:

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1. Drawing programs- these provides facility for free hand drawing as well as geometric shapes and are
useful in creating designs where precise dimension and relationship are important.
E.g. CorelDraw, adobe illustrator for 2d drawings, AutoCAD for 2d and 3D drawings

2. Paint programs-theses are the programs who provide the tolls brushes, pens, spray paint used by
artists e.g. paint shop pro, Microsoft paint

3. Image editing programs- theses are useful for making changes to existing images, such as
manipulating the brightness or contrast, or applying textures or patterns.
E.g. Photoshop, photo paint

Features of Graphics Programs


Following are the list of features available on hig-end graphics programs.
Type of graphics program- the program is primarily a drawing, a paint, or an image-editing
program. Many programs allow to create both draw and paint-type graphics.

Cross-Platform compatibility- the program comes in both windows and Mac version and/or is
able to create graphics that can be used on both the ma and windows platforms.

Graphics file support-the program allows saving and/or converting graphics images using
several of the popular file formats such as TIFF, BMP, PCX, PICT, JPEG, and GIF.

Layers- the program provide layering of object. Different objects can be stacked in layers.
Layers can be made visible/invisible, current etc.

Image enhancement- these programs have brush, airbrush, text and line tools, user defined
brushes and the ability to preview the brush size; and an option to paint with texture and pattern.
Selection tools- wide range of selection tools are provided.

Color adjustment- allows adjustment of color of image using color models.


Image manipulation the program can stretch, skew and rotate an image.

Filters- the program has filter for sharpening, softening and stylizing the image.
antialiasing the program support antialiasing

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GIF format:
The graphics interchange format (GIF) was invented in 1987 by CompuServe to allow images to be
displayed. This format allows for 256 colors, compressions, interlacing and animation. This is very
powerful form, suitable for various types of images. GIF uses LZW (Lampel Zev Welch) compression
algorithm. There are two GIF standards are available GIF87a and GIF89B. The GIF89a allow multiple
images to be included in a single file.
Advantage/Feature:
Very powerful format
It provides the option to specify how many number of colors will be saved, which to decrease the size of
an image.
Files are compact it uses transparency concept and supports streaming of image. You can get rid of
rectangular border of image.
It allows interlacing and animation.
Uses a non-lossy compression technique.
Suitable for on-line transmission and interchange of graphics data.
GIF file format is independent on computer hardware and operating system.
Disadvantage/Limits:
Decompression is slower than RLE.
It uses only palette colors and has no provision for 24-bit RGB color files.
It has no provision for 4 or 8 bit gray scale and no grayscale or color correction data.

PCX format:
Also known as PC paint brush file format. This format was created by ZSoft (Zsoft packbits format). This
is widely used for storage of images. PCX supports 256 colors. The current version of PCX format has the
ability to store 24 bit color images. It is widely used on scanners, fax and softwares like Photoshop and
PageMaker. It supports index and RGB color model.
·Bitmaps may be black and white, 16 colors, grayscale (8-bit), paletted (8-bit), or RGB color (24-bit).
·Run-length encoding (RLE) compression is supported, and the maximum image size is 64,535 x 64,535
pixels.
·These files may contain one, two, or four color planes.

BMP format:
A bitmap file (BMP) contains an exact pixel by pixel mapping of an image, which can then be reconstruct
the by rendering application on the display surface on an output device. It can’t be compressed. It image
is resized quality of image drops drastically. BMP files are Microsoft Windows bitmap files. These files
can be created in and read by Windows Paint; all Windows applications can import them.

TIFF format:
It is acronym for tagged image file format. Almost every graphics application can read and write TIFF
files. There are many variations of TIFF, considering that TIFF supports six different encoding routines
and three different image modes: black and white, grayscale, and color. Uncompressed TIFF images may
be 1, 4, 8, 24,32 bits per pixel. TIFF images compressed using the LZW algorithm may be 4, 8, or 24 bits
per pixel. TIFF files can save RGB, CMYK, and Lab color mode information, but not duotones.

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JPEG/JPG format:
It uses compression technique to store image which is lossy. It may use wrong color choice after
compression. It supports Gray, RGB color models. JPEG is a standard format developed by the Joint
Photographic Experts Group, allowing the transfer of files between wide varieties of platforms, using
superior compression techniques. JPEG supports 8-bit grayscale and color depths up to 32-bit CMYK.

EPS format:
It is a vector file format. It also stores bitmap information on MAC computer it uses PICT graphics and on
PC it uses TIFF graphics.

TGA (Targa) format


The Targa (TGA) graphics format is a format for describing bitmaps. It supports various compression
systems and is capable of representing bitmaps ranging from black and white to RGB color.
High end computer graphics uses this format. It uses several types of compression algorithm. It is useful
to display AT & T true vision images.
Alpha is a type of data, found in 32-bit image files, that assigns transparency to the pixels in the image.
RGBA is 32-bit True Color. RGB is 24 bit True Color.

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PNG (Portable Network Graphics):
The Portable Network Graphics (PNG) file format is an excellent file format for lossless, portable, and
well-compressed storage of bitmaps. It takes up a minimum amount of disk space and can be easily read
and exchanged between computers. The Portable Network Graphics format provides a replacement for
the GIF format and can also replace many common uses of the TIFF format.
The Portable Network Graphics format is designed to work well in online viewing, such as on the Web,
and it's fully stream-able with a progressive display option. You can export images to the Portable
Network Graphics file format if you want to use transparent backgrounds, image interlacing, image
maps, or animation in your Web pages.

Exporting drawings to the Portable Network Graphics format converts them to bitmaps that can be used
in desktop publishing programs. You can also edit Portable Network Graphics in paint programs such as
Corel PHOTO-PAINT and Adobe Photoshop.
For Internet use, you can also save images to the GIF and JPEG formats. If you want to publish an image
to the Web and you are not sure which format to use,

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Portable Document Format
The Portable Document Format (PDF) is a file format designed to preserve fonts, images, graphics, and
formatting of an original application file. Using Adobe Acrobat Reader and Adobe Acrobat Exchange, a
PDF file can be viewed, shared, and printed by Macintosh, Windows, and UNIX users. You can import an
entire PDF file, individual pages from the file or multiple pages.

EPS (Encapsulate PostScript Format)


An encapsulated PostScript (EPS) file is a metafile supported by most illustration and page layout
programs. It supports raster and vector graphics along with text. To view or print an EPS file, you must
have a PostScript printer installed. It supports lab, CMYK, RGB, Indexed color, Duotone, Gray Scale and
bitmap color modes. It does not support alpha channel.

Macintosh PICT/ Windows PCT


The Macintosh PICT file format was developed for the Macintosh platform by Apple Computer Inc. It is a
native file format of QuickDraw and can contain both vectors and bitmaps. The Macintosh PICT file
format is widely used in Macintosh applications where graphics are used.

Conversion of Graphics Format


Most of the popular graphics-image editing program allow saving an image from one format to other
format. For example photoshop provides saving of image from one format to other format. To save
image in different format we use file->save as command, when save as dialog appears we must choose
file format in which we want to save.
After specifying file name and choosing file format one more dialog box appears where we have to
specify different options for chosen file format then we have to click on ok.

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Feature of Photoshop
• We use Photoshop to color correct and sharpen scans. Photoshop gives us the ability to make great
looking reproductions of not-so-great looking photographs. After the photo is adjusted (or created) it is
then imported into PageMaker or QuarkXPress.
• Photoshop 7.0 delivers new and enhanced tools to help you accomplish your creative best. Experiment
with sophisticated painting effects and patterns to turn your ideas into images that stand out.
• It provides new controls and security settings for superior images, precise output, and worry-free file
sharing.
• It Work more efficiently. With the help of Photoshop 7.0 we can move files freely between Photoshop
and Adobe Illustrator- layers, masks, transparency, and compound shapes are preserved. Maintain
rollovers and animation information when you import Photoshop files into illustrator, and export
illustrator HTML tables with CSS layers to Photoshop.

•Photoshop 7.0 also allows to design and slice web page and then bring the sliced file directly into
GoLive. Use the GoLive Smart Objects feature to generate variable designs automatically from
Photoshop templates.
•We can also drag and drop layered Photoshop files into a LiveMotion composition and quickly converts
them into animation-ready independent objects, groups, or sequences. Photoshop blending modes,
layer masks, and effects are preserved, and the Photoshop artwork stays editable as you animate and
code.
•Include transparency information in PDF files saved out of Photoshop, add password protection to
secure your Photoshop PDF files, and use the Include Vector Data option to preserve text and vector
graphics as resolution-independent objects.
•Photoshop 7.0 rounds out its comprehensive toolset with new capabilities that help you meet every
creative challenge, master every production demand, and handle any image-editing task efficiently.
With its comprehensive set of retouching, painting, drawing, and Web tools, Photoshop helps you
complete any image-editing task efficiently. And with features like the History palette and editable layer
effects, you can experiment freely without sacrificing efficiency.

Features of CorelDraw:
In CorelDraw You can choose a variety of new options when exporting a drawing to the SVG file format.
You can choose a Unicode encoding method. You can also embed information in an SVG file, or store
information in externally linked files. CorelDraw lets you optimize drawings for export to Microsoft
Office or WordPerfect Office. CorelDraw Wallows users to exchange files effortlessly, regardless of the
language or operating system in which the file was created, ensuring that text displays correctly.
CorelDraw lets you can draw freehand strokes that are recognized and converted to basic shapes using
the Smart drawing tool. CorelDraw automatically smoothes any unrecognized shapes or curves drawn
with the Smart drawing tool. While you move or draw an object in CorelDraw, you can snap it to another
object in a drawing.
You can snap an object to a number of snap points in the target object. When the pointer is close to a
snap point, the snap point is highlighted, indicating it as the target that the pointer will snap to.
CorelDraw has enhanced text alignment. You can align text objects to other objects using the first text
baseline, last text baseline, or the bounding box. You can use the enhanced Eyedropper and Paint

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bucket tools to copy color, object properties, effects, and transformations from one object to another.
You can delete portions of objects, called virtual line segments that are between intersections.
CorelDraw has improved compatibility with many industry-standard file formats, such as Hewlett
Packard Plotter (PLT), AutoCAD Drawing Interchange Format (DXF), and AutoCAD.

Image Capturing Methods

Methods of Image Capture

Digital image capture is the process of creating a digital image file directly using a camera or scanner. An
original image can be digitized from an analog such as a picture. The digitization process requires both
hardware and software. The choice of hardware will mainly depend on the nature of the source image
and the intended quality of capture.

There are different ways of capturing images using various image capturing devices such as digital
cameras and scanners. In this post, we will learn how to capture images through scanners and digital
cameras. Let's see how to capture images with the help of a screener.

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Image capture via scanner

 After installing the software that comes with the WIA (Windows image Acquition) screener,
connect the screener to your computer.

 Choose the following in Coral Paint Shop Pro Photo or any other image editing software-
o First click on the File menu, then select the Import option.
o Now click on From scanner or Camera.
o When doing so, the interface of the screen is displayed.
o Put your image on the scanner class.
o Press the Copy button to start the scanning operation.
o Follow the instructions that appear on your screen

Digital camera image capture

Like a scanner, images can be made with a digital camera, a digital camera has many options to improve
the image, which always requires a flat document. Digital cameras capture the image and then
immediately present the image to the camera, with most parts of modern cameras allowing you to
improve or filter the images that have been stored.

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There are 3 ways to capture images with a digital camera. Each method is based on the hardware
configuration of the sensor and the color printers.

The first method is often exposed to how many times the camera sensor is exposed to the light coming
from the camera lens, its reference is called single shot.

The second method is called multishot because the sensor is exposed to the image under the opening of
the aperture three or more times.

The third method is called scanning because the sensor moves under the focal plane like it does in the
desktop scanner.

The Importance of Image in Web Development


Studies show that people remember 80% what they see and only 20% what they read. In fact,
there’s research that suggests that 65% of people are visual learners. MIT also found that the human
brain can process images in as little as 13 milliseconds. These and many other statistics favor the idea
that images are powerful means of communication. Perhaps, their most important function is that they
remove language barriers, as they are easily understood by everyone in the world.

On the Internet, images are used for all kinds of reasons: to enhance websites, to illustrate stories, in ad
displays, to present products or services, as stand-alone “a picture is worth a thousand words” meaning-
rich tools, and sure, on social media.

3.2 billion images are shared online every day, according to Brandwatch, many of which “mention”
brands without the use of text. So how do businesses track images featuring their brands? Through
“visual listening,” which is essential media monitoring for images. It uses image recognition technology
to uncover visual mentions (usually company logos) of a brand and not only watermarks. Visual listening
can identify logos on actual objects, like a store sign, or a label on a product. For brands, this can
determine social media mentions in all kinds of contexts, including discovering brand advocates, finding
out how people are using a product, identifying misuse of the logo, and the list goes on. Brandwatch
Image Insights gives a fair idea of how brands can use visual listening to monitor social media.
On top of it all, “Generation Y prefers a picture-based method of communicating information rather
than a text-based method,” according to a 2010 paper by Soussan Djamasbia, Marisa Siegelb, and Tom
Tullisb titled Generation Y, web design, and eye tracking. Generation Y, the Millennials, grew up with
technology and the internet and they will soon take over as the most significant segment of consumers,
surpassing the baby boomers and Generation X.

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Visuals vs. Text: Which Content Format Is Better, and Why?

Our brains process visual information better

Up to 60,000 times better, it seems. It is generally easier to understand visuals than to read entire
blocks of text. In fact, a whopping 90% of the information that the brain receives is non-verbal. And of
course, the first written language of humans consisted of pictures. Our brain is hardwired to understand
visuals better than text.

Because of this, people remember up to 80% of what they see, compared to only about 20% of what
they read. So when it comes to memorability, visuals are key to your content creation.

More people view posts that have visuals

You can almost double the number of views that your webpage gets if you include visuals. Plus, visuals
can help you attract the right kind of audience to your site by up to 67%.

Additionally, statistics have shown that 40% of online users will give more positive responses to visual
content than text-based content.

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Videos are one type of visual content that gets a lot of favorable feedback. In the United States, over
85% of people watch videos online. Digital experts even estimate that by 2019, videos will comprise 80%
of global Internet traffic.

It seems that most people enjoy watching videos and react positively to compelling video content.

Visuals are better for today’s hectic lifestyles

While most people still use multiple platforms to access websites, mobile usage has continued to
increase. Mobile devices are handy and allow you to access the

Internet anytime and anywhere. If you only have ten seconds to spare, visuals will help you digest
information quickly.

There is a caveat to this advantage, though, which is the next thing on our list.

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The text is faster to load

If speed is your concern, then the text is the way to go. Pages that have several high-quality images will
take longer to load. This can decrease the number of visitors to your site.

Studies have shown that the longer it takes for a page to load, the more users abandon the site. Today, a
page load time of ten seconds is considered very slow, with about 40% of visitors leaving after the tenth
second. For best results, aim for a page load time between two and five seconds.

So while images are essential to a website, saturating your pages with visuals can also backfire.

Younger people prefer visuals

If your business targets the younger crowd, you will benefit more from visuals. Digital marketing experts
often use elegantly designed visuals to attract this demographic.

Young people between 18 and 24 years old are particularly attracted to videos and indicate a strong
preference for it. Meanwhile, older generations prefer to get their content through news articles, email,
and reports, all text-based content.

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The text is more accessible to all kinds of audiences

Users who are visually impaired need other tools to navigate websites. Some need to adjust the font size
so they can read better. Text content can be easily enlarged for the benefit of these users, but you can’t
resize graphics.

Others often use devices like screen readers to help them navigate. These text-to-speech screen readers
work by translating what is on the screen to audio. If your website only contains visuals, then screen
readers will not be able to ‘read’ it. Make your images more accessible by providing alt-text for
each visual element.

People share visuals more often than text

Viral images and videos go viral partly because people tend to share more visuals than text. The average
person only reads about 20% of the text on a webpage or post. If the text is not compelling or
interesting enough, the person simply leaves the page.

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If your goal is to go viral, it’s best to have visuals accompanying a short text. If you are creating content
for your social media sites, then visuals will be your best bet. Getting a post to go viral can boost your
brand awareness. Not only that, but you can increase your conversion rate as well.

Before creating an infographic or image that you want to go viral, plan carefully. You’ll want to maximize
the attention that you expect the post to receive. Make sure your visuals contain your logo and website
or social media information.

When a post goes viral, it would be hard to insist that each and every person who shares it must link
back to you. By putting your brand on the visuals themselves, your information is automatically shared
along with the post.

Search engines index text, not visuals

Search engine optimization uses keywords to determine what results to show. If your website is purely
visual, then you lose the chance to optimize your content for search engines.

If you present most of your information in graphics form, search engines will have no way of indexing
your website. So when people search for a particular keyword, your website might not be included even
if it has the word embedded in an image.

To work around this, be sure to include text descriptions on your website, taking note of important
keywords. Provide alt-texts for all your images so search engines will have something to index.

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Visuals help increase online customer engagement and sales

For many businesses, it’s not enough just to get traffic to their websites. The key is to get targeted
audiences to visit the sites. Once you have your target audience’s attention, visual elements can
increase your online engagement by up to 37%.

Businesses who rely on customer loyalty will surely benefit from this increased engagement. It builds
customer relationships, which will affect revenue and brand awareness down the line.

As a plus, product videos also help generate revenue. Studies have shown that website visitors spend
more time on websites that have video elements. More importantly, online shoppers are 85% more
likely to act on a product offer after watching an explainer video.

In summary, visuals and text must work together

In many aspects, visuals do trump text. However, images and videos still have their limitations. Visuals
allow people to remember more details. Words can provide context for the visuals.

In the end, you want your website to include images and videos that explain your business effectively.
But you’ll also want to accompany them with text that explains the visuals further.

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Unit IIIrd

Multimedia Sound & its Attributes


Sound: Sound and it Attributes, Mono Vs Stereo sound, Sound channels, Sound and its effect in
multimedia. Analog Vs Digital sound, Basics of digital sounds-Sampling, Frequency, Sound Depth,
Channels, Sound on Pc,Sound standards on PC, Capturing and Editing sound on PC, Overview and using
some sound recording. editing software. Overview of various sound file formats on PC - WAV, MP3,
MP4, Ogg Vorbise etc.

Animation: Basics of animation, Principle and use of animation in multimedia, Effect of resolutions. pixel
depth. Images size on quality and storage. Overview of 2-D and 3-D animation techniques and software-
animation pro. 3D studio & Paint Shop pro animator.

Animation on the Web - features and limitations, creating simple animations for the Web using GIF
Animator and Flash.

Sound and Its Attributes

The amount of noise in a sound varies independently of its amplitude; you can have a nice, clean,
resonant sound, or you can have a wheezier sound. In the waveform display, you've got to know how to
distinguish these: noise is irregular whereas pitched sounds are regular. But if the degree of noisiness
could be computed, it could be displayed separately; for example, a clean sound could look like this:

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and a noisy one with a similar envelope could look like this:

The characteristics (Attributes) of sound are frequency, wavelength, amplitude and velocity.

Sound - Frequency:
The frequency is the number of air pressure oscillations per second at a fixed point occupied by a sound
wave. One single oscillatory cycle per second corresponds to 1 Hz.

Sound-Wavelength:

The wavelength is the distance between two successive crests and is the distance that a wave travels in
the time of one oscillatory cycle.

The wavelength of a sound wave of frequency f and travelling at speed c is given by c/f. Given a speed of
343 m/s, a 20 kHz sound wave has a wavelength of about 17 mm.

Sound - Amplitude
The amplitude is the magnitude of sound pressure change within the wave, or basically, the maximum
amount of pressure at any point in the sound wave. A sound wave is caused literally by increases in
pressure at certain points, high pressure points are the crests mentioned above, and behind them are
low pressure points which tail them. Amplitude is the maximal displacement of particles of matter that
is obtained in compressions, the amplitude is more often referred to as sound pressure level and
measured in decibels.

Sound - Velocity
Sound's propagation speed depends on the type, temperature and pressure of the medium through
which it propagates. Under normal conditions, however, because air is nearly a perfect gas, the speed of
sound does not depend on air pressure. In dry air at 20 °C (68 °F) the speed of sound is approximately
343 m/s (approximately 1 meter every 2.9 milliseconds). The speed of sound relates frequency to
wavelength.

Sound Channels and Sound Depth:

The audio signal is split into multiple channels so that different sound information comes out of the
various speakers. Mono has only once channel whereas Stereo Sound has two channels, left and right.

If one instrument or voice is only produced in the left channel, it will seem to originate from the left side
of the listening area. If a particular sound is only slightly louder in one of the channels, that sound will

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seem to originate off center slightly toward the channel in which the sound is louder. The two channels
in stereo are used to give the audio a sense of depth.

Stereo Vs Mono:

Stereo sound has two independent channels, one left and one right. The left and right signals of the
stereo signal are similar but not exactly the same. The two channels are used to give the audio a sense
of depth. If one instrument or voice is only produced in the left channel, it will seem to originate from
the left side of the listening area. If a particular sound is only slightly louder in one of the channels, that
sound will seem to originate off center slightly toward the channel in which the sound is louder. If you
have two speakers but supply mono signal to both of them, there will be no sense of separation or
depth. If a mono signal fed to both channels of a stereo amplifier, with a speaker on each channel, the
output will be mono.

Note:

In the following diagrams, 'X', 'Y', and 'Z' are the different sounds (instruments, vocals...) in the audio.
The red letters are where the signal 'appears' to originate from and the yellow letters are where they
are being reproduced.

Mono with one speaker:

In this diagram, the speaker is directly in front of the listening position and the audio appears to (and
does) originate from the speaker.

Mono with 2 speakers:

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In this diagram, you can see that the same signal is reproduced by both speakers. Since the signal
content going to each speaker is precisely the same, this is a mono system. If the level of the signal is the
same in both speakers, the signal will appear to originate precisely in the center of the speakers.

Below, you can see that the signal content from each speaker is the same but it is slightly louder in the
right channel. This means that it will seem to originate a little to the right of center.

Stereo audio:

In this diagram, you can see that the 'x' portion of the audio is reproduced equally in both channels and
appears to originate in the center of the 2 speakers. The 'y' portion of the audio is only in the left
speaker and appears to originate from the left speaker's position. The 'z' portion of the audio is only
reproduced by the right speaker. This means that it will appear to originate from the right speaker's
position.

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Below, you can see that the 'y' portion of the audio is produced in both channels but is at a reduced
level in the right channel. This will cause the 'image' of the y part of the audio signal to appear to
originate from left of center (not the far left or the center). This is how the audio 'stage' is reproduced
with a stereo signal (different signals are recorded/reproduced at different levels in each of the
speakers).

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Analog vs Digital

Well, they are both ways of encoding information. Digital lends itself to computers and other electronic
equipment by recording information into 1's and 0's. This data can then be read by electronic
instruments and then produced into something familiar we can understand such as words, picture or
sound.

Analog on the other hand is comprised of continuous and variable electrical waves that represent an
infinite number of values. If sound was recorded digitally, it is made into 0s and 1s right? Those 0s and
1s represent all the little bits of a sound. When you put them together you get a full sound. Analog
records sound just as it hears it, it doesn't break it down into all these separate pieces...it's
CONTINUOUS.

Analog sound on the other hand basically records sound as it produced, evidently giving a deeper richer
representation of the original. As we become more computerized, everything is going digital, and why
not? Digital offers a lot of improvements over analog.

Surround Sound Basics


The main thing that sets a home theater apart from an ordinary television setup is the surround sound.
For a proper surround-sound system, you need two to three speakers in front of you and two to three
speakers to your sides or behind you. The audio signal is split into multiple channels so that different
sound information comes out of the various speakers.

The most prominent sounds come out of the front speakers. When someone or something is making
noise on the left side of the screen, you hear it more from a speaker to the left of the screen. When
something is happening on the right, you hear it more from a speaker to the right of the screen.

The third speaker sits in the center, just under or above the screen. This center speaker is very
important because it anchors the sound coming from the left and right speakers -- it plays all the
dialogue and front sound effects so that they seem to be coming from the center of your television
screen, rather than from the sides.

The speakers behind you fill in various sorts of background noise in the movie -- dogs barking, rushing
water, the sound of a plane overhead. They also work with the speakers in front of you to give the
sensation of movement -- a sound starts from the front and then moves behind you.

Today, there are two main sources for surround-sound formats -- Dolby Laboratories and Digital Theater
Systems. Dolby Laboratories formats include various versions of Dolby Digital® and Dolby Pro Logic®.
Digital Theater Systems has created a range of DTS Digital Theater Sound formats.

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DTS encoding uses less compression than Dolby encoding. This means that DTS sound is clearer and
sharper.

However, DTS encoding is also less commonly used on DVDs and television broadcasts.

Most DVDs have some Dolby sound options, and some also offer choices for DTS sound.

The most common options are 5.1, 6.1 and 7.1 surround, named for the number of channels. The ".1"
indicates a channel for a subwoofer. The subwoofer channel carries low-frequency sound to give a bass
boost and create a rumbling effect for certain special effects sounds, such as explosions and trains.
These are the typical speaker setups and formats that will support them:

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Importance of Sound on multimedia

Sound Effects are present in almost every media that you see and hear on a daily basis. Television,
movies, web sites, and digital music uses sound effects for our brains to get understood the topic or
environment easily. Their importance can easily be measured by their absence. for example if we see a
gun, we watch it fire, but if we don't hear the gunshot we feel that the experience is somehow broken,
fake, or just doesn't make any sense.

Having the exact right sound for your images can be crucial to get attention of the audience. Sometimes

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the sounds can be isolated or symbolic, like the ceiling fan in the beginning of "Disaster Now". Much of
the other sound effects are removed to focus on the ceiling fan, which is a combination of blades
moving quickly past the microphone, and the blades of a helicopter.

Sometimes the sounds are a little more collaborative and are mixed together to make a scene sound
realistic. For example sound of a busy airport can create the unconsciously expected realism that your
brain is expecting.

But you'll never get lucky enough to find a prefabricated sound byte that has everything you need laid
into it at exactly the right time. That's why clean, individual sounds are vitally necessary to create the
feel that you'll need.

The importance of sound in your production is paramount. Cheap sounds pull your audience out of the
realism of the experience. This is why high quality sounds should be collected and used.

SOUND AND ITS EFFECT IN MULTIMEDIA


There are mainly five (5) sound/audio effects available in all most audio (Editing software. These are the
followings:

1. Amplitude Effect

2. Delay effects

3. Time/Pitch effects

4. Reverse effect

5. Invert effect

1. Amplitude Effects: The amplitude effect classified in the following eight (8) groups:

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1) Amplify
2) Fade In/ Fade Out
3) Normalize
4) Compressor
5) Expander
6) Envelope
7) Mute
8) Vibrato

Amplify:
Amplify effect is used to increase or decrease the amplification of the sound in the media file. If you
select a part of the file with the mouse, this effect will amplify or attenuate this exact part of the file. if
not the sound of the entire file will be amplified or diminished.

Fade In and Fade Out:


Use the Fade In effect to fade in the sound in the media file. If you select a part of the file with the
mouse, this effect will fade in the sound of this exact part of the file. Otherwise the sound of the
beginning of the file will be faded in.

Use the Fade Out effect to fade out the sound in the media file. If you select a part of the file with the
mouse, this effect will fade out the sound of this exact part of the file. Otherwise the sound of the end of
the file will be faded out.

Normalize:
Use this effect to achieve the maximum amount of amplification that will not result in clipping. If you
select a part of the file with the mouse, this effect will amplify the highlighted selection to the
percentage of the greatest level. if not the sound of the entire file will be normalized.

Compressor:
Compressor effect is used to reduce the dynamic range of an audio signal. For example, compressors
can be used to remove the variations in the peaks of an electric bass signal by clamping them to a
constant level (thus providing an even, solid bass line.) Compressors can also be useful in compensating
for the wide variations in the level of a signal produced by a singer who moves frequently or has an
unreliable dynamic range.

Expander:
Expander effect is used to expand the dynamic range of an audio signal. Expander boosts the high-level
signals and satisfies low level signals.

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Envelope: Envelope effect is used to change the audio file amplitude in accordance with the specified
coordinates. It allows absorbing the sound and making it quiet slowly. It generally used to smooth
beginning or ending of the sounds. Also this effect is useful for creating the audio loops and samples.

Mute:
Mute effect is used to switch off the sound in the edited audio file.

Vibrato:
Vibrato equals to a cyclical changing of a certain frequency of the input signal.

2. Delay Effects:
The Delay effect classified in the following five (5) groups:

1) Delay

2) Phaser

3) Flanger

4) Chorus

5) Reverb

Delay:
This effect permits you to create an echo effect of your audio track by replaying the sounds of the
selected audio portion after a certain period of time. Applying of this filter can bring life to dull mixes,
widen and fill out your instrument's sound.

You can use this function to create single echoes, as well as a number of other effects. Delays of 35
milliseconds (ms) or more will be received as discrete echoes, while those falling within the 35-15 ms
range can be used to creeate a simple chorus or flanging effect. (These effects will not be as effective as
the actual Chorus or Flanger effects, as the delay settings will be fixed and will not change over time).

Phaser:
The Phaser filter makes the selected portion of your audio thinner or fuller through mixing the
automatically filtered and unfiltered audio signals. You can apply this filter to give a "synthesized" or
electronic effect to natural sounds.

The Phaser achieves its distinctive sound by creating one or more notches in the frequency domain
that eliminate sounds at the notch frequencies.

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It is very similar to flanging. If two signals that are identical, but out of phase, are added together,
then the result is that they will cancel each other out. If, however, they are partially out of phase,
then partial cancellations and partial enhancements occur. This leads to the phasing effect .

F1anger:
The Flanger effect is one of the other elaborated audio effects that is created by mixing a signal with a
slightly delayed copy of itself, where the length of the delay is constantly changing. With the Flanger
filter you can "shape" the sound through controlling how much delayed signal is added to the original.
Use it if you want to create the ''whooshing'' sound effect in some fragment of your audio track.

Flanger is a special case of the Chorus effect: it is created in the same way that Chorus is created. In days
gone by, flanging used to be created by sound engineers who put their finger onto the tape reel's flange,
thus slowing it down. Two identical recordings are played back simultaneously, and one is slowed down
to give the flanging effect.

Fanger gives a ''whooshing'' sound, like the sound is pulsating. It is essentially an exaggerated Chorus.

Chorus:
The Chorus effect allows you to make your audio sound fuller. It can make a single instrument sound like
there are actually several instruments being played. It adds some thickness to the sound, and can be
described as 'lush' or 'rich'.

The Chorus effect is so named because it makes the recording of a vocal track sound like it was sung by
two or more people singing in chorus. This is achieved by adding a single delayed signal (echo) to the
original input.

The Chorus differs from the Hanger in only a couple of ways. One difference is the amount of delay that
is used. The delay times in a Chorus are larger than in a Flanger. This longer delay doesn't produce the
characteristic sweeping sound of the Hanger. The Chorus also differs from the Flanger in that there is
generally no feedback used.

Reverb:
The Reverberation filter helps you apply the particular effect when the sound stops but the reflections
continue, decreasing in amplitude, until they can no longer be heard.

You can use this function to set Reverb effect that is used to simulate audio space, and consists of both
early reflections and echoes that are so closely spaced that they are perceived as a single fading sound.

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Reverb is different from the basic echo function in that the delays are not repeated at regularly spaced
intervals. Reverb function can create a wide range of highly quality reverb effects.

It is the sound you hear in a room with hard surfaces where sound bounces around the room for a while
after the initial sound stops. Reverb is used to simulate the acoustical effect of rooms and enclosed
buildings. In a room, for instance, sound is reflected off the walls, the ceiling and the floor. The sound
heard at any given time is the sum of the sound from the source, as well as the reflected sound.

3. Time/Pitch Effects:
The Tune/Pitch effect classified in the following two (2) groups:

1) Tune Stretch

2) Pitch Shift

Time Stretch:
The Time Stretch effect permits to change the tempo (rhythm), but keep the pitch the same
throughout. If you select a part of the file with the mouse, this effect will change the tempo of this exact
part of the file. Otherwise the tempo of the whole file will be changed.

Pitch Shift:
The Pitch Shift effect shifts the frequency spectrum of the input signal. It can be used to mask a person's
voice, or make the voice sound like that of the "chipmunks", through to "Darth Vader". It is also used to
create harmony in lead passages, although it is an ''unintelligent" harmonizer.

4. Reverse effect:
With the help of this function you can make a selection play backwards by reversing the order of its
samples. It is useful for creating special effects.

If you select a part of the file with the mouse, this effect will applied to this exact part of the file.
Otherwise the sound of the whole file will be changed.

5. Invert effect:
With the help of this function you can simply invert the samples, so that all positive offsets are negative
and all negative offsets are positive. Inverting does not produce an audible effect, but it can be useful in
lining up amplitude curves when creating loops, or pasting. On stereo waveforms, both channels are
inverted. If you select a part of the file with the mouse, this effect will be applied to this exact part of the
file. Otherwise the sound of the whole file will be altered.

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Sound Standards
Sound card produces sound; sound cards have an audio connector for CD-audio output. Sound cards
when attached to a system the system becomes multimedia system.

The hardware configuration of the AdLib soundcard was the first standard of sound cards.

Later on sound card developed by Creative Labs' (SoundBlaster) set standard for digital audio on PC.
Creative Lab developed 8-bit sound card later on it developed 16-bit sound card, followed by AWE32
(32 bit), and AWE32 satisfied the requirements of pc users. AWE32 was sold to PC manufacturers
as OEM kit that helped to bring down price and uplift the standard. The AWE64, launched in late 1997
and offering 64-note polyphony from a single MIDI device, 32 controlled in hardware and 32 in software,
is the current benchmark.

Most sound cards sold today should support the SoundBlaster and General MIDI standards and should
be capable of recording and playing digital audio at 44.1 KHz stereo. This is the resolution at which CD-
Audio is recorded, which is why sound cards are often referred to as having "CD-quality" sound.

Surround sound for the movies is pre-recorded and delivered consistently to the ear, no matter what
cinema or home it is replayed in. Just about the only thing Dolby cares about is how far away the rear
speakers are from the front and from the listener. Beyond that it's the same linear delivery, without any
interaction from the listener - the same as listening to music.

This is obviously no good for games, where the sound needs to interactively change with the on-screen
action in real time. What now seems like a very long time ago, Creative Labs came up with its
SoundBlaster mono audio standard for DOS games on PCs. As the standard matured, realism improved
with stereo capabilities (SoundBlaster Pro), and quality of sound uplifted with CD resolution
(SoundBlaster 16). When you started your game, you'd select the audio option that matched your sound
card. Microsoft, however, changed the entire multimedia standards game with its DirectX standard in
Windows 95.

The idea was that DirectX offered a load of commands, also known as APIs, which did things like
"make a sound on the left" or "draw a sphere in front". Games would then simply make DirectX calls
and the hardware manufacturers would have to ensure their sound and graphics card drivers
understood them.

Sound on PC
The sound in a high-end desktop PC is usually produced by a sound card (also known as an audio card)
that is installed on the computer's motherboard in an adapter slot or it is inbuilt in motherboard which
is known as integrated sound card. The sound card, in turn, is attached to other peripheral devices such
as a CD/DVD drive in order to produce sound via the operating system, which uses the card's software
driver and a sound player, such as the Windows Media Player (WMP), or a third-party sound player
such as a Winamp, Real Player, or Apple's QuickTime.

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A sound card can be supplied to a laptop computer via a PC card via a CardBus/PCMCIA slot (old
technolody), or via an ExpressCard/54 slot (current technology).

External USB or FireWire sound devices, sometimes called a sound card that plug into
a USB or FireWire port on the computer, are available. They work externally to the computer in the
same way as an internal sound card.

In a desktop PC, the internal or external connections for sound devices are found on the sound card (in
the form of a a PCI or PCI Express adapter card) or they are provided from the computer's motherboard.
For example, if the motherboard has a built-in sound chip, on its external ports panel, the Line
Out or Speaker Output port is used for the speakers and headphones, and the Line In port is used for
an external CD player. In order to provide sound, an internal CD/DVD drive would be connected by an
internal cable connected to an internal header on the motherboard. If the computer has an internal or
external sound card, the connections go to it.

If you want to use a video/graphics card with a HDMI (High Definition Multimedia Interface) output
that combines sound and video, you have to cable the digital S/PDIF surround-sound output from the
sound card or motherboard into the graphics card to provide HDMI with both sound and picture so as to
take advantage of its full capabilities.

However, note that if you are only using a 2.1 stereo speakers for the sound output, you will only get
two-channel simulated surround sound from them. A 5.1 or 7.1 surround-sound speaker system is
required for actual surround sound.

If you plug an external USB or FireWire sound card into a USB or FireWire port provided by a desktop or
laptop PC, you should remove any internal PCI sound card (installed in a PCI slot of a desktop
PC's motherboard). Windows will then stop installing its device driver at startup.

Sound cards are available in two current motherboard standards - PCI and PCI Express .
The ISA standard has become obsolete, but you can still purchase ISA sound cards that fit into
the ISA slots on old motherboards, which provide an ISA slot for the use of what is known
as legacy (obsolete) hardware. All new sound cards fit into a PCI or a PCI Express x1 slot on the
motherboard.

A PCI Express card, such as the Creative Sound Blaster X-Fi Xtreme Audio sound card, uses a x1 PCI
Express slot on a motherboard that provides one or more of them.

The Sound Blaster X-Fi Xtreme Audio sound card can turn downloaded music into a personal concert,
allows you to watch DVDs or downloaded videos with full cinematic surround sound, and provides 3D
audio and EAX effects in PC games.

The image below shows the slot arrangement on a typical motherboard.

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Remember that all new motherboards do not have any ISA slots. Also note that motherboards are
coming out now that use their own colour schemes for the slots instead of the standard black (ISA),
white (PCI), and brown (AGP and PCI Express) colours. The slots can be any colour.

Note that some motherboards have a PCI-X slot. PCI-X is the extended PCI standard, both of which have
been replaced by the PCI Express standard. The 64-bit PCI-X bus slot has double the maximum
throughput of PCI, at a maximum speed of 3Gbps. Most PCI-X cards are backwards compatible
with PCI bus slots, which means that you can install a PCI-X card in a PCI slot provided that it has the
correct voltage keying for the slot and that the area directly behind a PCI slot must have available space
to accommodate the additional length of PCI-X cards.

The AGP graphics standard is no longer used on most new motherboards, having been replaced by
the PCI Express and PCI Express 2 standards. PCI Express x1 slots are used for devices, such as some
graphics cards, sound cards, and Ethernet network cards.

The following diagram shows the PCI Express x16 and x1 slots, and the two standard PCI slots on
a Gigabyte GA-MA78GM-S2H motherboard.

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Sound Recording System
Today, there are two main sources of sound recording system -- Dolby Laboratories and Digital Theater
Systems.

Dolby Laboratories formats include various versions of Dolby Digital® and Dolby Pro Logic®.

Digital Theater Systems has created a range of DTS Digital Theater Sound formats.

DTS encoding uses less compression than Dolby encoding. This means that DTS sound is clearer and
sharper.

However, DTS encoding is also less commonly used on DVDs and television broadcasts.

Most DVDs have some Dolby sound options, and some also offer choices for DTS sound.

Sound/Audio Editing Software


Audio editing software allows you to open, edit, manipulate, transform and save digital audio sound files
in various formats. Sound Forge XP, Audacity, and CoolEdit are some examples.

Audio editing software permits a pictorial view of the audio waveform and then allows editing to be
done by selecting specific points or ranges to be selected on the waveform by the mouse and keyboard
and choosing editing functions from a menu.

Following are the common features:

Opening an existing sound file

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Playing a file whole or selected portion.

Accurately positioning the playback head by specifying time or by using zoom feature.

Copying and pasting portions of a file.

magnifying and zooming

mixing sound ,cross-fading and sounds effects

converting between mono and stereo sound

Changing the sampling rate and bit depth.

Recording of sound.

Multimedia Sound Formats


The MIDI Format
The MIDI (Musical Instrument Digital Interface) is a format for sending music information between
electronic music devices like synthesizers and PC sound cards.

The MIDI format was developed in 1982 by the music industry. The MIDI format is very flexible and can
be used for everything from very simple to real professional music making.

MIDI files do not contain sampled sound, but a set of digital musical instructions (musical notes) that can
be interpreted by your PC's sound card.

The downside of MIDI is that it cannot record sounds (only notes). Or, to put it another way: It cannot
store songs, only tunes.

The upside of the MIDI format is that since it contains only instructions (notes), MIDI files can be
extremely small. The example above is only 23K in size but it plays for nearly 5 minutes.

The MIDI format is supported by many different software systems over a large range of platforms. MIDI
files are supported by all the most popular Internet browsers.

Sounds stored in the MIDI format have the extension .mid or .midi.

The RealAudio Format


The RealAudio format was developed for the Internet by Real Media. The format also supports video.
The format allows streaming of audio (on-line music, Internet radio) with low bandwidths. Because of
the low bandwidth priority, quality is often reduced.

Sounds stored in the RealAudio format have the extension .rm or .ram.

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The AU Format
The AU format is supported by many different software systems over a large range of platforms. Sounds
stored in the AU format have the extension .au.

The AIFF Format


The AIFF (Audio Interchange File Format) was developed by Apple.

AIFF files are not cross-platform and the format is not supported by all web browsers.

Sounds stored in the AIFF format have the extension .aif or .aiff.

The SND Format


The SND (Sound) was developed by Apple.

SND files are not cross-platform and the format is not supported by all web browsers.

Sounds stored in the SND format have the extension .snd.

The WAVE Format


The WAVE (waveform) format is developed by IBM and Microsoft.

It is supported by all computers running Windows, and by all the most popular web browsers. Sounds
stored in the WAVE format have the extension .wav. it is an expandable format which supports multiple
data formats and compression schemes. It is used for uncompress 8, 12 and 16-bit audio file both mono
and multi-channel at a variety of sampling rate including 44.1 kHz. Wav uses some lossless CODECs like
DPCM and ADPCM therefore professional user use this format for maximum audio quality. WAV audio
can also be edited and manipulated with relative ease using software.

The MP3 Format (MPEG)


MP3 files are actually MPEG files. But the MPEG format was originally developed for video by the
Moving Pictures Experts Group. We can say that MP3 files are the sound part of the MPEG video format.

MP3 is one of the most popular sound formats for music recording. The MP3 encoding system combines
good compression (small files) with high quality. Expect all your future software systems to support it.

Sounds stored in the MP3 format have the extension .mp3, or .mpga (for MPG Audio).

The file can be coded at a variety of bit rate, and provides good result at bit rates of 96 kbps.

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The Ogg Vorbis
The ogg vorbis is a completely free and open audio compression project from the Xiph.org foundation,
and is a part of their ogg effort to create free and open multimedia and signal processing standards. This
format is popular among open source communities and they argue that due to its higher fidelity and
completely free nature it is a natural replacement for the MP3 format. Ogg vorbis has replaced as the de
facto standard audio CODEC, with many newer video games titles employing ogg vorbis as opposed to
MP3.

Vorbis uses the modified discrete cosine transform (MDCT) for converting the sound data from time
domain to frequency domain and back. Given 44.1 kHz stereo input, the current encoder will produce
output from 45 to 500 kbps depending on specified quality setting.

MP4
Mp4's or rather the term mpeg-4 was developed by ISO (International Organization for Standardization).
It is a format specific for multimedia, the most common uses are for digital audio and video, and it is a
certain type of container that holds all this information. It can contain other data such as subtitles and
still images. You should also note that mpeg-4 is identical to QuickTime MOV format. In fact any kind of
data can be inserted into MP4.

MP4 is getting more and more popular. In fact, it is now very popular to people who use the latest iPod
players and PSP owners. This type of file compression is now providing a way to store DVD quality
movies at a very small size. This type of file compression is known as the MPEG4 format.

In addition, those other extensions have been used for MP4’s, (which is audio from an iTunes store), to
m4a (which includes such things as chapter markers, images, and hyperlinks). In addition, of course m4b
(which has the ability to work with IPODs, where m4a files cannot. So most of the time when you find a
file with the extension of mp4 or m4v, then they have both the audio and video aspects.

MP4 can contain codec’s as well.

MP4 Can include and contain audio, video and also still images (like pictures), and all kinds of other data,
making it a diverse file to use.

MP4 can contain other types of competing technology e.g. ogg, vob, ratdvd, divx media format,
Matroska (mkv) and others to name a few.

MP4 works with variety of software and hardware such as in software: Amarok, Banshee music player,
3ivx, foobar2000, GOM player, iTunes, Media player classic, QuickTime player, Realplayer, VLC media
player, and so forth, as for hardware: Kiss 1600, Apple iPod, PSP (playstation portable), Playstation 3,
Xbox 360, Nokia.

Therefore, to answer the question what MP4 is, well, it is technology at its best!

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Indeed, the MP4 technology can now make entertainment much more convenient than ever before. So,
next time you think of downloading your favorite movies to your computer to transfer to your portable
multimedia device, try thinking of MP4. Just make sure that your multimedia devices are capable of
reading the MP4 format.

What Format To Use?


The WAVE format is one of the most popular sound format on the Internet, and it is supported by all
popular browsers. If you want recorded sound (music or speech) to be available to all your visitors, you
should use the WAVE format.

The MP3 format is the new and upcoming format for recorded music. If your website is about recorded
music, the MP3 format is the choice of the future.

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Unit IVth

Animation
Principles of Animation:
By definition, animation is the act of making something come alive. Visual effects such as wipes, fades,
zooms and dissolves are a simple form of animation. In animation a series of images are changed very
slightly and very rapidly, one after the other, giving visual illusion of movement.
We often think of animation as full-length Disney movies and Saturday morning carton in which
illustrated heroes and villains and especially animal character come to life.
Television programs, movies and videos are part of out daily lives.

Usages of Animation
Animation plays a huge role in entertainment and provides action and realism.
Animation plays a huge role in education and training programs it provides visualization and
demonstration.
The perception of motion in an animation is an illusion. The move that we see is like a movie, made up
of many still images, each it in its own frame. Movies on video run at about 30 frames per second but
computer animations can be effective at 12 to 15 fps anything less result in a jerky motion, as the eye
detects the changes from one frame to the next.

Basic of Animation
Animation is of normally two types 2d and 3d.

2-d animation:
There are two types of 2-d animation , cel and path.

Cel animation is based on the changes that occur from one frame to another to give the illusion of
movement. Cel comes the word celluloid (a transparent sheet material) which was first used to draw the
images and place them on a stationary background. In cel animation background remains stationary
whereas object changes it position from frame to frame. You can have more than one object move
against a fixed background.

Path animation moves an object along a predetermined path on the screen. The path could be a straight
line or it could include any number of curves. Often the object does not change, although it might be
resized or reshaped. Some program allows motion tweening and shape tweening for this purpose.

3-d animation:
3-d animation is the foundation upon which many multimedia CD games and adventure titles are
constructed. Top-selling products such as Myst and 7th Guest use 3-d animation to bring the user into
the setting and make him or her seem a part of the action. Whether opening doors, climbing stairs, or
exploring mysterious rooms, the user is participant, not a spectator. Create 3-d animation is
considerably more complex than 2-d animation and involves three steps:

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Modeling is the process of create 3-d objects and scenes. Modeling involves drawing various views of an
object (top, side, cross-section) by setting points on a grid. These views are used to define the object’s
shape.
Animation step involves defining the object’s motion and how the lighting and view changes during the
animation.
Rendering is the final step in creating 3-d animation and involves giving objects attributes such as colors,
surface textures, and degree of transparency. During testing animators use quicker, lower-resolution
rendering process then they use a slower, higher quality process for the finished animation. Strata Pro
3D, Swiver 3D and 3D Studio are examples of 3d animation program.

Animation on the web:


Incorporating animation is an excellent way to increase the appeal of a web site and help ensure return
visits. Animations can be as simple as blinking text, marquee like scrolling headlines, rotation of logos,
and other 2d figure performing action or as complex as 3-d animation.

Animated text: using the html <blink> command you can cause text to flash on and off. Another way to
animate text is by using a scrolling or marquee-like action to scroll text or to use java-script to make text
animate.

Animated GIF: the GIF graphics file format is a standard for the web. Gif are still images that can be
combined to create an animation. A program called gif builder allows you to create an animation by
displaying a series of gif files. It allows adjusting the speed of the animation and how many times it is
played.

Director Movie: a director animation can be played using the shockwave plug-in. this is a way to create
somewhat sophisticated animations and have them delivered via the web. Macromedia flash and
QuickTime are also useful for animation in the web.

3-D environments: the computer language used to create 3-d environments on the web that allow the
user to move through a space or explore an object is called virtual reality modeling language (VRML).
VRML technology is useful in creating games and educational titles. A browser that supports VRML or a
plug-in is required to display VRML applications.

Limits and features of Web Animation/Design issues of web animation

Originally www was designed as a simple method for delivering text and graphics.
Make you web pages look good on minimal system, now layout should be for 800x600 to 1024x768
resolutions.
Transferring of multimedia file of size 1MB can take approx. 5 minutes on slow internet connection.
Therefore keeping file size small and using file compression technique for that is useful.
Limit animated gifs to small images, and use a more capable plug-in for animations over larger areas.
Give the user control over whether or not to display animation in web page. The icon loads much faster
than animation file therefore icon can be displayed and clicking on some button or link animation can be
displayed.

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Allow the user to be active while graphic images or animation is being displayed. A graphic or animation
can be displayed in stages (streaming) while the user is reading text, scrolling a page, or selecting a
button hyperlinked to another web page.
Provide feedback to the user using timer or progress bar how much of graphics or animation has been
downloaded. It helps the user decide whether or not to continue with the download and/or complete
another task while waiting for the download to finish.
User may not have a plug-in or helper application to play an animation file; in this case a series of images
can be displayed or button with text can be given informing what kind of plug-in or helper application is
required to play the animation.

Some Video links for understanding animation

 History of Animation

o https://www.youtube.com/watch?v=mbpLpxi9rJY

 Types of Animation

o https://www.youtube.com/watch?v=NZbrdCAsYqU

 Basic principles of animation

o https://www.youtube.com/watch?v=uDqjIdI4bF4

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 The first animated film
o https://www.youtube.com/watch?v=7M5So1WFNzo

 What is the future of animation


o https://www.youtube.com/watch?v=29PjQkm8GkY

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Unit Vth

What is video in Multimedia

It is related to a word “Record”. Now what it means Re-Cord. It comes from a Latin word where “re”
means again and the “cor” means the soal and it relates to the heart also. So whe we record something
we just bringing it back to the world. That means whenever we store in heats we bring it back, but
actually it is stored in our mind. Ancient people think that heart stored so we are saying that record.

The movement of images is moved fast then our brain doesn’t comprehend them as separate images
and illusion is created. From a long time we are moving images on photographic film like when we are
talking about stop animation. But after that we are using recorded moving images on electronic
medium. So Video is an electronic representation of the moving images.

In Other words Video Means “I See”

What Human Stores

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Visual Cortena usually takes 1/15th second of an moving image. So if we are using Higher Rate from this
rate a human brain can’t recognize the movement and illusion is created. But video is a combination of
all the things.

 Text
 Objects
 Sound
 Animation
 Images Etc

Analog vs Digital video


Analog and digital signals are used to transmit information, usually through electric signals. In both
these technologies, the information, such as any audio or video, is transformed into electric signals.
The difference between analog and digital technologies is that in analog technology, information is
translated into electric pulses of varying amplitude. In digital technology, translation of information is
into binary format (zero or one) where each bit is representative of two distinct amplitudes.

Comparison chart

Analog versus Digital comparison chart

Analog Digital
Signal Analog signal is a continuous signal Digital signals are discrete time signals
which represents physical generated by digital modulation.
measurements.

Waves Denoted by sine waves Denoted by square waves

Representation Uses continuous range of values to Uses discrete or discontinuous values to


represent information represent information

Example Human voice in air, analog electronic Computers, CDs, DVDs, and other
devices. digital electronic devices.

Technology Analog technology records waveforms Samples analog waveforms into a limited
as they are. set of numbers and records them.

Data Subjected to deterioration by noise Can be noise-immune without

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Analog versus Digital comparison chart

Analog Digital
transmissions during transmission and write/read deterioration during transmission and
cycle. write/read cycle.

Response to More likely to get affected reducing Less affected since noise response are
Noise accuracy analog in nature

Flexibility Analog hardware is not flexible. Digital hardware is flexible in


implementation.

Uses Can be used in analog devices only. Best suited for Computing and digital
Best suited for audio and video electronics.
transmission.

Applications Thermometer PCs, PDAs

Bandwidth Analog signal processing can be done There is no guarantee that digital signal
in real time and consumes less processing can be done in real time and
bandwidth. consumes more bandwidth to carry out
the same information.

Memory Stored in the form of wave signal Stored in the form of binary bit

Power Analog instrument draws large power Digital instrument drawS only negligible
power

Cost Low cost and portable Cost is high and not easily portable

Impedance Low High order of 100 megaohm

Errors Analog instruments usually have a Digital instruments are free from
scale which is cramped at lower end observational errors like parallax and
and give considerable observational approximation errors.
errors.

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Definitions of Analog vs. Digital signals
An Analog signal is any continuous signal for which the time varying feature (variable) of the signal
is a representation of some other time varying quantity, i.e., analogous to another time varying
signal. It differs from a digital signal in terms of small fluctuations in the signal which are
meaningful.

A digital signal uses discrete (discontinuous) values. By contrast, non-digital (or analog) systems
use a continuous range of values to represent information. Although digital representations are
discrete, the information represented can be either discrete, such as numbers or letters, or
continuous, such as sounds, images, and other measurements of continuous systems.

Properties of Digital vs Analog signals


Digital information has certain properties that distinguish it from analog communication methods.
These include

 Synchronization – digital communication uses specific synchronization sequences for determining


synchronization.
 Language – digital communications requires a language which should be possessed by both sender
and receiver and should specify meaning of symbol sequences.
 Errors – disturbances in analog communication causes errors in actual intended communication but
disturbances in digital communication does not cause errors enabling error free communication.
Errors should be able to substitute, insert or delete symbols to be expressed.
 Copying – analog communication copies are quality wise not as good as their originals while due to
error free digital communication, copies can be made indefinitely.
 Granularity – for a continuously variable analog value to be represented in digital form there occur
quantization error which is difference in actual analog value and digital representation and this
property of digital communication is known as granularity.

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Types of Video Signals

Video signals can be arranged in three different ways –

1. Component Video
2. Composite Video
3. S Video

Component video

The three different video signals used for studios for red, green and blue image planes are called
Component Video. Such a system has three wires that connect the camera or other devices to the TV or
Monitor. Component video provides the best color reproduction for this color separation scheme as
there is no cross talk between the three different channels.

Composite video

Composite Video is also called CVBs (color video baseband signal or color video blocking sync). In this,
information about luminous (intensity), color and sync is in the same signal. This type of signal is used by

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broadcast color TV and is compatible with Black and White TV from the bottom.
Composite Video uses only one wire when it is connected to a TV or VCR. In this, video color signals are
mixed and not sent separately. Audio signal is another addition to this signal because color information
is mixed and both color and intensity are mixed into a single signal. Certain interfaces are required in
luminous and chrominance signals.

S video

S video is also called Separated Video or Super Video. Two wires are used in S Video. Intensity and color
signals are transferred separately for one intensity signal and another for color signal. So that the image
quality can be improved. The special S Video connector also carries left and right signals for the video.

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How does Video Work ( How Video Works )

The camera and microphone are used to capture the picture and sound of the video session and these
analog signals are sent to a video capture editor board. To reduce the amount of data being processed,
boards capture only half of the number of frames per second used by a movie. The frames are different
video images that form a moving sequence. The video format and individual clips usually indicate the
resolution of different frames, including the frame rate at which they are played. The frame rate is the
speed of video playback.

On the video-capture adapter card, an analog to digital converter chip converts analog and video signals
into patterns of 0 and 1. Which is the winery language from which computer data is described.

A compression and decompression chip or software reduces the amount of data that is required to recreate
video signals. For example, the software for Microsoft Video for Windows searches compression
information. Here the background is a large extension of a single color blue. Compression is only for one
time, instead of serving the same list for each pixel that makes up the background. He saves the color data
for the same shade as that blue, and along with that it also gives instructions about where the color should
be used when the video is being replayed.

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Video saves more space than Video for Windows because it writes video to the desk by interweaving the
picture's data with audio in a special file format called .avi (audio / video entrance). To replay this video,
compressed and combined video and audio data is either sent by compression / decompression or
processed by software. Either of these methods restores areas that were removed from compression. The
combined audio and video elements of the signals are separated and both are sent to a digital to analog
converter which translates the binary data into analog signals which go to the screen and speakers.

Compressor video and audio signals are sent over special telephone lines instead of being recorded. For
example - integrated services digital network line which translates data in digital form rather than as
analog signals used on normal phone lines. A similarly equipped PC located at a remote location also
receives digital signals, decompressed them and converts them into analog signals, which are necessary to
control audio playback and display.

Broadcast Video Standards

Most countries around the world use one of the three main video broadcast standards. These three
main standards are NTSC, PAL and SECAM. However, each standard is incompatible with the other. For
example, a video recording made in the UK could not be shown on US standard VCR or on TV. The
reason for this is that the UK video standard is PAL while the US video standard is NTSC.

To find out which Video Standards each country supports, take a look at our worldwide Video Standards
list, where we have also listed the main electrical voltages and frequencies along with the DVD area
code for each country

Video Standards

NTSC-National Television System Committee

The first color TV broadcast system was implemented in the United States in 1953. It was based on the
NTSC - National Television System Committee standard. NTSC is used in many Asian countries
including the American continent as well as Japan. NTSC runs at 525 lines / frame

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The National Television Standards System Committee is a broadcast standard used in the US and some
other countries. This standard defines 1 way of encoding information into electronic signals. Electronic
signals form the picture of television. A single frame of the video is made of 525 horizontal scan lines
drawn on the inner site of the phosphor coated picture tube. These lines are drawn by a fast moving
electron beam every 1/30 second. These drawings are so fast that the image seems to be fixed to our
eyes.

While drawing a single video frame, the electron beam actually completes it twice, first by drawing odd
number lines and then by drawing even number lines. In each bar (which is at a rate of 60 seconds or 60
Hz) a field paint is applied. The process of increasing a single frame from two fields is called interlacing.

PAL – Phase Alternating Line

The Face Alternate Line Standard was introduced in the early 1960s and was implemented in most
European countries except France. PAL uses a wider channel bandwidth than standard NTSC which
allows for better picture quality. PAL runs at 625 lines / frame. PAL is an integrated way of adding color
to black and white television signals that paints 625 lines at a frame rate of 25 frames per second. Like
NTSC, even and odd lines have interlacing and 1/50 to draw in each field. It takes seconds.

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SECAM - Color Sequential With Memory

Sequential color with the Sequential Couleur Avec Memoire or memory standard was introduced in the
early 1960s and implemented in France. SECAM uses the same bandwidth as PAL. But transmits color
information progressively. The SECAM runs at 625 lines / frame.

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In SECAM, chrominance signals are transmitted using a frequency modulation color sub carrier. It
translates one color difference signal to each scan line and transmits other color difference signals to
the alternative scan line. It also has better color resolution than NTSC.

Multimedia Authoring

Where is Multimedia authoring the facility to develop the Multimedia Project? Special packages and
utilities are used for this, which are specially designed for this purpose only.

Authoring tools is a package of software that uses standard user interface elements to create web
publishing content. Authoring software provides an integrated environment to combine the function
and content of your project. This includes all things for a particular type of data, making it, improving,
importing, etc. In addition, it assembles raw data into playback sequences and provides a language or
structure way to respond to user input. Authoring tools enable the user to create accessible web
content. They increase their enthusiasm and help them and for this they use Prompt, alert, checking,
repair, function, help files and Automatic tool.

Multimedia authoring tool provides the important framework. Multimedia Project includes Graphic,
Sound, Animation and Video clip. It is used to organize and edit its elements.

Web Editor Graphics authoring Tools

Tools that are used in Multimedia specifically designed for using the web such as video production and
editing suites eg Macro Media Flash.

 Editing tools specifically used to create web content such as MS FrontPage, MS VisualinterDev |
 Tools that are used to save material in web format such as word processor, DTP package.
 Tools that are used to transform documents into web formats.

Multimedia Authoring Systems

Authoring system is a set of software tools used to create an embedded multimedia application in an
authoring environment. A person who prepares an application for multimedia integration is called
author. For example, the presentation is called an author and the work of development is called authoring.

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Authoring system for multimedia applications has been designed keeping in mind the following two
main goals-

Professionals who prepare documents that contain audio or sound tracks and full motion video clips for
wider distribution or average business users who make documents audio recordings make this full
motion video clips stored message or presentation. Due to the difference between the use of these two
types of authoring systems to create a multimedia object, the requirements for these authoring systems
are also different. For example, professional authoring is usually conducted in a media lab or studio in a
centralized professional authoring work station. Which consists of professional quality video camera and
sound equipment, on the other hand individual authoring is conducted using non-professional camera
and sound and light devices on the user's desktop. Quality standards are very important in both cases.

Concept

In this step, the application ordains, application type, purpose of the application and general subject
matter are identified.

Design

The style of the application and its content should be decided. The object should generate and include
enough detail so that the following stage of content collection and assembly can be done without
interruption by the authoring system. One can also do the work of system design document without any
interruption and can also gather information to outline the next step. Apart from this, it also works to
create a story board, create a flowchart, slide short, and collect information for scripting. Other
functions of the design stage are to determine that the data files are needed in the application. A list of
materials such as audio video and image files is created.

Content collection

Content material is collected and entered into the authoring system, which usually involves taking
pictures, making video clips and preparing an audio sequence.

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Assembly

The entire application is put together in the assembly stage. For example, the presentation packages for
the presentation do their own assembly. Whereas the author enters content for different screens. Once
the screen is defined and placed in order, the presentation is ready to be run.

Testing

The created presentation needs to be tested and more advanced authoring systems provide advanced
features like single stepping and tracking of program flow.

Difference between multimedia and hypermedia

Multimedia

Multimedia is a collection of different types of media that can be helpful in displaying information to the
user. This may include text, audio, video, animation, pictures and other forms. It differs from other
media because it has so many options and the user can easily display it whenever they want.
Users who have a basic understanding of computers can also use multimedia. It can be easily displayed
and even recorded. People can also watch it with the help of video players.

Types of multimedia

 picture
 Sound
 The movie
 The graphics

Hypermedia

Hypermedia is an extension of hypertext that is a non-linear medium of information that integrates


graphics, audio, video, plane text, and hyperlinks. Hypermedia consists of text, audio, video, and
graphics elements that are linked and accessed via hyperlinks. Hypermedia normally combines hypertext
and multimedia.

Types of hypermedia

 world Wide Web


 HTML
 Encyclopaedia
 Interactive Tools (CD, DVD)

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Object Linking Embedding in Multimedia

What is OLE?

The full name of OLE is object linking & embedding. This means linking the object of one application to
another application. It has been developed by Microsoft which is based on Components object Model
(COM).

"OLE is a Microsoft technology through which we can


dynamically link files and applications together ."

Linking establishes a connection between two objects, and the embedding application facilitates data
insertion. Thus OLE refers to a technology that links the object of the application to another
application. OLE is used for applications data transfer through compound document management as
well as drag-and-drop and clipboard operations.

for example:-

 We can link MS Excel sheet in MS Word when the spreadsheet is opened in Word then the user
interface of the spreadsheet is loaded. And inside the word document we can work on Excel.
 Through this, we can open an image / picture in a photo editing program like: - Photoshop,
move it to word, excel or any other application.

OLE was later developed into a much larger standard called COM (components object model). COM is
supported by MAC, UNIX and windows systems. But it is mainly used in Microsoft Windows. COM is the
foundation of ActiveX through which developers create interactive content for the web.

OLE-supported software applications

 Microsoft Windows applications जैसे – Excel, Word and PowerPoint


 Corel WordPerfect
 Adobe Acrobat
 AutoCAD
 Multimedia applications, जैसे – photos, audio/video clips and PowerPoint presentations.

Disadvantage of OLE

1. Embedded objects increase the size of the host document file causing storage and loading
problems.
2. Linked objects can break if linked objects are placed in a location where the original document
application is not present.

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3. If the linked and embedded object application is not available, then you cannot edit and
manipulate the object.

Page:-3 onwards
Please mention the detail topics which is to be covered, also include the e content link (Audio or
Video) of topic related (if any)
Note Format
Please follow the fixed note making format, we needs to follow this format in order to have a clear
and unambiguous understanding from it.
Heading
It shows the title or the heading of topic.
Subheading
As the name suggests, a subheading is a subdivision of the main topic. One can use as many
subheadings as per requirement

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References:
1. http://www.ftms.edu.my/images/Document/MMGD0101%20-
%20Introduction%20to%20Multimedia/MMGD0101%20chapter%201.pdf
2. https://www.tutorialspoint.com/multimedia/multimedia_introduction.htm
3. https://anandharsha.wordpress.com/category/multimedia-tools/
4. http://notes4learners.blogspot.com/p/blog-page_11.html
5. http://smklunduictclass.blogspot.com/2012/07/4151-identify-multimedia-
elements.html
6. https://support.office.com/en-us/article/create-a-presentation-in-powerpoint-
422250f8-5721-4cea-92cc-202fa7b89617
7. https://computerhindinotes.com/image-capture-methods/
8. https://www.carmelon-digital.com/articles/the-importance-of-images-on-a-website/
9. https://www.pixelo.net/visuals-vs-text-content-format-better/

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Model Question Paper
Q.1 Define following in brief:

a) What is multimedia?
b) List elements of Multimedia.

c) What are the working areas of multimedia list them.

d) Give definition of Animation.


e) Define importance of graphics in multimedia.
f) List image and its attributes.
g) what is mono sound.
h) What is stereo sound..
i) What is multimedia?
j) List elements of Multimedia.
k) What are the working areas of multimedia list them.
l) Give definition of Kerning.
m) Define importance of graphics in multimedia.
n) List image and its attributes.
o) What Plain Text
p) What is RTF.
q) List software Tools to make text formatting better.
r) What is Sound.
s) What are the advantages of using Multimedia.
t) What are the Disadvantage of using Multimedia.

Q.2 a) Describe the given file formats. (4X4)

1). BMP

2).EPS

3).PIC

4).TIF

Q.3 For a 20 second stereo Recording compute the file size with resolution16 bit and with sample rate
of 22.05 KHz. (16)

Q.4 What are the various development platforms of multimedia? List them and explain any two.
(8X2)

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Q.5 What is Text? Define the characteristics of Text with suitable diagram. (8X2)
Q.6 What is Image ? Define Compression technique of Image. (16)

Q.7 Write short notes on following (Any 2): (8X2=16)

a) What do you understand by Virtual Reality.


b) What do you understand by Direct-x? Introduce the AV-DV and IEEE394.

What do you understand by Animation. Define the Stop animation and Computer Animation.

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