Understanding Multimedia
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Nova College-Wide Course Content Summary Ite 170 - Multimedia Software (3 Cr.)
Revised 8/2012 NOVA COLLEGE-WIDE COURSE CONTENT SUMMARY ITE 170 - MULTIMEDIA SOFTWARE (3 CR.) Course Description Explores technical fundamentals of creating multimedia projects with related hardware and software. Students will learn to manage resources required for multimedia production and evaluation and techniques for selection of graphics and multimedia software. Lecture 3 hours per week. General Purpose In this course students will learn the concepts, design and implementation of multimedia for the web. Students will create professional websites which incorporate images, sound, video and animation. The materials created will correspond to standards for Web accessibility and copyright issues. Course Prerequisites/Corequisites Prerequisite: ITE 115 Course Objectives Upon completion of this course, the student will be able to: a) Plan and organize a multimedia web site b) Understand the design concepts for creating a multimedia website c) Use a web authoring tool to create a multimedia web site d) Understand the design concepts related to creating and using graphics for the web e) Use graphics software to create and edit images for the web f) Understand the design concepts related to creating and using animation, audio and video for the web g) Use animation software to create and edit animations for the web h) Use software tools to publish and maintain a multimedia web site Major Topics to be Included Plan and organize a multimedia web site User characteristics and their effect upon design considerations Principles of good design -
Image Compression, Comparison Between Discrete Cosine Transform and Fast Fourier Transform and the Problems Associated with DCT
Image Compression, Comparison between Discrete Cosine Transform and Fast Fourier Transform and the problems associated with DCT Imdad Ali Ismaili 1, Sander Ali Khowaja 2, Waseem Javed Soomro 3 1Institute of Information and Communication Technology, University of Sindh, Jamshoro, Sindh, Pakistan 2Institute of Information and Communication Technology, University of Sindh, Jamshoro, Sindh, Pakistan Abstract - The research article focuses on the Image much higher than the calculations mentioned above; this Compression techniques such as. Discrete Cosine Transform increases the bandwidth requirement of the channel which is (DCT) and Fast Fourier Transform (FFT). These techniques very costly. This is the challenging part for the researchers to are chosen because of their vast use in image processing field, transmit theses digital signals through limited bandwidth JPEG (Joint Photographic Experts Group) is one of the communication channel, most of the times the way is found to examples of compression technique which uses DCT. The overcome this obstacle but sometimes it is impossible to send Research compares the two compression techniques based on these digital signals in its raw form. Though there has been a DCT and FFT and compare their results using MATLAB revolution in the increased capacity and decreased cost of software, Graphical User Interface (GUI). These results are storage over the past years but the requirement of data storage based on two compression techniques with different rates of and data processing applications is growing explosively to out compression i.e. Compression rates are 90%, 60%, 30% and space this achievement.[8] 5%. The technique allows compressing any picture format to JPG format. -
Network Requirements for High-Speed Real-Time Multimedia
NETWORK REQUIREMENTS FOR HIGH-SPEED REAL-TIME MULTIMEDIA DATA STREAMS Andrei Sukhov1), Prasad Calyam2), Warren Daly3), Alexander Iliin4) 1) Laboratory of Network Technologies, Samara Academy of Transport Engineering, Samara, Russia 2) Department of Electrical and Computer Engineering, Ohio State University, Ohio USA 4) HEANet Ltd, Dublin, Ireland 4) Russian Institute for Public Network, Moscow, Russia Abstract High-speed real-time multimedia applications such as Videoconferencing and HDTV have already become popular in many end-user communities. Developing better network protocols and systems that support such applications requires a sound understanding of the voice and video traffic characteristics and factors that ultimately affect end-user perception of audiovisual quality. In this paper we attempt to propose an analytical model for the various network factors whose interdependencies need to be modeled for characterizing end- user perception of audiovisual quality for high-speed real-time multimedia data streams. Towards validating our theory presented in this paper, we describe our initial results and future plans that consist of conducting a series of experiments and potential modifications to our proposed model. As the portion of middle and high-speed RTP (Real-Time Protocols) applications in the total communication over the Internet grows, it is important to understand the behavior of such traffic over the TCP/IP networks. The impetuous growth of traffic volumes and the rapid advances in the technologies of new-generation networks like IPv6 have made it possible for use of such high-speed applications, but with new demands on the network to deliver superior Quality of Service (QoS) to these applications. Our research focuses on the area of quality criteria for middle and high-speed network applications like • Video Conferencing / Streaming • Grid applications • P2P applications Audio- and Videoconferencing are two major multimedia communications that are defined by various international standards such as H.320, H.323 and SIP. -
Multimedia in Teacher Education: Perceptions & Uses
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by International Institute for Science, Technology and Education (IISTE): E-Journals Journal of Education and Practice www.iiste.org ISSN 2222-1735 (Paper) ISSN 2222-288X (Online) Vol 3, No 1, 2012 Multimedia in Teacher Education: Perceptions & Uses Gourav Mahajan* Sri Sai College of Education, Badhani, Pathankot,Punjab, India * E-mail of the corresponding author: [email protected] Abstract Educational systems around the world are under increasing pressure to use the new technologies to teach students the knowledge and skills they need in the 21st century. Education is at the confluence of powerful and rapidly shifting educational, technological and political forces that will shape the structure of educational systems across the globe for the remainder of this century. Many countries are engaged in a number of efforts to effect changes in the teaching/learning process to prepare students for an information and technology based society. Multimedia provide an array of powerful tools that may help in transforming the present isolated, teacher-centred and text-bound classrooms into rich, student-focused, interactive knowledge environments. The schools must embrace the new technologies and appropriate multimedia approach for learning. They must also move toward the goal of transforming the traditional paradigm of learning. Teacher education institutions may either assume a leadership role in the transformation of education or be left behind in the swirl of rapid technological change. For education to reap the full benefits of multimedia in learning, it is essential that pre-service and in-service teachers have basic skills and competencies required for using multimedia. -
History of Computer Game Design Our Collaboration Will Build on Projects That We Two Have Been Engaged in for Some Time
How They Got Game: The History and Culture of Interactive Simulations and Video Games http://www.stanford.edu/dept/HPS/VideoGameProposal/ Principal Investigators Tim Lenoir, History of Science, email: [email protected] Henry Lowood, Stanford University Libraries, email: [email protected] Research and Development Team Carlos Seligo, ATS Freshman Sophomore Programs, email: [email protected] Carlos co-designed the Word and the World sites. His Blade Runner site is one of the most innovative interactive educational sites on the web Rosemary Rogers, Program Administrator, HPS, email: [email protected] Rosemary has designed the Mousesite, the HPS sites, and the Sloan Science and Technology in the Making sites. She has won numerous awards for her website designs. Undergraduate Interns Zachary Pogue, sophomore, email: [email protected] Zach is part of the DMZ design team that won the VPUE website design contract. He has extensive experience in interactive website design John Eric Fu, senior, email: [email protected] As a Presidential Scholar John has completed an outstanding research project comparing British and American video game products and culture. Since his early teens he has been a video game reviewer for Macworld. Grad Students Casey Alt, History of Science and Film Studies, email: [email protected] Casey has worked with Scott Bukatman, Pamela Lee, and Lenoir. He is working on Japanese Manga film and has extensive media experience. Yorgos Panzaris, History of Science, email: [email protected] Yorgos has a master's degree in educational technologies from the MIT MediaLab and has extensive experience with databases and online design. He has worked with Lenoir on several recent projects. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Getting Started
4620rlin.fm Page 1 Thursday, April 8, 1999 5:42 PM Getting Started &UHDWLYH6RXQG%ODVWHU/LYH &UHDWLYH$XGLR6RIWZDUH Information in this document is subject to change without notice and does not represent a commitment on the part of Creative Technology Ltd. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, for any purpose without the written permission of Creative Technology Ltd. The software described in this document is furnished under a license agreement and may be used or copied only in accordance with the terms of the license agreement. It is against the law to copy the software on any other medium except as specifically allowed in the license agreement. The licensee may make one copy of the software for backup purposes. Copyright © 1998-1999 by Creative Technology Ltd. All rights reserved. Version 2.00 April 1999 Sound Blaster and Blaster are registered trademarks, and the Sound Blaster Live! logo, the Sound Blaster PCI logo, EMU10K1, Environmental Audio, and Creative Multi Speaker Surround are trademarks of Creative Technology Ltd. in the United States and/or other countries. E-Mu and SoundFont are registered trademarks of E-mu Systems, Inc.. SoundWorks is a registered trademark, and MicroWorks, PCWorks and FourPointSurround are trademarks of Cambridge SoundWorks, Inc.. Microsoft, MS-DOS, and Windows are registered trademarks of Microsoft Corporation. All other products are trademarks or registered trademarks of their respective owners. This product is covered by one or more of the following U.S. patents: 4,506,579; 4,699,038; 4,987,600; 5,013,105; 5,072,645; 5,111,727; 5,144,676; 5,170,369; 5,248,845; 5,298,671; 5,303,309; 5,317,104; 5,342,990; 5,430,244; 5,524,074; 5,698,803; 5,698,807; 5,748,747; 5,763,800; 5,790,837. -
Multimedia Systems DCAP303
Multimedia Systems DCAP303 MULTIMEDIA SYSTEMS Copyright © 2013 Rajneesh Agrawal All rights reserved Produced & Printed by EXCEL BOOKS PRIVATE LIMITED A-45, Naraina, Phase-I, New Delhi-110028 for Lovely Professional University Phagwara CONTENTS Unit 1: Multimedia 1 Unit 2: Text 15 Unit 3: Sound 38 Unit 4: Image 60 Unit 5: Video 102 Unit 6: Hardware 130 Unit 7: Multimedia Software Tools 165 Unit 8: Fundamental of Animations 178 Unit 9: Working with Animation 197 Unit 10: 3D Modelling and Animation Tools 213 Unit 11: Compression 233 Unit 12: Image Format 247 Unit 13: Multimedia Tools for WWW 266 Unit 14: Designing for World Wide Web 279 SYLLABUS Multimedia Systems Objectives: To impart the skills needed to develop multimedia applications. Students will learn: z how to combine different media on a web application, z various audio and video formats, z multimedia software tools that helps in developing multimedia application. Sr. No. Topics 1. Multimedia: Meaning and its usage, Stages of a Multimedia Project & Multimedia Skills required in a team 2. Text: Fonts & Faces, Using Text in Multimedia, Font Editing & Design Tools, Hypermedia & Hypertext. 3. Sound: Multimedia System Sounds, Digital Audio, MIDI Audio, Audio File Formats, MIDI vs Digital Audio, Audio CD Playback. Audio Recording. Voice Recognition & Response. 4. Images: Still Images – Bitmaps, Vector Drawing, 3D Drawing & rendering, Natural Light & Colors, Computerized Colors, Color Palletes, Image File Formats, Macintosh & Windows Formats, Cross – Platform format. 5. Animation: Principle of Animations. Animation Techniques, Animation File Formats. 6. Video: How Video Works, Broadcast Video Standards: NTSC, PAL, SECAM, ATSC DTV, Analog Video, Digital Video, Digital Video Standards – ATSC, DVB, ISDB, Video recording & Shooting Videos, Video Editing, Optimizing Video files for CD-ROM, Digital display standards. -
Vector Synthesis: a Media Archaeological Investigation Into Sound-Modulated Light
VECTOR SYNTHESIS: A MEDIA ARCHAEOLOGICAL INVESTIGATION INTO SOUND-MODULATED LIGHT Submitted for the qualification Master of Arts in Sound in New Media, Department of Media, Aalto University, Helsinki FI April, 2019 Supervisor: Antti Ikonen Advisor: Marco Donnarumma DEREK HOLZER [BLANK PAGE] Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Derek Holzer Title of thesis Vector Synthesis: a Media-Archaeological Investigation into Sound-Modulated Light Department Department of Media Degree programme Sound in New Media Year 2019 Number of pages 121 Language English Abstract Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. This text explores the military and techno-scientific legacies at the birth of modern computing, and charts attempts by artists of the subsequent two decades to decouple these tools from their destructive origins. Using this history as a basis, the author then describes a media archaeological, real time performance system using audio synthesis and vector graphics display techniques to investigate direct, synesthetic relationships between sound and image. Key to this system, realized in the Pure Data programming environment, is a didactic, open source approach which encourages reuse and modification by other artists within the experimental audiovisual arts community. Keywords media art, media-archaeology, audiovisual performance, open source code, cathode- ray tubes, obsolete technology, synesthesia, vector graphics, audio synthesis, video art [BLANK PAGE] O22 ABSTRACT Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. -
Lecture 11 : Discrete Cosine Transform Moving Into the Frequency Domain
Lecture 11 : Discrete Cosine Transform Moving into the Frequency Domain Frequency domains can be obtained through the transformation from one (time or spatial) domain to the other (frequency) via Fourier Transform (FT) (see Lecture 3) — MPEG Audio. Discrete Cosine Transform (DCT) (new ) — Heart of JPEG and MPEG Video, MPEG Audio. Note : We mention some image (and video) examples in this section with DCT (in particular) but also the FT is commonly applied to filter multimedia data. External Link: MIT OCW 8.03 Lecture 11 Fourier Analysis Video Recap: Fourier Transform The tool which converts a spatial (real space) description of audio/image data into one in terms of its frequency components is called the Fourier transform. The new version is usually referred to as the Fourier space description of the data. We then essentially process the data: E.g . for filtering basically this means attenuating or setting certain frequencies to zero We then need to convert data back to real audio/imagery to use in our applications. The corresponding inverse transformation which turns a Fourier space description back into a real space one is called the inverse Fourier transform. What do Frequencies Mean in an Image? Large values at high frequency components mean the data is changing rapidly on a short distance scale. E.g .: a page of small font text, brick wall, vegetation. Large low frequency components then the large scale features of the picture are more important. E.g . a single fairly simple object which occupies most of the image. The Road to Compression How do we achieve compression? Low pass filter — ignore high frequency noise components Only store lower frequency components High pass filter — spot gradual changes If changes are too low/slow — eye does not respond so ignore? Low Pass Image Compression Example MATLAB demo, dctdemo.m, (uses DCT) to Load an image Low pass filter in frequency (DCT) space Tune compression via a single slider value n to select coefficients Inverse DCT, subtract input and filtered image to see compression artefacts. -
Image Compression Using Discrete Cosine Transform Method
Qusay Kanaan Kadhim, International Journal of Computer Science and Mobile Computing, Vol.5 Issue.9, September- 2016, pg. 186-192 Available Online at www.ijcsmc.com International Journal of Computer Science and Mobile Computing A Monthly Journal of Computer Science and Information Technology ISSN 2320–088X IMPACT FACTOR: 5.258 IJCSMC, Vol. 5, Issue. 9, September 2016, pg.186 – 192 Image Compression Using Discrete Cosine Transform Method Qusay Kanaan Kadhim Al-Yarmook University College / Computer Science Department, Iraq [email protected] ABSTRACT: The processing of digital images took a wide importance in the knowledge field in the last decades ago due to the rapid development in the communication techniques and the need to find and develop methods assist in enhancing and exploiting the image information. The field of digital images compression becomes an important field of digital images processing fields due to the need to exploit the available storage space as much as possible and reduce the time required to transmit the image. Baseline JPEG Standard technique is used in compression of images with 8-bit color depth. Basically, this scheme consists of seven operations which are the sampling, the partitioning, the transform, the quantization, the entropy coding and Huffman coding. First, the sampling process is used to reduce the size of the image and the number bits required to represent it. Next, the partitioning process is applied to the image to get (8×8) image block. Then, the discrete cosine transform is used to transform the image block data from spatial domain to frequency domain to make the data easy to process. -
Hybrid Multimedia Room — System User Instructions
Office of Information Technology and Resources Customer Services 516.877.3340 [email protected] Hybrid Multimedia Room — System User Instructions POWER ON/OFF To begin using the system, select the PWR button. Note: PWR button will blink to confirm selection while powering up and powering down. The button will stop blinking when system is ready for use. (Source buttons will light to confirm selections.) When the power light remains solid, the system is ready for use. To turn system off later, simply select the PWR button again. CONNECTING TO THE DESKTOP COMPUTER To use the computer, push the power button and select the COMP button on the control panel. Once this is done the computer power button should light up green and you should see the computer boot up screen displayed on the projector. After the computer finishes booting up, the desktop will be displayed on the screen and you will have full use of the computer. CONNECTING TO A LAPTOP Using the VGA cable provided, connect your laptop to the system. Make sure the COMP button on the control panel is selected and power on your laptop. Once the laptop is on, its signal will automatically override the built-in computer signal and you will be able to see the laptop screen through the projector. If the projector is not showing the laptop screen, confirm that the laptop is set to display external video (depress key combination Fn + F8 on most Adelphi laptops; Fn + F5 on HPs). Note: If you need to play audio from your laptop, plug the provided audio cable in the headphone jack on your laptop.