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XMP SPECIFICATION PART 3 STORAGE in FILES Copyright © 2016 Adobe Systems Incorporated
XMP SPECIFICATION PART 3 STORAGE IN FILES Copyright © 2016 Adobe Systems Incorporated. All rights reserved. Adobe XMP Specification Part 3: Storage in Files NOTICE: All information contained herein is the property of Adobe Systems Incorporated. No part of this publication (whether in hardcopy or electronic form) may be reproduced or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written consent of Adobe Systems Incorporated. Adobe, the Adobe logo, Acrobat, Acrobat Distiller, Flash, FrameMaker, InDesign, Illustrator, Photoshop, PostScript, and the XMP logo are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. MS-DOS, Windows, and Windows NT are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Apple, Macintosh, Mac OS and QuickTime are trademarks of Apple Computer, Inc., registered in the United States and other countries. UNIX is a trademark in the United States and other countries, licensed exclusively through X/Open Company, Ltd. All other trademarks are the property of their respective owners. This publication and the information herein is furnished AS IS, is subject to change without notice, and should not be construed as a commitment by Adobe Systems Incorporated. Adobe Systems Incorporated assumes no responsibility or liability for any errors or inaccuracies, makes no warranty of any kind (express, implied, or statutory) with respect to this publication, and expressly disclaims any and all warranties of merchantability, fitness for particular purposes, and noninfringement of third party rights. Contents 1 Embedding XMP metadata in application files . -
(A/V Codecs) REDCODE RAW (.R3D) ARRIRAW
What is a Codec? Codec is a portmanteau of either "Compressor-Decompressor" or "Coder-Decoder," which describes a device or program capable of performing transformations on a data stream or signal. Codecs encode a stream or signal for transmission, storage or encryption and decode it for viewing or editing. Codecs are often used in videoconferencing and streaming media solutions. A video codec converts analog video signals from a video camera into digital signals for transmission. It then converts the digital signals back to analog for display. An audio codec converts analog audio signals from a microphone into digital signals for transmission. It then converts the digital signals back to analog for playing. The raw encoded form of audio and video data is often called essence, to distinguish it from the metadata information that together make up the information content of the stream and any "wrapper" data that is then added to aid access to or improve the robustness of the stream. Most codecs are lossy, in order to get a reasonably small file size. There are lossless codecs as well, but for most purposes the almost imperceptible increase in quality is not worth the considerable increase in data size. The main exception is if the data will undergo more processing in the future, in which case the repeated lossy encoding would damage the eventual quality too much. Many multimedia data streams need to contain both audio and video data, and often some form of metadata that permits synchronization of the audio and video. Each of these three streams may be handled by different programs, processes, or hardware; but for the multimedia data stream to be useful in stored or transmitted form, they must be encapsulated together in a container format. -
Game Audio Via Openal
Game Audio via OpenAL Summary In the Graphics For Games module, you learnt how to use OpenGL to create complex graphical scenes, improving your programming skills along the way, and learning about data structures such as scene graphs. In this workshop, you'll see how to add sounds to your game worlds using the OpenAL sound library. New Concepts Sound in games, OpenAL, PCM audio, binary file formats, FourCC codes, WAV files, limited resource management Introduction Audio has played an important part in gaming almost as long as there have been games to play - even Pong back in 1972 had simple sound effects. We've moved a long way from then; the 80s brought dedicated audio hardware such as the Commodore 64's SID chip that could play 3 simultaneous syn- thesised sounds, and later the Amiga brought the ability to play audio samples to the home gaming market. In modern gaming hardware, we can expect to hear many simultaneous sounds and music tracks, often in surround sound. Game developers now employ dedicated sound engineers that will carefully adjust the sounds in each game release to create an immersive aural experience - making sure that each individual sound is uniquely identifiable and correctly equalised, and that every music track suits the situation they will be played in. At the heart of a game's audio experience is the code that plays back the game sounds, and cal- culates which speakers they should use - the sound system. Although we can't hope to compete with the complex sound systems of AAA games, we should still be able to make a robust, simple system for the addition of sound in our 3D games, and that's what this workshop will assist you in creating. -
Codec Is a Portmanteau of Either
What is a Codec? Codec is a portmanteau of either "Compressor-Decompressor" or "Coder-Decoder," which describes a device or program capable of performing transformations on a data stream or signal. Codecs encode a stream or signal for transmission, storage or encryption and decode it for viewing or editing. Codecs are often used in videoconferencing and streaming media solutions. A video codec converts analog video signals from a video camera into digital signals for transmission. It then converts the digital signals back to analog for display. An audio codec converts analog audio signals from a microphone into digital signals for transmission. It then converts the digital signals back to analog for playing. The raw encoded form of audio and video data is often called essence, to distinguish it from the metadata information that together make up the information content of the stream and any "wrapper" data that is then added to aid access to or improve the robustness of the stream. Most codecs are lossy, in order to get a reasonably small file size. There are lossless codecs as well, but for most purposes the almost imperceptible increase in quality is not worth the considerable increase in data size. The main exception is if the data will undergo more processing in the future, in which case the repeated lossy encoding would damage the eventual quality too much. Many multimedia data streams need to contain both audio and video data, and often some form of metadata that permits synchronization of the audio and video. Each of these three streams may be handled by different programs, processes, or hardware; but for the multimedia data stream to be useful in stored or transmitted form, they must be encapsulated together in a container format. -
Episode Engine User’S Guide
Note on License The accompanying Software is licensed and may not be distributed without writ- ten permission. Disclaimer The contents of this document are subject to revision without notice due to con- tinued progress in methodology, design, and manufacturing. Telestream shall have no liability for any error or damages of any kind resulting from the use of this doc- ument and/or software. The Software may contain errors and is not designed or intended for use in on-line facilities, aircraft navigation or communications systems, air traffic control, direct life support machines, or weapons systems (“High Risk Activities”) in which the failure of the Software would lead directly to death, personal injury or severe physical or environmental damage. You represent and warrant to Telestream that you will not use, distribute, or license the Software for High Risk Activities. Export Regulations. Software, including technical data, is subject to Swedish export control laws, and its associated regulations, and may be subject to export or import regulations in other countries. You agree to comply strictly with all such regulations and acknowledge that you have the responsibility to obtain licenses to export, re-export, or import Software. Copyright Statement ©Telestream, Inc, 2010 All rights reserved. No part of this document may be copied or distributed. This document is part of the software product and, as such, is part of the license agreement governing the software. So are any other parts of the software product, such as packaging and distribution media. The information in this document may be changed without prior notice and does not represent a commitment on the part of Telestream. -
Recommended File Formats for Long-Term Archiving and for Web Dissemination in Phaidra
Recommended file formats for long-term archiving and for web dissemination in Phaidra Edited by Gianluca Drago May 2019 License: https://creativecommons.org/licenses/by-nc-sa/4.0/ Premise This document is intended to provide an overview of the file formats to be used depending on two possible destinations of the digital document: long-term archiving uploading to Phaidra and subsequent web dissemination When the document uploaded to Phaidra is also the only saved file, the two destinations end up coinciding, but in general one will probably want to produce two different files, in two different formats, so as to meet the differences in requirements and use in the final destinations. In the following tables, the recommendations for long-term archiving are distinct from those for dissemination in Phaidra. There are no absolute criteria for choosing the file format. The choice is always dependent on different evaluations that the person who is carrying out the archiving will have to make on a case by case basis and will often result in a compromise between the best achievable quality and the limits imposed by the costs of production, processing and storage of files, as well as, for the preceding, by the opportunity of a conversion to a new format. 1 This choice is particularly significant from the perspective of long-term archiving, for which a quality that respects the authenticity and integrity of the original document and a format that guarantees long-term access to data are desirable. This document should be seen more as an aid to the reasoned choice of the person carrying out the archiving than as a list of guidelines to be followed to the letter. -
FLV File Format
Video File Format Specification Version 10 Copyright © 2008 Adobe Systems Incorporated. All rights reserved. This manual may not be copied, photocopied, reproduced, translated, or converted to any electronic or machine-readable form in whole or in part without written approval from Adobe Systems Incorporated. Notwithstanding the foregoing, a person obtaining an electronic version of this manual from Adobe may print out one copy of this manual provided that no part of this manual may be printed out, reproduced, distributed, resold, or transmitted for any other purposes, including, without limitation, commercial purposes, such as selling copies of this documentation or providing paid-for support services. Trademarks Adobe, ActionScript, Flash, Flash Media Server, XMP, and Flash Player are either registered trademarks or trademarks of Adobe Systems Incorporated and may be registered in the United States or in other jurisdictions including internationally. Other product names, logos, designs, titles, words, or phrases mentioned within this publication may be trademarks, service marks, or trade names of Adobe Systems Incorporated or other entities and may be registered in certain jurisdictions including internationally. No right or license is granted to any Adobe trademark. Third-Party Information This guide contains links to third-party websites that are not under the control of Adobe Systems Incorporated, and Adobe Systems Incorporated is not responsible for the content on any linked site. If you access a third-party website mentioned in this guide, then you do so at your own risk. Adobe Systems Incorporated provides these links only as a convenience, and the inclusion of the link does not imply that Adobe Systems Incorporated endorses or accepts any responsibility for the content on those third- party sites. -
Digital Mathematics Library Report of the Technical Standards Working Group
1 Digital Mathematics Library Report of the Technical Standards Working Group Date May 18, 2003 Thierry Bouche, Ulf Rehmann Cochairs: Thierry Bouche Grenoble [email protected] Ulf Rehmann Bielefeld [email protected] Members: Pierre Berard [email protected] Jon Borwein [email protected] Keith Dennis [email protected] Michael Doob [email protected] Contents 1 Scanning Quality 2 2 Archiving Formats 2 3 File Name and URL Conventions 3 4 Delivery Formats 4 5 Download Units 5 6 Server Techniques 5 7 Further recommendations 6 8 Remarks 8 References 8 This document gives technical recommendations to ensure the integration of digitized mathematical documents in a uniform “Digital Mathematics Library” (DML). Since the digitized documents will be produced by various projects, possibly ap- plying different methods and technologies, these recommendations define general technical standards in order to make the DML as a whole easily accessible, usable, maintainable, and sustainable. A digitization project requires several procedures. The most critical tasks are the scanning and archiving processes, which are substantial for the quality and longevity of the data to be preserved. The scanning part requires most of the work, it cannot easily be repeated and should therefore be performed with greatest care. 2 Thierry Bouche, Ulf Rehmann Other tasks, like enhancing the data by OCR layers1, annotations, metadata, and web links, could be either postponed or possibly redone, if later on more advanced technology becomes available. The actual file formats or implementations mentioned here are presented as ex- amples, which, at the time of this writing, can be used in order to achieve the proposed standards. -
Before You Begin Producing
Producing with Camtasia Before You Begin Producing Before you begin to produce your video you need to decide how it will be shared; web based, CD, DVD. Once you have decided how you are going to share your video you need to decide which file format would be the best for that particular mode of delivery. The file formats you can save with in Camtasia include: AVI, Macromedia Flash (SWF), Windows Media (WMV), QickTime, Macromedia Flash (FLV), RealMedia (RM), Camtasia for RealPlayer (CAMV), and GIF animation. Click on Show more file formats to view all these options. AVI video file: AVI is recommended for CD delivery requiring the highest video quality. Once you produce your completed AVI files, use Pack and Show to bundle the Camtasia Player and Codec for easy delivery on CD‐ROM. It can also be edited by using Camtasia or other video editing programs. This is the type of format the original video will save as after recording with Camtasia. Macromedia Flash (SWF) movie file: An SWF file format can be used for videos that are 3‐5 minutes. This file format is good for using if you want to put your video on the internet and it is supported by most browsers. You will need the Flash plug‐in to view this video. Windows Media (WMV) streaming media file: A WMV file format creates smaller file sizes and works well for longer videos. It does not have to be downloaded and plays in Microsoft Windows Media Player. It is a streaming video file format. This type of file must be stored on a Windows Media streaming server. -
Audio File Types for Preservation and Access
AUDIO FILE TYPES FOR PRESERVATION AND ACCESS INTRODUCTION This resource guide identifies and compares audio file formats commonly used for preservation masters and access copies for both born digital and digitized materials. There are a wide range of audio file formats available, each with their own uses, considerations, and best practices. For more information about technical details see the glossary and additional resources linked at the end of this resource guide. For more information about audio files, view related items connected to this resource on the Sustainable Heritage Network in the “Audio Recordings” category. AUDIO FILE FORMATS FOR PRESERVATION MASTERS Lossless files (either uncompressed, or using lossless compression) are best used for preservation masters as they have the highest audio quality and fidelity, however, they produce the largest file sizes. Preservation Masters are generally not edited, or are minimally edited because their purpose is to serve as the most faithful copy of the original recording possible. WAV (Waveform Audio File Format) ● Uncompressed ● Proprietary (IBM), but very widely used ● Accessible on all operating systems and most audio software ● A variant called BWF (Broadcast Wave File Format) allows embedding of additional metadata sustainableheritagenetwork.org | [email protected] Center for Digital Scholarship and Curation | cdsc.libraries.wsu.edu Resource updated 3/14/2018 FLAC (Free Lossless Audio Codec) ● Compressed (lossless) ● Open format ● Accessible on all operating -
Using ADOBE® MEDIA ENCODER™ CS4 ©Copyright 2008 Adobe Systems Incorporated
Using ADOBE® MEDIA ENCODER™ CS4 ©Copyright 2008 Adobe Systems Incorporated. All rights reserved. Using Adobe® Media Encoder CS4 If this guide is distributed with software that includes an end user agreement, this guide, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. Except as permitted by any such license, no part of this guide may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Adobe Systems Incorporated. Please note that the content in this guide is protected under copyright law even if it is not distributed with software that includes an end user license agreement. The content of this guide is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Adobe Systems Incorporated. Adobe Systems Incorporated assumes no responsibility or liability for any errors or inaccuracies that may appear in the informational content contained in this guide. Please remember that existing artwork or images that you may want to include in your project may be protected under copyright law. The unauthorized incorporation of such material into your new work could be a violation of the rights of the copyright owner. Please be sure to obtain any permission required from the copyright owner. Any references to company names in sample templates are for demonstration purposes only and are not intended to refer to any actual organization. -
Creating and Archiving Born Digital Video
Federal Agencies Digitization Guidelines Initiative Creating and Archiving Born Digital Video Part III. High Level Recommended Practices December 2, 2014 The FADGI Audio-Visual Working Group http://www.digitizationguidelines.govaudio-visual/ Creating and Archiving Born Digital Video III: High Level Recommended Practices By the Federal Agencies Digitization Guidelines Initiative Audio-Visual Working Group http://www.digitizationguidelines.gov/audio-visual/ Version 1.1, December 2, 2014 TABLE OF CONTENTS Introduction .............................................................................................................................................................. 4 What is this Document? .......................................................................................................................................... 4 Key to Case History References .............................................................................................................................. 4 Understanding the Recommended Practices .......................................................................................................... 4 Part 1. Advice for File Creators .............................................................................................................................. 6 Plan for High Quality Video Files and Metadata ................................................................................................... 6 RP 1.1 Select a camera and other recording equipment with the capability to capture at high quality