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Chapter 06 Multimedia Part 2

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0% found this document useful (0 votes)
26 views21 pages

Chapter 06 Multimedia Part 2

Uploaded by

malabdooli965
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Graphics, Digital Media and

Multimedia
Chapter 6 Multimedia Part 2
Topics
• Animation
• Video
• Audio
• Hypertext and Hypermedia
• Interactive Multimedia

2
Multimedia
• Computer information can be represented through audio, video,
and animation in addition to
traditional media (i.e., text, graphics/drawings, images).

3
Animation
• Pictures are manipulated to appear as moving images. The
effect is achieved by a rapid succession of sequential
images that minimally differ from each other.
• A frame is one of the many still images which compose the
complete moving picture

• Frame Rate:
 Is the frequency (rate) at which consecutive images called
frames appear on a display.
 Usually ( > 24 frames/sec  standard 30)

• A 20 second 30fps animation, how many frames?

4
Computer Animation
• Used in television and movies to create effects that would
be difficult to achieve without computers
• Most animations are made with computer-generated
imagery (CGI)
• Tweening:
• Process of generating intermediate frames between two key
frames(images), to give the appearance that the first image
evolves smoothly into the second image

5
Video
• Digital video is a series of bitmap images
that, when played back, create the illusion
of movement.
• The quality and overall file size of digital video is determined
by its:
1. Frame size: Width x Height. E.g. High-definition (HD) video –
1280 x720
2. Bit depth
3. Frames per second (fps)

6
Data Compression
• Encoding information using fewer bits than the original
representation. Can be:
1) Lossless: Original representation can be recovered
 E.g. WinZip, WinRar,
 But: not good enough for Multimedia Data!

2) Lossy: Recover a representation similar to the original one


(more practical)
 Throw away less relevant parts of the data
 Examples: MP3, JPEG, MPEG Video
 High compression ratios

7
Digital Audio
• Using a microphone to capture sound in an analog form (Electric Waves)
• Electric wave is converted into digital data by Audio digitizer (ADC)
• Sound can be:
1. Sampled – Digitally recorded
2. Synthesized - Generated

8
Synthesizer
• An electronic instrument that
synthetically generates, creates,
produces, etc. sounds using
mathematical formulas

Synthesizer
9
Samplers
• An electronic instrument which instead of generating sounds, uses
recordings (or "samples") of sounds that are loaded or recorded
into it by the user

10
Visualizing a Sound Wave
• Repetitive oscillations of sound vibrations
A – Amplitude
B – Wavelength
C – Frequency

11
Digital Sampling
• An analog audio signal is continuous without interruption

• A digital audio signal is sampled at regular intervals

12
Audio Quality
1) The Sampling Rate:
 Number of samples taken per second
(frequency)
 Measured in Hertz (Hz)

2) The sample size (Bit Depth)


 Bits used to represent a sample
 Measured in bits

3) The number of channels


 Mono or Stereo

13
Audio Digitizer - ADC
• Captures sound(Analog) and stores it as a data file

0 33 80 -122 -56 -21 40 -43


15 47 96 -96 -47 -15 43 -40
21 56 122 -80 -33 0 47 -46
24 52 117 -84 -26 10 42 -66
Snapshots 34 48 85 -78 -24 35 18 -74
32 55 0 -55 -32 74 -18 -35
24 78 -85 -48 -34 66 -42 -10
26 84 -117 -52 -24 46 -47 0

14
Playing back digital audio - DAC
• Digital data converted to analog wave and played

0 33 80 -122 -56 -21 40 -43


15 47 96 -96 -47 -15 43 -40
21 56 122 -80 -33 0 47 -46
24 52 117 -84 -26 10 42 -66
34 48 85 -78 -24 35 18 -74
32 55 0 -55 -32 74 -18 -35
24 78 -85 -48 -34 66 -42 -10
26 84 -117 -52 -24 46 -47 0

15
Audio Formats
Format Description
WAV, Uncompressed audio for Windows and Mac
AIFF OS

MP3 1/10 the size of the original

WMA An alternative to MP3 for Windows.

AAC Apple’s alternative to MP3

Similar to MP3  open source and freely


OGG
available

16
HyperText
• Text which contains links to other texts
• Information linked in non-sequential ways.

17
HyperText
• Traversal through pages of hypertext is therefore usually non-
linear.

18
HyperMedia
• Hypermedia is not constrained to be text-based, it can
include other media
• Hypermedia: combines
 text, numbers
 graphics, animation
 sound, music

19
Interactive Multimedia
• Integration of digital media including electronic text,
graphics, moving images, and sound, into a structured
digital computerized environment that allows people to
interact with the data for appropriate purposes.

20
Interactive Multimedia
• Visual guide to Hearing: Interactive Ear

• The Funky Forest


 Children manage resources to influence the
environment around them using their bodies

• Interactive Flowers at Expo 2020

• Interactive Sliding Screen Expo 2020

21

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