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MULTIMEDIA

UNIT - II
What is Multimedia
 Multimedia is actually the processing and
presentation of information in a more
structured and understandable manner
using more than one media such as text,
graphics, animation, audio and video.

 Multimedia systems are those computer


platforms and software tools that support
the interactive uses of text, graphics,
audio and video and animation.
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What is Multimedia
 Multimedia products can be an
academic presentation, game or
corporate presentation, kiosk,
fashion designing etc.

 If
the sequence and timing of these
elements can be controlled by the
user, it is called as Interactive
Multimedia. 3
Categorization of Multimedia
 Multimediacan be broadly divided into
two categories:-
– Linear Category
In this active content progresses without any
navigation control for the viewer such as Cinema
Presentation.
– Non-Linear Category
In Non-Linear content offers user interactivity to
control progress as used with a computer game or
used in self-paced computer based training.
Hypermedia is an example of non-linear content.

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Characteristics of Multimedia
 Multimedia system has four basic
characteristics:-
– Multimedia systems must be computer
controlled.
– Multimedia systems are integrated.
– The information they handle must be
represented digitally.
– The interface to the final presentation of
media is usually interactive.

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Characteristics of Multimedia
 Multimedia presentations may be viewed in
person on stage, projected, transmitted, or
played locally with a media player. A broadcast
may be a live or recorded multimedia
presentation.
 Broadcasts and recordings can be either
analog or digital electronic media technology.
 Multimedia games and simulations may be
used in a physical environment with special
effects, with multiple users in an online
network, or locally with an offline computer,
game system, or simulator.
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Features of Multimedia
 Very High Processing Power
 Multimedia Capable File System
 Data Representations/File Formats
that support multimedia
 Efficient and High I/O
 Special Operating System
 Storage and Memory
 Software Tools

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Hardware Requirement of
Multimedia
 A multimedia system combines elements
they're familiar from the world of film, video,
broadcast television, music and
telecommunications as well as computing.
 Multimedia systems consists of the following basic
components:

– A processor typically a PC or a workstation that


has been enhanced to handle audio and video.

– A variety of methods by which the user can


interact with the system such as keyboard,
mouse, joystick or touch screen.
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 A Screen that can display high-quality still
images and moving video as well as
computer generated text, graphics and
animations.
 Video Grabbing Card which is used to
convert the analog video signals to digital
signals for processing
 Speakers to allow speech and music to be
output.
 A microphone
 A way to play back pre-recorded source
material, usually from some form of optical
disk, such as a compact disk. 9
 Scanner which is used to convert
photographs, pictures, books and arts into
digital forms. The captured or scanned
pictures can be stored in various formats
like:
– PICT : It is a widely used format compatible
with most Macintosh.
– JPEG : Stands for Joint Photographic Experts
Group. A format that compresses files and
lets you choose compression versus quality.
– TIFF : Stands for Tagged Image File Format.
A file format compatible with both Macintosh
and Windows system.
– Windows BMP : It is commonly used on MS-
DOS and MS-Windows systems.
– GIF : Stands for Graphical Interchange
Format. This is used on Internet. 10
 Touch Screen is used where the user
is required to touch the surface of the
screen or monitor. This is very useful
for visually handicapped people who
can identify things by touching a
surface. Touch screen is normally not
used for development of multimedia;
it is rather used for multimedia
presentation arena like trade show,
information kiosk etc.

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TYPES OF MULTIMEDIA
 Multimedia is of two types:-
PASSIVE M/M:
Its like a user can sit back and watch it like a
movie on television. They just start at
beginning and run through the end. This is
called Passive multimedia and such m/m
projects are called Linear Projects.

INTERACTIVE MULTIMEDIA
When users are given navigational control and
can wander through the content at will,
multimedia becomes interactive and such
projects are known as Non-Linear Projects.
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Software Requirements for
Multimedia
 Operating system: Windows, Linux
 Software Tools / Authoring Tools:
These are the S/W programs for developing and
delivering multimedia products.
Tools include programs for:
Text editing,
Graphics editing,
Audio and Video capturing and editing.
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Basic Software Tools
 Text Editing and Word Processing Tools:
MS Word, WordPad, Word Perfect
 Painting and Drawing Tools: Canvas, Paint,
Firework
 3-D Modeling & Animation Tools:
Autodesk's Discrete, CAD, Wave front
 Image Editing Tools: PhotoShop, CorelDraw
 Sound Editing Tools: Sound Recorder, MIDI
 Video and Digital Movie Tools: Flash,
Premiere, Videoshop, Director, 3D Studio Max14
Software for Multimedia
 Paint Brush Multimedia Director
 Photo Finish Designer
 Animator Picture Publisher
 Photo shop Photo Magic
 3D Studio
 Corel Draw
 Sound Blaster
 Master Blaster
 ImagiNet
 Apple Hyper Card 15
 Authoware Professional Icon Author
Commonly Used Multimedia Software
 Photoshop
– Industry Standard Digital Imaging Software
 Director
– Authoring multimedia for CD-ROM & the Web.
 Premiere
– Digital video and post-production tool
 Sound Edit
– Sound capture and editing for multimedia or the net
 Flash
– Vector-based animation tool
 FrontPage
– Authoring tool for intranets and the WWW
 Alias | Wavefront
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– 3D tools for games, films
Multimedia extension in Windows
 To provide all PC the same standard to
multimedia, Microsoft developed multimedia
extension for Windows Operating system.
 RIFF (Resource interchange file format)
– A standard format for multimedia data including
bitmap, graphics, animation, digital audio/video
recording.
 MIDI (Musical Instrument Digital Interface)
– Play back facility for digital audio.
 MCI (Media Control Interface)
– To interface with external devices. 17
Multimedia file format table
 File Extension Description
AVI Audio Video Interleaved
BMP Bitmap Image
CGM Computer Graphics Metafile
FLI/FLC Flick
JPEG Joint Photo Experts Group
MFF MIDI file format
MOV Quick Time
MPEG Motion Expert Group
PCD Photo CD
PCX Picture Paint Brush
TIFF Tagged Image file format
VOC Creative Voice
WAV Waveform 18
Building Blocks / Components
of Multimedia
 Text
 Sound
 Images
 Animation
 Video

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Text
 It is sequence of Alphabets where each
sequence has a meaning according to
the arrangements of alphabet. The text
can have various types of fonts and
type sizes to suit the professional
presentations of the multimedia
software

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Properties of Text
 Power of meaning:
 Fonts and Faces:
– Typeface (Times New Roman, Arial, Courier,CASTELLAR)
– Font Style (Bold, Italic, Underline)
 Font Mapping: (Printer/Fax/Scanner)
 Character Mapping/Text Format:
– ASCII
– Plain Text (.txt)
– Encoded or Formatted Text (HTML)
– Rich Text Format (.rtf)
– MS Word (.doc)

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Sound
 The sound is the repeated pattern of
pressure in the air and a microphone
converts a sound wave into an
electrical wave.
 Periodic vibration whose frequency is
audible to the average human.
 Sound comprises the spoken word,
voices, music, and even noise.

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Theory of Sound
 When something vibrates in the air by
moving back and forth, it creates
waves of pressure. These waves
spread like ripples. And when these
ripples reach to our eardrums we
experience the vibration, as sound.

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Properties of Sound
 Amplitude
 Frequency
 Wavelength

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Digitization of Sound

 Digital audio is created when you


convert a sound wave into
numbers.

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Audio File Format
 AIFF(Audio Interchange File
Format ) .aif
 MIDI(Musical Instrument Digital
Interface) .mid/ .mdi/ .mff
 Wave (.wav)
 .mp3 (MPEG-1 Audio Layer 3 )

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Images

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Images

 Images can be described by, Two


dimensional array of points and
allocating a colour (value) to each
point.
 Two types of Images in multimedia:
– Bitmap Image
– Vector Image

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Bitmap Images
 A bitmap image assumes an image to consist of two-
dimensional squares, which are called the pixels or
dots on the screen.
 The size and the quality of such image depends on
the pixel density and number of colours it uses.
 Bitmap images are stored as large files and you
require large amount of disk space to deal with it.
 The software packages which normally are used for
creation of bitmap images are called painting
programs.
 There are various formats such as PCX, TIFF, BMP
and GIF in which images are stored. 30
Vector Images
 In this format an image is formed as a set of
straight or curved lines instead of dots.
 A vector image is always be of same size no
matter how large image is.
 To display the clarity of this type of image,
these should be projected on better resolution
display units.
 There are several technology and sources
available to produce vector images.
 The most popular package CAD uses this type
of images. 31
Animation
 An animation is just a continuous series of
still images that are displayed in a
sequence.
 Two types of animation used in multimedia
i.e. 2D and 3D animation
 2D animation is also called as cel (pixel
based) animation, where flat images are
drawn one frame at a time.
 Animation package is now equipped with
tweening facility.
 Animation package also involve some 32
special effects i.e. Morphing, Warping
Animation
 Morphing
– Morphing take two images and seamlessly
changes one image to another.
– Morphing can also be used to show the pace of
changes more clearly than photos.
 Warping
– Warping is the variation of the morphing where
one image is used to show various changes that
take place.
– It uses the key points of one image to create
different effects, instead of mixing up two images.
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Animation
 3D animation mainly follows three steps:
– Modelling, Animation and Rendering
 In 2D animation an object can move up
(called Y axis) and sideways (called X axis)
 But in 3D model, a third axis is used; depth or
the Z axis.
 Once the object is created along these three
axis colors, shading and light source can be
added to the image to make it more realistic.
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Types of Animation
 Cel Animation: Celluloid Sheets were used
for drawing. E.g. Disney (24 frames/sec)
 Computer Animation: Uses the same
concept on computer. (using layers, Keyframes
and tweening)
 Kinematics: It is the study of the
movement & motion of structure that have
joints. E.g Walking of man)
 Morphing:Process in which one image
transforms into others.
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File Formats of
Animation
 Director (.dir / .dcr)
 3D Studio Max (.max)
 Flash (.swf)

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Video

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Video
 Video combines the features of graphics and
audio to create real picture in motion.
 Video is simply moving real pictures.
 Video signal comes from an external source
such as TV or VCR or camera to the video-
digitizer-card inside the system
 The process of converting analog video signal
to digital format is called “sampling”.
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Types of Video
 Analog Video
– Analog T.V.
 Digital Video
– Recording with digital video camera

VIDEO FILE FORMAT


 .avi :Audio video interleaved
 MPEG: Motion Picture Expert Group
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Multimedia Authoring
 Multimedia Authoring involves the assembly
and bringing together of multimedia with
possibly high level graphical interface design
and some high level scripting.
 Authoring software is the main production
tool for multimedia.
 Authoring actually is just a speed-up form of
programming.
 Authoring systems vary widely in
orientation, capabilities and learning
capabilities of the user. 40
Features of Authoring Software
 Integrated Multimedia Elements
 Script Language Programs
 Icon Based Programs
 DLLs for extending features
 Supporting CD-ROM or laser disc sources
 Supporting Video for Windows
 Hypertext
 Cross-Platform Capability
 Runtime Player for Distribution 41
Authoring Tools
 Authorware
– This is dependable industrial-strength environment
that allows multiple people to contribute to an
application.
– Authorware’s icons hold a wealth of programming
information that never requires the user to think
like a programmer.
– Designing in Authorware is also allowed. It can run
timers that can change the flow in response to the
user.
– Authorware includes ODBC to enable connectivity
to the Database.
– Authorware is mainly used to create Kiosks and
Corporate Presentations.
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Everest Authoring System
 Everest Authoring System is best suited for the
developers of CBT applications.
 This system includes such features as visual
programming with icons, and procedural
programming.
 The environment opens with multiple views of
an application.
 Everest‘s object orientation, which support
object instancing but not subclassing.
 Its data handling facilities to access database
and utilize rich text format (.RTF). 43
Icon Author
 Icon Author requires the use of an icon-based
flow chart for building an application.
 Icon author handles multimedia object with
aplomb. It takes less effort to control sound,
movie and animation files.
 Icon author maintains a strict separation
between an application’s structure and actual
content.
 It uses Microsoft ODBC drivers to connect with
the database.
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ImageQ
 ImageQ is mainly used for creating
effective slide show presentations and
provide a way to distribute them easily.
 It uses a multiple-document interface to
manage one or more presentations
simultaneously.
 ImageQ can easily import the wide variety
of graphics formats which can then save in
their naïve format like .BMP and .GIF
 It can easily build portable presentations
as standalone .EXE that include the 45
ImageQ runtime.
Macromedia Director
 Macromedia Director is better suited to multimedia
presentations and kiosk applications.
 This product offers :
– A central scoring component that provide precise timing control
– Cross-platform compatibility
– Strong yet sensitive animation features
– Extensive architecture to add functionality
 Macromedia Director is mainly used for making movies.
 Its strongest feature is cross-platform compatibility
 It can also be used to make robust movies which need some
coding.
 Director’s languages Lingo is used to fulfill this purpose.
 Animation feature which is one of the Director’s strongest
suit allows to set the sprites in motion differently.
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Some other Authoring Tools
 Flash
– It is cast/score/scripting tool, which is primarily
used vector graphics.
– It is optimized for web delivery and is especially
common for banner ads and small interactive web
deliverables.
 HyperCard
– It is card/scripting authoring system widely used
of its easy availability at low price.
– It implements colors in image via color tool XCMD
set.
 Hyper Studio
– Hyper Studio is a card/scripting paradigm
authoring system, optimized for and focused on the
education market. 47
Applications of Multimedia
 Entertainment
– The Entertainment industry has used this
technology the most to create real life like games
in which animation, sound, graphics are used.
– The special technology Virtual Reality have made
these games just like experiences of real life.
– The multimedia tool Flight Simulator is used to
create these types of games.
– The animation effects such as Morphing are used in
many scenes of movies like in ‘Titanic’ – the
breaking of Titanic (ship) is pasteurized using
some effect on multimedia.
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Edutainment
 Edutainment is nothing but educational
entertainment.
 There are many computer games focus on education
are using many tools of multimedia.
 Microsoft has produced many software based on
multimedia such as Sierra, Knowledge Adventure,
which in addition to play provide some sort of
learning component.
 In education multimedia is used to produce
computer-based training courses known as CBTs and
reference books like encyclopedia.
 Software engineers use multimedia in Computer
Simulations for anything from entertainment to
training.
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Business Communications
 Multimedia is a very powerful tool for enhancing the
quality of business communication.
 The business communications such as employee
related communications, product promotions,
customer information and reports for investors can
be presented in multimedia form.
 Multimedia can easily support business
presentations. Some of the common presentations
are:
– Keyboard Interactive Stations
– Interactive Touch Screen Kiosk
– Sequential Playback
– Continuous Loop Playback
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Knowledge Transfer
 The transfer of information in such a
fashion that it facilitates the retention. The
application is meant for academia and
business both.
 Multimedia based teaching is gaining
momentum as powerful teaching aids are
quite common.
 With the help of multimedia tools it is very
easy to give training to employees in a
company and to students who are studying
from distance.
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Public Access
 Many multimedia applications are used in
the area of Public Access.
 An application Tourist Information System,
where a person who wants to go for sight
seeing , trip may have glimpse of places he
has selected for visiting.
 Another Public Access application is
Railways Time Table Enquiry which will not
only display the trains and times but also
the route map of the destination from the
source you have desired.
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Some other Applications
 Industry
– In this sector multimedia is used as a way to help present
information to shareholders, superiors and coworkers.
– It is also helpful for advertising and selling products all
over the world via various web-based technologies.
 Mathematical and Scientific Research
– In this field multimedia is used for modeling and
simulations.
 Medical and Healthcare
– Medical and healthcare applications include demonstration
of diseases symptoms, diagnostic procedures, virtual
patient surgery practice etc.
– Doctors can get trained by looking at a virtual surgery or
they can simulate how the human body is affected by
diseases by viruses and bacteria and then develop
techniques to prevent it.
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Multimedia Application
Development Process
 This process basically proceed with with two
stages:
– Planning of Project
– Cost related with the Project
 Multimedia development of any scale is
inherently a team effort as artwork is
performed by artists, video shoots by video
producers, sound editing by audio recorders
and programming by programmers.
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Multimedia Application
Design Chart
Concept definition

Storyboard definition

Development of M/M building blocks

Authoring

Testing and revision

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Delivery
Concept Definition
 An application always begins with an
idea or a need that we define by
outlining its messages and
objectives.
 Identify how will you make each
message and objective work within
your authoring system.

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Storyboard Design
 It represents the proposed
multimedia project graphically.
 The storyboard extends idea
presented in programming script
with a series of templates upon
which the multimedia application will
be based.

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Development of Multimedia
Building Block
 A multimedia presentation is
composed of a no. of elements as
text, graphics, digitized video, sound,
computer animation etc.
 These are known as building blocks
of multimedia.
 These building blocks are usually
produced using a variety of s/w
applications and imported into
multimedia authoring applications. 58
Authoring
 It provides a framework for
organizing and editing the elements
of multimedia project including all
the building blocks of multimedia.

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Testing and Revision
 Through this we test our program to
make sure that they meet the
objective of our project and they
work properly on the intended
delivery platforms and they meet the
needs of client or end user.

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Delivering
 Finally we package and deliver the
project to end user.
 After delivering the project to End-
user first 20 days will be trial for the
user and if he requires any changes
those can be done free of cost in the
project.

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M/M APPLICATION
DEVELOPMENT PROCESS
 All these stages come under the
category of Planning process.

 Regarding cost of project, the cost of


the project should be the minimum
amount to both the parties – m/m
project developers and end users.

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LIMITATIONS OF
MULTIMEDIA TECHNOLOGY

1. Investment Cost
2. Social and psychological barriers
3. Technical Barriers

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INVESTMENT COST

This cost involves


A) Cost of technology
B) Cost of development
C) Cost of implementation

Multimedia involves a high


proportion of information in a
form that is very expensive to
create and maintain. 64
SOCIAL AND PSYCHOLOGICAL
BARRIERS

A) Legal problems
B) Ownership of contacts
C) Copyright Law protects
literacy,musical,graphics ,artistic and
other works.

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TECHNICAL BARRIERS
A) Lack of standards in hardware and
software tools.
B) New file server that can’t manage
large volumes of data stored on
media.

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