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KunwarSinghVais ComputerScienceAndMul 2020 Chapter1IntroductionT

The document introduces multimedia as a combination of various content forms, including text, audio, images, and video, and discusses its applications and importance in modern communication. It outlines the advantages and disadvantages of multimedia, highlighting its affordability, accessibility, and engaging nature, while also noting potential issues like accessibility and production costs. The document emphasizes the significance of multimedia in enhancing experiences across various fields such as education, business, and entertainment.

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0% found this document useful (0 votes)
89 views44 pages

KunwarSinghVais ComputerScienceAndMul 2020 Chapter1IntroductionT

The document introduces multimedia as a combination of various content forms, including text, audio, images, and video, and discusses its applications and importance in modern communication. It outlines the advantages and disadvantages of multimedia, highlighting its affordability, accessibility, and engaging nature, while also noting potential issues like accessibility and production costs. The document emphasizes the significance of multimedia in enhancing experiences across various fields such as education, business, and entertainment.

Uploaded by

Makenzie Fajardo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

CHAPTER

1
Introduction to
Multimedia
All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.

CONTENTS
1.1. Introduction ........................................................................................ 2
1.2. Types of Multimedia............................................................................ 3
1.3. Advantages And Disadvantages of Multimedia .................................... 5
1.4. Importance of Multimedia .................................................................. 9
1.5. Linear vs. Non-Linear Multimedia..................................................... 11
1.6. Hypertext vs. Hypermedia ................................................................ 12
1.7. Delivery Technology Used And Its Digital Application ...................... 15
1.8. Multimedia System ........................................................................... 17
1.9. Delivery of Multimedia ..................................................................... 21
Copyright 2020. Arcler Press.

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AN: 2725237 ; Kunwar Singh Vaisla.; Computer Science and Multimedia Technologies
Account: s1270411.main.eds
2 Computer Science and Multimedia Technologies

1.1. INTRODUCTION
Multimedia involves utilizing a mix of different forms of content such as
animations, texts, images, audios, interactive contents, and videos. This
form of media is different from media that only uses computer displays
that are rudimentary such as those that only have texts or materials that are
produced by hand or printed.
Multimedia can be displayed, interacted with, recorded, and played, or
accessed with devices that process information content, such as electronic
or computerized devices. They can also be displayed as a performance that
is live.
Devices that are used to for the storage and displaying of multimedia
content are called multimedia devices. They are electronic. Multimedia can
be presented and viewed by people on the stage, transmitted, played locally,
or projected using the multimedia devices. A multimedia presentation that
is either live or recorded is referred to as a broadcast. These can either be
digital or analog electronic media technology. It is possible to download or
stream digital online multimedia. This media may be live or high in demand.

Figure 1.1. Multimedia is an important part of our world today. There are so
many applications that it provides. It has helped in making very many things
easier for us.

Source: http://www.lisbdnet.com/multimedia-its-components-and-applica-
tions/.
There are also multimedia simulations and games which can be utilized
in an environment that has special effects, with more than one user in a
network that is online, or in a local environment with a computer that is
offline, a simulator, or a game system.

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Introduction to Multimedia 3

Many different types of digital or technological multimedia are created so as


to ensure the enhancement of experiences by the users, for example, making
it much easier and efficient to pass information to a crowd, or even while
displaying art or entertainment so as to engage a crowd.
Being able to combine different types of media content helps in enhancing
the levels of interaction. Multimedia that is found online is developing to
become oriented on objects and driven by data at a high rate, thus making it
possible for one to personalize different forms of media as well as applications
that promote innovation over time. For example, a variety of content on sites
such as photo galleries that have both pictures and text, and also simulations
that allow for modifications of videos, animations, etc. allowing for alteration
of multimedia experiences, all without having to program the simulator again.
There is a form of technology that allows for virtual objects to be
touched and felt in addition to hearing and seeing. This is referred to as
haptic technology. There is also some technology that is emerging which
will involve being able to taste and smell, and therefore helping in enhancing
the experience brought about by multimedia.

1.2. TYPES OF MULTIMEDIA


In simpler terms, multimedia is a combination of different forms of media.
For example, a webpage that has an animation in it. Video games, an
information shop at the terminal of a subway, or even CD ROMs that help in
teaching foreign languages are interactive forms of media and this is a form
of multimedia as well. Hypermedia and Rich media are some of the other
terms that are used to describe multimedia.
There are many different types of data that can be classified as
multimedia data types. These are generally the contents that form multimedia
environments and tools that can be used to integrate multimedia. The
main types of multimedia include audio, texts, graphics, graphic objects,
animation, and video (Mitra, 2004). Below are a few descriptions:
Text – there are many different ways in which a text can be stored. In
addition to files that are based on the American Standard Code for Information
Interchange, texts are normally stored in databases, spreadsheets, processor
files, and annotations on multimedia objects that are more general. Due to
how available and also the proliferative rate of Graphical User Interfaces,
storage of texts is becoming much more complex and also providing
additional effects such as shades, highlighting, and even coloring of texts.

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4 Computer Science and Multimedia Technologies

Graphics – still images such as gifs and jpgs can be stored in many different
ways due to a high variety of quality and size. Images that are digitalized are
a pattern of pixels that help in representing a section in the graphical display
of the user.

Figure 1.2. Above are the elements of multimedia. Texts are very common and
they use words to express information. It is referred to as the most basic multi-
media element.

Source: https://storymaps.arcgis.com/stories/5df73b57c11a4630a5d0312a716
6f74d.
Audio – this data tape is well-known and is becoming very popular. It is
the form of multimedia that is integrated in almost all applications. It takes
up quite a lot of space. An audio file that is one-minute-long can take up
to three megabytes of space. There are many different ways that one can
compress an audio file to a format that is suitable.
Animation – these are created by displaying images that are still, one after
the other, so as to give an appearance of motion. Most of the town, this type
of multimedia is used for providing entertainment. They are also sometimes
used to display a form of art, in addition to being used for entertainment.
There are many film festivals all over the world that display and celebrates
animations. They can also be used in schools for the purpose of education.
Video – Digitalized videos are the most space occupying multimedia
datatypes. They are normally stored as frames in a sequence. One single
frame can occupy up to one megabyte depending on its size and resolution. A
continuous transfer rate is required so as to transmit, compress, and decompress
digitalized videos in order to have a video playback that is realistic.

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Introduction to Multimedia 5

Graphic objects – these help in defining 2-D and 3-D shapes due to the
special data structures they have, through which allows us to make definition
of multimedia objects. Some examples of this include the different formats
that are utilized by video and image editing apps.

1.3. ADVANTAGES AND DISADVANTAGES OF MUL-


TIMEDIA
There are many different advantages and disadvantages of multimedia.
These can help in allowing one to choose the type of media they want to
use. Firstly, here are some of the advantages:
• They are much more affordable for the consumer in comparison
to buying an illustrated book that is full-color. Multimedia forms
are generally a quarter to a third of the price of a similar book in
hard copy.
• They are also affordable to the producers seeing as they are
created in print on-demand or small runs and they are red much
easier to update or modify at an affordable cost.
• They are not heavy to transport. A paperback may weigh 600
grams per every 300 pages in comparison to fewer grams for
a version in the multimedia form. This makes it easier for the
transportation of content especially for wholesale distributors.
• Multimedia forms also help in saving the environment. Books that
are in hard copy are made from cutting down of trees. Multimedia
forms can reduce this and save the environment.
• They make it very convenient for searching texts instantaneously.
It is possible to find a word or a phrase almost instantly within
a multimedia publication especially when using it as a reference
material.
• They have a higher advantage when it comes to storage space.
Multimedia materials are normally much smaller than hard copy
books, therefore saving space on a book shelf or in any other space.
• They are easy to carry around because they are found in electronic
devices such as a laptop which is very portable. Multimedia
content can also be carried on mobile phones and tablets.
There are some wrist watches that can also allow one to access
multimedia content on them. These are referred to as media-
enabled wristwatches.

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6 Computer Science and Multimedia Technologies

Figure 1.3. Multimedia has proven to be more appealing in comparison to the


older methods that were used to teach. Students find it interesting, however,
teachers are asked to make sure that the students do not get distracted by the
over-stimulative form of media.

Source: https://www.parentcircle.com/article/advantages-of-multimedia-
courses/.
• Texts can be enhanced on multimedia by adding sounds, video
clips, videos, etc. which cannot be done on media that is printed.
• Multimedia types are much more entertaining than printed media.
They can grasp the users attention and keep then engaged. This
makes it very suitable for use in schools.
• Multimedia content is good for people who are more captivated
by computers thus allowing them to stay interested. Considering
the fact that multimedia can be loaded on CD ROMs, they can
also be used by people who are not computer literate or are scared
of computer functionality because they are very easy to use.
• They are franchised in an easier manner because they do not
require much equipment for manufacturing and distribution.
• They help in gaining and holding the attention of people who are
more interested in audiovisual media, due to the ability to combine
video, graphics, texts, and audio. Studies on communication
have shown that using this aids helps in offering a higher level
of understanding, retaining information and are much more
interesting to use.

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Introduction to Multimedia 7

• Multimedia helps in engaging all senses. It helps in engaging


many different modalities of learning which appeals to different
learners due to the various learning styles. They help in achieving
learning by doing instead if learning by reading which has proven
to be much more effective. Multimedia also helps in developing
presentations that are much more engaging and persuasive.
Multimedia immerses the users into the experience and this helps
in making learning much more authentic.
• They can be done in different languages therefore allowing for
many different people to access the data despite of their native
language.
• They are also durable. CD ROMs are water proof and they can
be dried, cleaned, and used times and times again. Hard copy
material tears, and it can also get wet and water-logged.
• Multimedia publications cannot be affected by pests such as ants,
moths, and mildew which always negatively affect hard copy
materials.
Multimedia normally utilizes the natural abilities of processing
information that we as humans already possess. Our brain together with our
ears and eyes create a system that is formidable that helps in the transformation
of sense data that is meaningless into understandable information. Especially
when it comes to moving images, because the human eye adapts to detect
and interpret movement (Mitra, 2004).
• Some of the disadvantages of multimedia include:
• Multimedia may have many problems when it comes to
accessibility, because they need electricity to work, which may
not be available due to blackouts and power shortages or even
lack of electricity in rural areas.
• When used in the classroom or for a meeting presentation, it
is possible for the students or members of the meeting to lose
focus due to the formats that are used. These formats can grab the
attention of the end users.
• Some forms of multimedia can be expensive to produce because
they include more than one type of media. Producing multimedia
also needs one to have an electronic device, and these might be
quite expensive. The fact that multimedia also needs one to have
electricity to use leads to additional costs, because one needs to
pay for the electricity.

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8 Computer Science and Multimedia Technologies

• Multimedia is also time consuming as it takes a lot of time to


create.
• Creating multimedia also requires one to be consistent and practice
time and time again so as to master the skill. Thus requires a lot of
time and energy from the person creating the multimedia.

Figure 1.4. Above are some of the disadvantages of multimedia. When pro-
grams are designed poorly, some of these issues may occur.

Source: https://www.slideserve.com/stasia/multimedia-powerpoint-ppt-pre-
sentation.
• Some multimedia forms are not compatible on some gadgets.
• The electronic devices that are used to create and display
multimedia need to be handled with a lot of care because they
are fragile. Exposing them to humid environments and other
harsh conditions can cause damage that is irreparable to the
devices. This may require one to buy another device which is still
expensive.
Multimedia normally needs computer systems that are high-end.
Images, sounds, animations, and videos normally require a high amount of
storage and this may lead to slowing down of computers that are low-end.
Some of them might not even be able to fit in the low-end computer. In
comparison to simple text files that are made using the Word Processor,
creating multimedia content needs one to have a computer that is of high
quality. One of the greatest disadvantages of multimedia content is that
people without machines that are multimedia-capable might not be able to
access large portions of the content. This requires the multimedia developers
to be aware of the multimedia elements they are incorporating into apps
and make sure to only use those that are important and significant (Rao,
Bojkovic, and Milovanovic, 2006).

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Introduction to Multimedia 9

1.4. IMPORTANCE OF MULTIMEDIA


Multimedia includes video, audio, animation, text, graphics, interactive
computing, etc. in a computer-based synchronized system. It is an important
form of communication in the modern time. It has helped in enriching
Medicare, education, business, entertainment, etc. by enhancing the utility
of computers. Some of the uses and importance of multimedia include:
Education – multimedia has helped in revolutionizing the education
field. It has ensured that the education system is much more effective and
attractive in comparison to the older traditional ways of teaching. Creating a
presentation using multimedia has helped in improving the level of retention
and interest in the classroom. It helps in presenting information in a clear and
attractive manner. There are many multimedia softwares available today, that
allow students to even gain a large amount of knowledge from their homes
on their personal computers. Students who prefer audiovisual learning learn
much better with multimedia presentations. Teachers have also been able to
use YouTube to post videos that the students can use to study in their free
time. Multimedia is used in many schools for the production of computer-
based training courses and even for books that are used for referencing, such
as encyclopedias (Rao, Bojkovic, and Milovanovic, 2006).

Figure 1.5. When teachers equip their presentations with different types of me-
dia such as video and audio, they have high chances of retaining the students’
attention.

Source: https://www.kullabs.com/classes/subjects/units/lessons/notes/note-de-
tail/1036.

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10 Computer Science and Multimedia Technologies

Entertainment – Multimedia has proven to be very important in the


entertainment field. Most if the entertainment media such as television, radio,
VCR, etc. use multimedia to provide the experience. In addition to this,
being able to play games on a personal computer or using a game console
also uses multimedia. Multimedia is also used to create special effects in
animations and movies.
Marketing – companies have been able to develop CD-ROM software’s
that have data on uses, prices, outlets, etc. of the products and services they
provide to their potential customers, so as to increase their profits. This
allows the buyers to know the prices of what they want before they head
there to purchase through the Compact Disk even at their houses or homes.
Communicating – due to development in technology, we are now able
to communicate with people from different ends of the world due to audio
conferences and video conferences. This form of communication is based
on electronics and computers and has helped in making politics, economics,
social, business, and international activities dynamic.
Medicare – medical services have become much more effective and
efficient due to the use of multimedia. People are able to have consultations
with their doctors from their homes due to multimedia-based electronic
communication. Multimedia is also being used to diagnose and prescribe
medication. Doctors are also able to have meeting with other doctors from
different parts of the world, thus promoting networking and sharing if
information for better diagnoses.
Helping in research – so as to conduct research and development works,
researchers need various kinds of information. The internet has proven to
be very helpful in this situation. It allows them to obtain any necessary
information they may need to conduct their research. They get to collect all
the information they need to carry out a research that is successful.
Virtual reality – this is a form of technology that gives a user the
opportunity to interact with an environment that is computer simulated. It is
possible for the simulated environment to be very similar to the real world.
For example, pilots go through many flight simulations before they are able
to fly a real plane. It is also possible for the simulated environment to be
very different from the real world. For example, in virtual reality games
which is based on multimedia bounder tech.
E-shopping – technology has developed to the point of allowing us to
shop online. In E-commerce, people get an opportunity to see the object they
are interested in before purchasing it.

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Introduction to Multimedia 11

Digital library – people no longer need to go all the way to the library
physically so as to have access to reading material. It is possible to access
books from the internet. This is due to digitization.
Multimedia has many more uses and has shown to be very important
in our world today. It is great invention of modern technology. There are
also some advancements that are still being researched on, so as to further
develop this technology to the next level.

Figure 1.6. In addition to the digital library, we now have Kindles that users
can use to purchase novels and other reading materials to read. It is portable and
very convenient.

Source: https://www.cnet.com/google-amp/reviews/amazon-kindle-paper-
white-2018-preview/.

1.5. LINEAR VS. NON-LINEAR MULTIMEDIA


Multimedia projects are referred to as linear when:
● They are not interactive; and
● The user is not able to alter the content that they are viewing.
An example of a linear multimedia is a movie.
Multimedia projects are referred to as non-linear when:

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12 Computer Science and Multimedia Technologies

● They are interactive;


● The users have control over what they are viewing; and
● The end user has navigation control.
An example of a non-linear multimedia is a video game.
It is also possible for Multimedia to be either recorded or live. A
presentation that has been recorded allows for the user to achieve interactivity
using a system for navigation. A multimedia presentation that is live may
also allow for interactivity, however, with the person presenting the work,
or the person performing it (Mitra, 2004).

1.6. HYPERTEXT VS. HYPERMEDIA


Hypertext is a tool that is used for cross referencing and it is meant for
access that is driven by the user for a whole lot of information that is
interconnected, either dynamic or static. It is all in the electronic format. In
other words, it is a simple text that has links that allow one to gain access
to many more texts that are either a different or same document. It helps in
providing information to end users in a well-organized and easy to access
manner. It is used for representing information that is textual and linked
all together so as to ensure the provision of much more control as well as
flexibility. All this provides users with the opportunity of moving from one
location to another with the help of hyperlinks. The links help in connecting
nodes to different documents which can then undergo activation once they
are clicked on by a pointing device.
Hypermedia, on the other hand, is an extension of hypertext that uses
different forms of media including audio, videos, graphics, etc. It has a similar
structure to the hypertext, however, it is not based on texts only. It can make
extensions of the hypertext systems capabilities by the creation of links that
are clickable within webpage’s so as to ensure the creation of a network of
nonlinear information that is interconnected, which the users are able to gain
access to and also have interactions with it for a multimedia experience that
is much better than usual. One of the main types of hypermedia includes a
link of an image which is linked to different webpage’s. Hypermedia is used
for many different functions including sophisticated learning, qualitative
research, problem-solving, etc. (Mitra, 2004).

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Introduction to Multimedia 13

Figure 1.7. Above is the basic concept of how a hypertext works. One piece of
hypertext can send you to many others including sounds and images.

Source: https://users.cs.cf.ac.uk/Dave.Marshall/Multimedia/node11.html.

1.6.1. Differences between Hypermedia and Hypertext


In terms of their definition: Hypertexts are texts that have links to a different
set of texts that the user can access by clicking on the link with a mouse.
These documents are linked into one using hyperlinks allowing users to move
from one to the other whether the webpage is the same or not. Hypermedia is
used in a similar manner, however, it does not only use texts. It has different
elements of media such as video, images, audio, etc.
In terms of their representation: Hypertexts refer to a network of
documents together with other media that have been interconnected and they
have links between them that reference them. It contains electronic data in
either dynamic or static forms. The content that is static cannot be modified
during delivery to the end user, while dynamic content can be altered based
on the input the user applies. Hypermedia is referred to as the peak of the
multimedia experience, allowing the hypertext to also have many different
firms of media such as audio and video.
In terms of technology: The hypertext technology has been there for a
long period of time, despite the fact that it is associated with the Work Wide
Web. Hypertexts are mainly based on the interaction between the computer
and a human by hyperlinks. It allows for the user to effectively utilize links

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14 Computer Science and Multimedia Technologies

and texts as well as their implementation on the World Wide Web. The
technology used by hypermedia is based on a media form that is non-linear,
including not only texts but also different forms of media for enhancement
if the experience. This has really been helpful in the education field.
In terms of their application: There is more than just being able to click
and access links from different locations on the internet when it comes to
hypertexts. This model can be used for many different purposes, and its
ability to link dynamically is not only possible on the internet. It can also
be used in qualitative research, literary exploration, and electronic studying.
Hypermedia has many different documents that are interconnected and
linked together by hypertexts. For example, the World Wide Web.
Both hypermedia and hypertexts have similar structures, however,
hypermedia includes many types of media. The major difference is in how
they undergo implementation. Hypertext is used for the representation of
multimedia content in a text format that is electronic, while hypermedia
involves both multimedia and hypertext for the provision of access to a lot of
information in a sequence that is non-linear. Hypermedia is mainly used for
the extension of how multimedia elements function, making the information
relayed much more interesting and accessible (Li, Drew, and Liu, 2014).

Figure 1.8. The main difference between hypertext and hypermedia. Hyperme-
dia incorporates different forms of media such as videos and audios.

Source: https://techdifferences.com/difference-between-hypertext-and-hyper-
media.html.

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Introduction to Multimedia 15

1.7. DELIVERY TECHNOLOGY USED AND ITS DIGI-


TAL APPLICATION
Multimedia technology has been developing more and more each year.
They have been very many advancements that are significant in relation to
the different components of multimedia technology: processing if images,
computer processing, digital audio, technologies for display, scanning,
telecommunications, optical storage technologies such as CD-ROM,
digitized video technologies, consumer electronics, etc. all which have
helped in providing major contributions to developing multimedia apps.
There are so many different types of media in the optical technology
area, such as:
● CD-ROM – Photo CD;
● Compact Disc-Interactive;
● CD-ROM extended Architecture;
● Digital Video Interactive; and
● CD-TV.
Despite the fact that they have some similarities including durability,
portability, large storage capacity, quick random access, etc. they have some
differences in the manner in which they function. They can be used as tools
that offer reliable solutions to problems that are related to information when
they undergo integration with information systems that are computerized.
Below are some of the explanations.

1.7.1. CD-ROM

Figure 1.9. These were very popular for distributing software and data for com-
puters. It was also used for video game consoles in the fourth generation.

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16 Computer Science and Multimedia Technologies

Source: https://en.wikipedia.org/wiki/CD-ROM.
In this area, the number of CD-ROM products as well as the number of
installed drives has been growing at a fast rate. As of now, the number of
CD-ROMs with a base that is installed have gone up to two million drives
from around 170,000 drives back in 1988. There were certain issues when it
came to CD-ROMs being accepted by the public such as their performance,
price, etc. and these have been changed. It is also possible for one to publish
a CD-ROM on a desk-top now due to existent software’s and peripherals
that are affordable, together with lower costs of reproduction for producing
a master disc that is 600-MB with 10 copies.

1.7.2. CD-ROM Jukebox


These help in providing access to full image databases that are networked.
These are considered as a major aspect of an information system that is well
integrated. This technology takes up very little space, however, it can hold
240 discs each with a storage capacity of 600-MB. They can store a total of
1.45 million full-page images. This technology can also be daisy-chained
together, so as to allow for its connection to a network system that can help
in delivering full-image and full-text documents to users of the system in a
short period of time.

1.7.3. Compact Disc Interactive (CD-I)


This technology was introduced in 1986 and it is a consumer multimedia
product that is new. It is able to store video, audio, and graphic materials in
a simultaneous manner on the CD format. Its system is able to handle a large
amount of data that is interrelated in real-time. This leads to an integration
of synchronized text information, video, and audio. The different types of
video and audio data that are interrelated normally share the disc capacity of
the CD-I. They make a wide variety of video images and interactive effects
available, such as scrolling, full screen video, full motion, etc. They also
make it possible for one to store a maximum of 16 languages for audios in
one disc. This however, is not done often due to its impracticality.

1.7.4. Digital Video Interactive (DVI)


This technology provides a combination of high quality graphics and
interactivity while presenting motion digital videos that are in full-color,
audios, and stills. This is all possible in a personal computer that is IBM

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Introduction to Multimedia 17

compatible. Application developers have been able to create applications


that are interactive with multiple track audio, full-motion videos, dynamic
graphics, and still video games, due to the introduction of the Application
Development Platform in the 1980s. This has therefore provided multimedia
applications in many different markets especially in industries.

1.7.5. Photo CD
An example of this is the Kodak Photo CD system that works by transferring
photos that have been taken on a 35mm film, that is exposed and processed,
onto a CD that is writable. An audio/photo CD player that is dual purpose
can read the data and thereafter display the image onto an appliance that is
user-friendly, such as a television set. There are many different possibilities
after the processing of a roll of film that is exposed or a certain number of
photos. Because the images are stored digitally, the finishers get the chance to
retouch and crop the digital prints in a much easier manner. This technology
also allows for one to create certain products in an easier manner, such as
business cards and postcards using the desktop personal computer.

1.7.6. CD-WORM
Besides being able to use the CD-ROM for publishing in the electronic
publishing area, we are not only able to have ROM products in CDs, but
also be able to write on Compact discs once with the CD-WORM disc by
utilizing its technology. This was able to provide u with the opportunity of
writing 600 megabytes of data on a Compact Disk.

1.8. MULTIMEDIA SYSTEM


A multimedia system refers to a system that is able to process multimedia
applications and data. It is mainly characterized by its ability to process,
store, generate, manipulate, and render multimedia information (Mitra,
2004).

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18 Computer Science and Multimedia Technologies

Figure 1.10. Above are some of the characteristics of an efficient multimedia


system. All multimedia systems need to represent their information digitally.

Source: https://slideplayer.com/amp/12810303/.
There are four main characteristics of any multimedia system. These
include:
● The system has to be controlled by a computer.
● All systems have to be integrated.
● Any data that is handled by the system has to be digitally
represented.
● The interface for the last presentation of the media needs to be
interactive.
Below are some features that make the Multimedia system more effective
and efficient:
Extremely high processing power – This is required so as to allow the
system to process large amounts of data and ensure delivery of media in
real-time. Some if the media normally has a high capacity, such as videos,
depending on their definition.
A file system that is Multimedia capable – this is required so as to be able
to provide media in real-time including streaming audios and videos. RAID
technology is a hardware that can be used to achieve this. Representation of
data and file formats that can support multimedia – the representation of data
and file formats need to be easy to manage and at the same time give one

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Introduction to Multimedia 19

permission for one to compress and decompress in real-time.


High and efficient input and output – the input and output to the
subsystem of the file are supposed to be fast and efficient. They also need to
allow for one to record and playback data in real-time, for example, direct
to disk recording systems.
Special operating system – this helps in allowing for accessibility to the
file system and also for the processing of data in a fast and efficient manner.
They also are required to be able to promote the supporting of scheduling
in real-time, input, and output streaming, direct transfers to disk, interrupt
processing that is fast, etc.
Memory and Storage – they should be equipped with large storage units
with more than 50GB, and also large memory of more than 50MB. They
should also have large caches and they should either be level 2 or 3 hierarchy
so as to manage the system efficient.
Network Support – they should well-distributed systems.
Software tools – they should have tools that are user friendly so as to
handle media, deliver media, develop, and design applications.

1.8.1. Components of a Multimedia System


There are a couple of different software and hardware systems that are
needed to run a multimedia system. These include:
Capture devices – These include keyboards, mice, video cameras,
graphic tablets, audio microphone, Virtual Reality devices, tactile sensors,
3D input devices, etc.
Storage devices – DVDs, CD-ROMs, Hard disks, Zip drives, etc.
Computer systems – workstations, DSP Hardware, VIDEO hardware,
etc.
Communication Networks – Intranets, Ethernet, ATM, Internet, FDDI,
Token Ring, etc.
Display Devices – Color printers, HDTV, CD-quality speaker, Hi-
resolution monitors, etc.

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20 Computer Science and Multimedia Technologies

Figure 1.11. For audio Multimedia to be expressed efficiently, there is a need


for quality speakers. This will help in expanding the multimedia experience.
It is important for the input and output of any multimedia system but of good
quality.

S o u rc e : h t t p s : / / w w w. t h e v e rg e . c o m / p l a t f o r m / a m p / c i rc u i t b re a k -
er/2018/7/9/17534710/shinola-speakers-studio-quality.

1.8.2. Challenges for Multimedia Systems


A multimedia system can have the task of rendering more than one form of
media at the same time, and this is very different from other applications.
Many forms of media playing at the same time have a temporal relationship.
Two problems may arise from this:
● The inability to play the frames in the correct time frame or order
in a video and therefore a lack of sequencing within the media.
● Lack of synchronization, for example, the lip movement and the
audio in a movie. These two need to be in synchrony for the user
to enjoy.
Some of the main issues that multimedia systems need to deal with
include:
● The correct manner in which they can represent and store
information that is temporal.

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Introduction to Multimedia 21

● How to ensure that the temporal relationships on playback as well


as retrieval are strictly maintained.

1.9. DELIVERY OF MULTIMEDIA


There are two ways in which multimedia can be delivered: via traditional
methods such as CDs and through the internet. We will discuss these two
below.

1.9.1. Traditional Methods of Multimedia Delivery

Figure 1.12. Above is a DVD player. These are used to play DVDs so as to relay
either audio or video information. They were very popular for storing movies.

Source: https://shop.etcnet.fi/shop/datortillbehor-en/usb-mini-dvd-
burner/?lang=en.
DVDs provide full motion videos that are of high quality and in a
standard format, and these can be played using a television or a standard
player. Multimedia DVDs and CDs can be viewed using most personal
computers, and they can be used to play any form of media including videos.
Any content that can be delivered online can also be delivered on a CD or a
DVD. These traditional methods are very portable and they can be viewed
at the users’ convenience at any place and time, however, they are not quite
interactive. When being delivered across different places, they can take a
while to arrive, around a few weeks or days. When they are distributed in
this manner, they can get outdated and it is not easy to update them in a

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22 Computer Science and Multimedia Technologies

timely manner. This method of delivery is only efficient for delivering lower
volumes. Compact Disks can store up to 650 megabytes, Digital Versatile
Discs can store up to 4.7 Gigabytes, and Bluray Discs can store up to 27
Gigabytes (Savage and Vogel, 2009).

1.9.2. Internet Multimedia


These days, most of the multimedia content is delivered using the internet in
so many different ways, such as blogs, social media sites, public web sites,
chat rooms and public web sites, amongst others. One can access content
online using a desktop personal computer when the content being viewed is
on-demand, and it can also be downloaded for one to view later.
One can access multimedia content at any place and time, based on the
constraints of the internet service provider or Local Area Network that the
viewer is using, as well as the person who owns the content. It is also possible
to add control so as to give permission to users who are authorized to access
the content that is deemed appropriate from a specific location. Internet
technology can provide a whole lot of interactivity. It is also easier to update
content in real-time, allowing for the content to always be fresh; however,
it thus can be intensive for the bandwidth for the Local Area Network of the
viewer. The consumption of bandwidth is relative to the quality of the video
as well as the number of people who are using the same network at the same
time. One can control the overall bandwidth consumption by using open
solution cache devices, by temporary storage of content locally (Savage and
Vogel, 2009).
Some of the main differences between the traditional method of delivery
and the internet method are:
● The web-based method has a limitation when it comes to the size
of the picture and videos that have low resolution, while CDs and
DVDs are able to store multimedia elements that are high end.

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Introduction to Multimedia 23

Figure 1.13. The World Wide Web has all the information one would need. It
has information in all forma of media: video, audio, text, etc. Internet content
can however, be false, because there are many people who have access to the
content and can change and add false statements.

Source: https://depositphotos.com/135808950/stock-illustration-download-or-
upload-internet-contents.html.
● The content on the internet can be changed, destroyed or deleted
by people who are not responsible, while that on a CD or DVD
can be stored permanently, and it can also not be altered. If the
disc is placed in harsh conditions, it is possible for it to get spoilt
and one would not be able to obtain the content from it anymore.
● On the internet, it is easier and cheaper to update information,
while on the CDs and DVDs, the information on them can get
outdated very fast and cannot be changed.

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24 Computer Science and Multimedia Technologies

1.9.3. Audio Multimedia


Audio is referred to as the sound that can be heard by humans, which means
that it is within our acoustic range. We are able to produce acoustic sounds
due to audio frequency which is an electrical current that is constantly
alternating within 20–20,000-hertz range.
When it comes to computing terms, audio is referred to as the sound
system that either is bought together with the computer, or even that which
can be added to the computer. The computer has an audio card, that has a
special processor which has been built in, as well as the memory, so as to
be able to process audio files and later on send them to the speakers in the
computer. An audio file is the term used to refer to captured sound that has
been recorded and this sound can also be played back. The audio card is
equipped with a microchip that is referred to as an analog to digital converter
which helps in converting sound, which is a sequence of analog signal that
are natural, into digital signals. When the computer plays sound, the digital
signals are then transferred to the speaker where they undergo conversion
back into signals that are analog and then produce sounds that vary.

Figure 1.14. Audio can be utilized for the enhancement multimedia applica-
tions in many different ways, such as in the delivery of lectures over the inter-
net, music is utilized for the addition of emotion and interest to the presentation,
and other audio that is not speech utilized as section of the general interface.

Source: https://www.sleepytimegorillamuseum.com/multimedia-audio/.
For storage and faster transmission, audio files are normally compressed.
It is possible for audio files to be sent in standalone segments that are short,

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Introduction to Multimedia 25

such as in the wave file format. It is important for sound to be delivered as


streaming sound, so as to enable the end-user to receive this sound in real-
time when they are listening to music, for a multimedia effect, or even so
that they are able to take part in a video or audio conference. There are audio
cards that are more advanced and these are able to support tables of sound
that are pre-captured. The most commonly used format for audio files today
is the MP3.

1.9.4. Audio Coding


The format that is used for audio coding, and also sometimes referred to as
audio compression, is a format that is able to represent content so as to allow
for the transmission or storage of audio that is digital such as digital radio
and television, or even in video and audio files.
Some of the commonly used audio coding formats include MP3, Opus,
FLAC, AAC, and Vorbis. There is a software or hardware that is specific for
implementing compression and decompression of audios either to or from an
audio coding format that is specific, and this is referred to as an audio codec.
LAME is an example of an audio codec, and it is one of the various codecs
that are available which helps in the implementation of audio encoding and
decoding in the MP3 format for coding audio in software (Mitra, 2004).

Figure 1.15. This format allows for coding digital audio. It was upgraded from
the MPEG-1 3rd part, allowing it to support many more audio channels.

Source: https://www.freepik.com/free-icon/mp3-audio-file_740342.htm.

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26 Computer Science and Multimedia Technologies

Some of the formats that are used for coding audio files undergo
documentation by a technical specification document that is detailed, and it is
referred to as an audio recording specification. Standardization organizations
normally write and approve some of the specifications as technical standards,
and these are normally referred to as audio coding standards. “Standards”
can be used to refer to both de facto and formal standards.
Audio content that has gone through encoding in a specific audio coding
format normally undergoes encapsulation in a container format. This means
that they use that does not have a aw Advanced Audio Coding file, however,
they have a M4A audio file which is stored in the MPEG-4 format in a
container that has Advanced Audio Coding encoded audio. The container is
also equipped with metadata, including the title of the audio as well as other
tags, in addition to an index that is used for seeking the audio faster.
One of the main exceptions are the MP3 files, which have been audio
coded in a raw manner and do not have the container format. The De facto
standards that are used to add metadata tags including artists and titles in MP3
files are ways that work by ensuring the tags to the MP3 are appended, and
thereafter being able to rely on the MP3 player to establish the malformed
audio coding and in this situation, be able to skip it. In the video files that
have audio in them, the audio content that has been encoded is put together
with the video, in a format for coding videos, within a multimedia container
format.
Not all the algorithms that are used by the codec that is ensuring
implementation of the format, are dictated by the audio coding format. Lossy
audio compression works in a very important way, by ensuring that data is
removed in a manner that the human ear cannot hear, in accordance with the
psychoacoustic model. According to this model, the encoder implementer is
able to choose the data which should be removed.
Audio coding formats (Lossless, lossy, and uncompressed): The
lossless audio coding format lowers the total data that is required for the
representation of sound, however, it can still undergo decoding to its original
form which was uncompressed. The lossy audio coding format works by
adding the reduction of the bit resolution, of the sound that is at the top
of a compression, which leads to a reduction in the data at the cost of lost
information that cannot be retrieved (Mitra, 2004).

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Introduction to Multimedia 27

Figure 1.16. FLAC is a format for coding audio files for lossless compression
of audio that are digital, and it is also the term that is used to refer to the soft-
ware project that is free and produces the tools for FLAC, the software package
that is used as a reference and is inclusive of a codec implementation.

Source: https://blog.teufelaudio.com/flac-lossless-audio-codec/.
Lossy audio codecs are mostly used for the compression of consumer
audios, because the size that is smaller allows for convenience during
distribution. MP3 and Advanced Audio Coding are the commonly used
audio coding formats, and both of them are lossy formats that are based on
perceptual coding algorithms and also modified discrete cosine transform
(MDCT).
FLAC and Apple Lossless are lossless audio coding formats, and
these can also be used but at a coat similar to that of larger files. Pulse-
code modulation is an uncompressed audio format are used but rarely. The
Pulse-code modulation was the main format that was used for Compact Disc
Digital Audio, before there was the use of lossy compression which became
the main format after MP3 was introduced.

1.9.5. Image and Video Multimedia


There are some properties that light has that allow it to appear to have
particles and also at other times it appears to behave like a wave. Light is
energy that is electromagnetic and it is emitted from an energy source in
wave forms. Light that is visible is in the range of 400 to 700 nanometers on
the electromagnetic spectrum.
Candela or a candle power is a unit that is used for the measurement of
the radiation strength from a source if light. Radiance is the term used to refer

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28 Computer Science and Multimedia Technologies

to the total energy from the source of light, inclusive of all electromagnetic
radiation and heat. This measurement is expressed in watts. The strength
of light that the human eye is able to perceive is referred to as luminance.
Radiance and luminance can be compared in that; radiance measures the
whole output from the source of light and luminance refers to only the part
that is perceived (Rao, Bojkovic, and Milovanovic, 2006).
The brightness is a measure of perceived intensity that is psychological.
It is a subjective measure. It is practically impossible to measure brightness
in an objective manner because it is relative. An example of this can be seen
with a candle in a dark room, which may seem bright to the person using it;
however, it is not bright in a room full of sunshine or light. The strength of
light decreases with increase in distance of the light source, as it is inversely
proportional to the square of the distance from the light source. This gives a
reason to why there is a requirement of projectors that have a high intensity
so as to show a multimedia presentation to an audience, on a screen.

Figure 1.17. Images have a higher chance of influencing around 30% of people
to click through from social media to a website whereas videos are only able
to do so by 1/3rd, at 15%. Videos are still considered very important in the dif-
ferent types of content, however, images have shown more success at driving
clicks.

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Introduction to Multimedia 29

wiml4nq0LjnAhUV5uAKHXgkC8gQjhx6BAgBEAI&url=https%3A%2F%2Ffanyv88.com%3A443%2Fhttps%2Fw
ww.shutterstock.com%2Fsearch%2Fmultimedia&psig=AOvVaw0KBXqrjXk5p
stF28h1uYHW&ust=1580930921904131.
What are the basics of color?: Color is referred to as the sensation that
one registers when light in various wavelengths undergoes perception by the
brain. It is seen in objects that emit or reflect various light wavelengths. When
appropriate amounts of the three primary colors are mixed, it is possible to
create the sensation of any color. These colors are red, blue, and green.
Colors are created on the monitors of computer by emitting three light
wavelengths in combinations that are appropriate. Hue helps in distinguishing
amongst colors like yellow, green, and red. The level at which a color is far
from a gray that has a similar intensity is referred to as saturation. Lightness
helps in the embodiment of the notion that is achromatic, of perceived
intensity of an object that is reflecting. We use the term brightness instead
of lightness for an object that is self-luminous such as a cathode-ray tube.
Image data Formats: Firstly, there are the standard system independent
formats. These include:
● The Graphics Interchange Format which was initially created to
transmit images over phone lines. It was created by Compuserve
and UNISYS, and it has a limitation of 8-bit color images.
● The JPEG bitmap which is the standard for compressing still
image files. It is able to achieve high rates of compressions due to
its ability to take advantage of the limitation of the human vision
system. It also uses the Lossy compression which provides users
with the opportunity to set level of quality that is desired. It was
created by the Joint Photographic Expert group.
● The Tagged Image File Format is a lossless format that is able to
ensure the storage of various types of images. It is not considered
better than the JPEG, seeing as it is not user controllable. Thus
was standardized by the Aldus Corporation.
● The Encapsulated PostScript is a typesetting language. It is
inclusive of structured graphics, as well as images that have been
bit-mapped. It is utilized by many popular graphics programs
such as Adobe. It does not allow for the images to be compresses,
and it only provides large files.

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30 Computer Science and Multimedia Technologies

Figure 1.18. Above are some of the most commonly used file formats. There
are normally 5 main formats that are used for storing images. These include:
JPEG, TIFF, GIF, PNG, and Raw image files.

Source: https://www.analyticsvidhya.com/blog/2017/03/read-commonly-used-
formats-using-python/.

Secondly, there are system dependent formats. These include:


● The bitmap image file format is one that supports 24-bit bitmap
images for Microsoft Windows.
● The X BitMap is able to support any 24-bit bitmap images for the
X Windows System.
Video coding format: This is also referred to as the video compression
format which is a format that helps in representing video content such
as in bitstream or in a data file, with the purpose of it being stored and
transmitted. It normally uses a video compression algorithm which has been
standardized, and is mostly based on discrete cosine transform coding and
motion compensation. Some of the formats that are commonly used include
HEVC (H.265), H.262 (MPEG-2 Part 2), Theora, VP9, MPEG-4 Part 2,
and AV1. The video codec is the software or hardware implementation that
is able to compress and/or decompress to or from a certain video coding
format. Xvid is an example of a video codec, and this is one of the many
that helps in implementing encoding and decoding of video files using the

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Introduction to Multimedia 31

MPEG-4 Part 2 format if coding that is found in the software (Li, Drew, and
Liu, 2014).
Some of the video coding formats undergo documentation by a technical
specification document that is detailed, referred to as a video coding
specification. They are sometimes referred to as video coding standards
due to the fact that they are written and approved as technical standards by
organizations that have been standardized.
When a particular video coding format is used for the encoding of video
content, it is normally encoded with the help of an audio coding format inside
a specific multimedia container, for example, MP4, AVI, FLV, Matroska,
and also RealMedia. Due to this format, the user has no access to a H.264
file, however, they will have access to the MP4 video file containing an MP4
container with a H.264-encoded video, always next to an Advanced Audio
Coding encoded video.
These multimedia container formats are able to have any one of the
various formats that are used to code videos, for example, there can either
be an MPEG-2 Part 2 or H.264 video coding format in an MP4 container
format. We can see this as well in the first specification that was given for the
WebM file type, which specifically needed to use Matroska, and also gave
the specific audio and video compression formats they needed to use with
Matroska container (Vorbis and VP8 respectively), despite the fact that the
container format for the Mateoska itself was able to contain other different
video coding formats such as Opus for audio amd VP9 for video support,
which was actually later added to the specifications for WebM (Li, Drew,
and Liu, 2014).
Video coding formats (Lossless, Lossy, and Uncompressed): Lossy
video codecs are mostly used for the compression of consumer videos,
because they provide significantly smaller files in comparison to lossless
compression. Despite the fact that there are video coding formats that are
made specially for wither lossless compression or lossy compression, there
are some video coding formats that are able to support both, such as H.264
and Dirac.
Video formats that have not been compressed such as Clean HDMI, are
considered a form of lossless videos, and these are rarely used, but can be
used in a few circumstances such as being able to send video to a display
through connecting a HDMI.

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32 Computer Science and Multimedia Technologies

Figure 1.19. Above shows one of the main differences between the intra-frame
coding and Inter-fame coding. The intra-frame coding, unlike the inter-frame
coding, allows each frame to use an equal amount of data as seen above.

Source: https://www.yourdictionary.com/interframe-coding.
Intra-frame video coding formats: Inter-frame makes being able to edit a
video sequence that is encoded complicated. The Intra-frame video format is
a subclass of the various formats that make it relatively easy to code videos.
An example of this is the DV, which is able to independently compress each
frame of the video stream without having to refer to the other frames in
the same stream. In addition to this, it does not attempt to take advantage
of how successive pictures correlate over a period of time, for them to be
compressed in a better manner.
An example of this is the Motion JPEG, which is generally a succession
of JPEG images that have been compressed individually. This method is
faster and simpler; however, the video that has been encoded is much larger
than the format that is able to support inter-frame coding.
Due to the fact that Inter-frame compression is able to copy information
from one frame to another, if the frame that was originally there gets lost in
transmission or cut out, the frames that follow it cannot undergo reconstruction
in an effective manner. Being able to make a cut in a video that has been
compressed using intra-frame while editing a video is quite easy and almost
as easy as the ability to edit a video that has not been compressed. It is
done by finding the start and end of each frame, and thereafter copying bit-

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Introduction to Multimedia 33

for-but of each frame that one is interested in keeping, and then discarding
of the frames that are unwanted. Another dissimilarity between the inter-
frame and the intra-frame compression is that, each frame in an Intra-frame
system uses the same amount of data. In the Inter-frame system, some of
the frames such as the I-frame in MPEG-2 is not able to copy data from the
other frames, and therefore need much more data than the other frames that
are close by (Savage and Vogel, 2009).
One is able to build a video editor that is based in a computer that is able
to spot issues that occur when I-frames are edited out, despite the fact that
other frames need them. This has promoted the use of other newer formats,
such as HDV, for editing. This process however, needs much more computing
power in comparison to editing a video that has been compressed with the
Intra-frame format with a similar quality of the picture. This compression is
however, not fully effective for its use with audio format.

1.9.6. MPEG Coding Standards


The Moving Picture Expert Groups (MPEG) standards are a set if standards
that are always evolving for the compression of both audio and video, as
well as for the delivery if multimedia which was developed by the Moving
Picture Expert Group.
MPEG-1 was created to code videos that are progressive at a 1.5 million
bits per second transmission rate. It was mainly created to use with CD-I
media and Video-CD. Another evolution from the early MPEG work is the
MOEG-1 audio layer-3 which is normally referred to as the MP3.
MPEG-2 was created so as to code images that are interlaced at
four million bits per second transmission rates. It is utilized mainly for
broadcasting on digital TV and also for DVDs. The MPEG-2 player is also
able to deal with MPEG-1 data.

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34 Computer Science and Multimedia Technologies

Figure 1.20. Above are the MPEG standards that have been used since 1990 to
2015. Most of these are still used up to today.

Source: https://records. sigmm. org/2017/05/09/standards-column-jpeg-and-


mpeg/.
The two MPEG designs make definitions of methods they use to
compress videos that are digital using factors that vary up to 50:1 from 25:1.
They are able to achieve this compression through 5 main methods:
● Using the Discrete Cosine Transform which is a transform that is
based on frequency;
● The use of quantization which is a method that helps in
losing selective information, which is also referred to as lossy
compression, and this can be lost acceptably from information
that is visual;
● Another technique is the Huffman coding, which is a lossless
compression that utilizes code tables on the basis of statistics in
the data that has been encoded;
● Another technique is the Motion Compensated Predictive Coding,
where the dissimilarities in the changes that have occurred
between a certain image and the one that precedes it, are counted

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Introduction to Multimedia 35

and only these dissimilarities undergo encoding; and


● There is also the Bi-directional prediction which helps in making
predictions of some images from the pictures that precede
immediately and thus being able to follow the image.
The first 3 methods are normally used for the JPEG File compression as
well. There was the merging of a proposed MPEG-3 standard, which was
initially created to be used with High Definition Television, with the MPEG-
2 standard. This however, did not last because the MPEG-2 standards were
able to meet the requirements of the HDTV.
The MPEG-4 is considered a standard that is very ambitious and
is able to address video and speech synthesis, computer visualization,
fractal geometry, as well as artificial intelligence as the main approaches
to reconstruct images. It is also able to address a standardized way for the
creation and definition of media objects by the authors in a multimedia
presentation, the ability of them to be synchronized and in relation to each
other while they are being transmitted, as well as how the end-users should
have the ability to have interactions with the media objects (Gries and Gries,
2005).
MPEG-21 is able to provide a framework that is larger and architectural,
so as to create and deliver multimedia. There are 7 main elements that are
defined by this:
● Representation of content;
● Reporting of events;
● Declaration of digital items;
● Handling and using content;
● Networks and terminals;
● Management and protection of intellectual property; and
● Identification and declaration of digital items.

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36 Computer Science and Multimedia Technologies

Figure 1.21. The MPEG-21 standard was created so as to define a framework


that is open for multimedia applications. It is from the moving picture experts
group.

Source: https://www.researchgate.net/figure/Overview-and-scope-of-the-
MPEG-21-DIA-standard_fig7_220205129.

1.9.7. Advanced Video Coding


This is also referred to as MPEG-4 Part 10 or H.264. It the mostly used
format when it comes to being able to record, compress, and distribute video
content, utilized by 90% of the multimedia industry. It helps in supporting
resolutions that are up to and also including 8K UHD.
This project was created so as to use it for the creation of a standard
that is able to provide videos that are of good quality at lower bit rates in
comparison to the earlier standards, without having to the complex level of
the design to an extent that would make it less practical or too expensive
to do. They were able to achieve this with certain features such as the
integer DCT, multi-picture inter-picture prediction, and variable block-size
segmentation (Mitra, 2004).
One of the added goals was in the provision of adequate flexibility so as
to give permission to the standard to be applied in many different applications
on many different systems and networks, including bit rates that are both
low and high, broadcasts, videos that are of high and low resolution, RTP/IP
packet networks, DVD storage, and ITY-T multimedia telephony systems.

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Introduction to Multimedia 37

It is also possible to view the H.264 standard as a family of standards


that are made of many different profiles, however, the highest profile it has
is the format that is most commonly used. They have a specific decoder that
is able to decode a minimum of one, but not exactly all at the same time.
The standard is able to describe the format of the data that has been encoded
as well as how the manner in which the data is decoded. It however does
not give specifications on the algorithms that are used to encode the video.
That is normally as it is so as to allow the encoder designers to choose for
themselves, and due to this, there are very many encoding schemes that have
been developed (Mitra, 2004).
H.264 is normally utilized for lossy compression, despite the fact that
one is still able to create lossless coded regions inside pictures that have
been lossy-coded or also in the support of cases that are of rare use, where
in this situation, the whole encoding is lossless.
The advanced video coding was standardized by the ITU-T Video
Coding Experts Group in collaboration with the Moving Picture Experts
Groups. This ended up in the Joint Video Team. They are all maintained in
a joint manner so as to use technical content that is identical. In May 2003,
there was completion of the final drafting work on the original version of the
standard. Many different extensions of its capabilities have been included
into the other editions. The same organizations are the ones that developed
the High Efficiency Video Coding, which is also referred to as the MPEG-H
Part 2. It succeeds the MPEG-4 AVC. The standards that cane earlier are the
ones that are mainly used as of today.
The H.264 is the most commonly used format for encoding videos
on Blu-ray Discs. Streaming Internet Sources also use this format often,
including Hulu, Netflix, Vimeo, Prime Video, YouTube, and even the iTunes
Store. Other Web softwares including Microsoft (MS) Silverlight and Adobe
Flash Player are able to broadcast over terrestrial satellites and cables, as
well as systems. The H.264 normally gets protection by patents that are
provided by different parties. There is a patent pool administration by the
MPEG LA that administers a license that covers most of the patents (Mitra,
2004).

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38 Computer Science and Multimedia Technologies

Figure 1.22. This format has many different applications that are able to cover
a variety of forms of video that have been digitally compressed, from an inter-
net streaming application that is low bit-rate to digital cinema applications that
nearly have lossless coding.

Source: https://www.dreamstime.com/multimedia-video-streaming-web-ban-
ner-background-multimedia-video-streaming-web-banner-background-televi-
sion-wall-broadcasting-image126169509.
Payments have to be made to certain royalties to MPEG LA as well as
other owners if the patent, for the commercial use of H.264 technologies that
have been patented. Free use of the H.264 technologies has been permitted
by the MPEG LA so as to be able to stream internet videos that are free to
the end-users. The Cisco System then makes the payment to MPEG LA on
their behalf so as to have an open source.

1.9.8. Video Production


This is the process of creating video content. It is almost similar to making
films; however, with images that have been digitally recorded instead of
using film stock. There are three steps to producing a video: pre-production,
principle production and post-production. The planning aspects that are
done in production of the video before filming, are what are referred to as
pre-production. This involves writing the script, logistics, scheduling, and
other duties that are administrative.
The principle production stage in the production of videos is the point
at which the content of the video is captured, including moving images and
videography, and it also deals with the time to taken to film the subjects that

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Introduction to Multimedia 39

are going to be in the video. The post production stage involves combining
the video clips in a selective manner through editing of the videos into a final
product that is able to narrate a story or communicate certain information either
during live production or even after a certain event has already happened.
As of now, most of the video content circulating has been captured
using media that is electronic, such as a solid state storage or SD card
for cameras that are consumer grade, as well as flash storage for cameras
that are professional grade. Video content that undergoes distribution in a
digital manner normally appears in formats that are quite common such as
QuickTime, Windows Media Video, Moving Picture Experts Group Format,
and DivX (Gries and Gries, 2005).
Types of Videos: There are many different types of video production.
Some of the ones that are used more commonly are TV production and
film, web commercials, television commercials, marketing videos, wedding
videos, product videos, corporate videos, and event videos. For content
creation to be referred to as video production, it has to have gone through
all the stages of production. It also has to have been created while having
a certain audience in mind. A video that is recorded by someone who is
creating the content with either a video camera or a smartphone so as to
record a video for the purpose of creating a memory is not referred to as
video production, but home video.

Figure 1.23. Above shows three types of video and what they are used for in
different applications. It is important to consider your audience wham you are
using videos to enhance a multimedia presentation.

Source: https://www.orbitmedia.com/blog/types-of-marketing-videos/.

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40 Computer Science and Multimedia Technologies

1.9.9. Multimedia Protection


The ability to provide services that are legitimate to user is the only way we
are able to use the distribution of digital media on a large scale. This needs for
us to allow the use of digital media in a convenient manner, while still being
able to compensate all members in the chain of information distribution in
a manner that is equitable, inclusive of consumers, creators, and providers.
There is a huge need for multimedia security.
Our world right now is full of pervasive mobile digital media that can be
acquitted, distributed, and consumed. The fact that it is distributed digitally
means that it is permitted to introduce business models that are cost effective
and flexible and they are greatly beneficial for multimedia commerce
transaction. In addition, having the information in a digital manner also
makes is much easier for people to duplicate, access or manipulate the media
information to a higher degree than that which is permitted in the terms and
conditions that had initially been agreed upon in the specific transaction.
Due to this, the protection content as well as the rights management has
become a problem that is highly influential in the networks of delivering
content.

Figure 1.24. Information security refers to is a group of actions that are carried
out so as to ensure that data is kept secure from access that is not authorized or
from being altered, either when it is undergoing storage, or transmission from
one place to another.

Source: https://www.csoonline.com/article/3513899/what-is-information-se-
curity-definition-principles-and-jobs.amp. html.

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Introduction to Multimedia 41

Multimedia Security: This is a form of protection that is based on content. When


it comes to creation of information, being able to process it, transmit it, and store
it, there is a high level of representation and the data semantics are also available.
This generally means that it is possible for multimedia content to be
compromised in many different forms, including videos, images, audio, texts,
and even graphics inclusive of the many different formats that are digital. Due
to this, there can be a high level of variations that occur in the characteristics
of the information. For example, the needed maximum acceptable error, bit
rate, display requirements, and decompression complexity may be deviated
in a significant way which ends up in the creation of many issues when it
comes to the protection of content (Mitra, 2004).
The forms of computer and network security that were traditionally
used are not able to address the necessity of protecting content, due to the
fact that information is normally processed at the bit level, which does not
provide an allowance for considering the semantics of the information in
an appropriate manner. This needs to be considered if we should be able to
design mechanisms that can properly secure and have the ability to process
information that is of high bandwidth, such as a video that may go through
format conversion, at the same time allowing for the possibility to retain a
certain level of control over the intellectual property after transmission. An
example of this includes the ability to encrypt and authenticate functions
which have to be accommodated by data formats that vary, as well as lossy
compression. In addition, the issue of piracy cannot only be managed by
network and computer security.
Multimedia security can deal with these issues using certain attributes, including:
• Tying protection to content that is of a higher level, in opposition
to the actual bits, for the provision of security that is effective
and efficient. This security can be created in a manner that
makes in more robust so as to enable conversion and recovery
to be formatted from an error in communication. For example,
signatures that are digital can be based on features of information
that are of a higher level, instead of using bit representation for it
to be authenticated even when using lossy compression.
• Processing of security, for digital watermarking or encryption,
undergoes integration with other tasks for processing signals
such as decompression and compression, so as to have the ability
to deal with any occurring fluctuations in but rate. Combination
of digital watermarking and encryption with processing of the

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42 Computer Science and Multimedia Technologies

signals does not only provide an opportunity for one to reuse


blocks that are used for processing for a greater level of efficiency,
but also can have the provision of a method that is well structured
for the attachment of security processing to various forms of
content and bandwidth.
• Metadata, which is semantic Information, have an association
with the security mechanisms of the content so as to make
sure that the content is utilized in the manner that was initially
negotiated in the situation of an Information commerce.
Digital rights Management is a major motivation and application for
developing and using multimedia security, in addition to network and
computer security.
Management of digital rights: This is the manner in which user rights
to content are managed digitally. It deals with the ability to link specific
user privileges to media so as to be able to control what the users view,
duplicate, access, and distribute, in addition to many other operations.
The digital rights management system aims at balancing the protection if
information, its usability, and its prices for the provision of an environment
that is beneficial to all users in the information commerce transaction; all
this is inclusive of cost effectiveness, new marketing opportunities, and
expanded functionality.

Figure 1.25. Digital Rights Management refers to the various processes by that
the publisher or author of a certain piece of work used to make sure that they
have control on the actions that the buyer of his or her work is allowed to do.

Source: https://www.locklizard.com/digital-rights-management/.

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Introduction to Multimedia 43

All in all, we are able to achieve management by ensuring that business


models interact effectively, technological, and legal policy.
The rapidly changing environments as well as the characteristics that
are always conflicting in each of these aspects that make Digital Rights
Management an issue that is both interesting and challenging at the same
time.
As of now, there is research that is being done on ensuring that digital
fingerprinting, media encryption, digital watermarking, tamper-assessment
technologies and media authentication for Digital Rights Management
applications.

1.9.10. Online Distribution


This is also referred to as digital distribution or electronic software
distribution. It is the distribution or delivery of media content that is digital
including video, audio, video games, e-books, and different software’s.
It is generally used to refer to content that is distributed over a delivery
medium that is online, for example, then internet, therefore being able to
bypass distribution methods that are physical, including optical discs, paper,
and even video cassettes (Savage and Vogel, 2009).
Online distribution refers to products that are freestanding; add-ons that
are downloadable for other products are mostly referred to as downloadable
content.
With the capabilities of network bandwidth being constantly advanced,
distribution if content online has become very important in the 21st Century,
with platforms that are well known including Netflix, Amazon Video, etc.
Multimedia content that undergoes distribution online has the ability
to be downloaded or streamed, and it mostly includes films and television
programs, music, books, video games, and software.
Being able to stream means having the ability to download and use the
content on-demand, instead of giving permission to the user to have it stored
permanently. In contrast, downloading this content fully to a storage media
such as a hard drive, may allow for one to access the content offline in the
future.

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44 Computer Science and Multimedia Technologies

Figure 1.26. The distribution of content refers to the ability to distribute content
to audiences that are found online, in many different media formats through
many different channels. There are three groups of categorizations of these
channels: Those that are owned, those that are earned, and those that are paid.

Source: https://www.mailmunch.com/blog/content-distribution-strategies/.
Content delivery networks are specialist networks and these help
in distributing content on the internet by making sure that the have high
performance as well as high availability. There are also alternative
technologies that are used for delivering content. These include peer to
peer file sharing technologies. In contrast, platforms that deliver content are
able to ensure the creation and syndication of content in a remote manner,
acting like management systems that have hosted content. Without any
relation to the information above, digital distribution is used to refer to
content distribution through digital media that is physical, instead if using
analog media such as the magnetic tape. This is used in this manner in film
distribution (Savage and Vogel, 2009).

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