Chapter 06 Multimedia Part 2
Chapter 06 Multimedia Part 2
Multimedia
Chapter 6 Multimedia Part 2
Topics
• Animation
• Video
• Audio
• Hypertext and Hypermedia
• Interactive Multimedia
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Multimedia
• Computer information can be represented through audio, video,
and animation in addition to
traditional media (i.e., text, graphics/drawings, images).
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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)
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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
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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)
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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!
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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
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Synthesizer
• An electronic instrument that
synthetically generates, creates,
produces, etc. sounds using
mathematical formulas
Synthesizer
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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
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Visualizing a Sound Wave
• Repetitive oscillations of sound vibrations
A – Amplitude
B – Wavelength
C – Frequency
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Digital Sampling
• An analog audio signal is continuous without interruption
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Audio Quality
1) The Sampling Rate:
Number of samples taken per second
(frequency)
Measured in Hertz (Hz)
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Audio Digitizer - ADC
• Captures sound(Analog) and stores it as a data file
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Playing back digital audio - DAC
• Digital data converted to analog wave and played
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Audio Formats
Format Description
WAV, Uncompressed audio for Windows and Mac
AIFF OS
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HyperText
• Text which contains links to other texts
• Information linked in non-sequential ways.
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HyperText
• Traversal through pages of hypertext is therefore usually non-
linear.
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HyperMedia
• Hypermedia is not constrained to be text-based, it can
include other media
• Hypermedia: combines
text, numbers
graphics, animation
sound, music
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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.
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Interactive Multimedia
• Visual guide to Hearing: Interactive Ear
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