Lecture 1
Lecture 1
Lecture One
What is Multimedia?
Multimedia can have many definitions these include:
A computer system perspective or
Multimedia means that computer information can be represented through audio, video,
and animation in addition to traditional media (i.e., text, graphics/drawings, images).
Multimedia is the field concerned with the computer controlled integration of text,
graphics, drawings, still and moving images (Video), animation, audio, and any other
media where every type of information can be represented, stored, transmitted and
processed digitally.
Multimedia Application:
A Multimedia Application is an application which uses a collection of multiple media sources e.g.
text, graphics, images, sound/audio, animation and/or video.
Hypertext
Hypertext is a text which contains links to other texts. The term was invented by Ted Nelson
around 1965.
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Hypertext Navigation
Traversal through pages of hypertext is therefore usually non-linear (as indicated below).
This has implications in layout and organization of material |and depends a lot on the
application at hand.
Hypermedia
Hypermedia is not constrained to be text-based. It can include other media, e.g., graphics,
images, and especially continuous media { sound and video}
Example Hypermedia Applications?
•Very High Processing Power | needed to deal with large data processing and real time
delivery of media.
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Special hardware commonplace.
•Multimedia Capable File System | needed to deliver real-time media | e.g. Video/Audio
Streaming.
•Efficient and High I/O | input and output to the fille subsystem needs to be efficient and
fast. Needs to allow for real-time recording as well as playback of data. e.g. Direct to Disk
recording systems.
•Special Operating System | to allow access to file system and process data efficiently and
quickly. Needs to support direct transfers to disk, real-time scheduling, fast interrupt
processing, I/O streaming etc.
•Storage and Memory | large storage units (of the order of hundreds of Tb if not more) and
large memory (several Gb or more). Large Caches also required and high speed buses for
effecient management.
•Format: Raw text or formatted text e.g HTML, Rich Text Format (RTF), Word or a program
language source (Java, Python, MATLAB etc.)
•Not temporal | BUT may have natural implied sequence e.g. HTML format sequence,
Sequence of C program statements.
•Input: Graphics are usually generated by a graphics editor program (e.g. Illustrator) or
automatically by a program (e.g. Postscript).
•Size: a 512x512 Grey scale image takes up 1/4 MB, a 512x512 24 bit image takes 3/4 MB
with no compression.
•This overhead soon increases with image size | modern high digital camera 20+
Megapixels 60MB uncompressed!
•E.g. A 512 512 size monochrome video images take 25 0:25 = 6.25MB for a second to
store uncompressed.
•Typical PAL digital video (720 576 pixels per colour frame)1:24 25 = 31MB for a second to
store uncompressed.
•High Denition video on Blu-ray (up to 1920 1080 = 2 Megapixels per frame) 6:2 25 =
155MB for a second to store uncompressed. (There are higher possible frame rates!)
•Lossless : Ideal (e.g. zip, unix compress) not good enough for MM data!
•Lossy :Throw away nonessential (perceptually less relevant) parts of the data stream FILTER
the data somehow.
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What is Sound?
•Sound Generation
•Source | Generates Sound
•Air Pressure changes
•Electrical | Loud Speaker
•Acoustic | Direct Pressure Variations
•Sound Reception
•Destination | Receives Sound
•Electrical | Microphone produces electric signal
•Ears | Responds to pressure hear sound (MPEG Audio | exploits this fact)
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Digitizing Sound
•Microphone:
•Receives sound
•Converts to analog signal.
•Computer like discrete entities
•Need to convert Analog-to-Digital | Dedicated Hardware (e.g. Soundcard)
•Also known as Digital Sampling
Computer Manipulation of Sound
Digital Audio Examples
•Digital Signal Processing routines range from being trivial to highly complex :
•Volume
•Fading in/out, Cross-fading
•Reverse
•Repeating/Looping
•Echo/Reverb/Delay
•Filtering
•Signal Analysis
•Change Pitch and Tempo
Sample Rates and Bit Size
How do we store each sample value (Quantization)?
Digital Sampling
Digital sampling refers to a technique of taking a recorded passage from an already existing or
recorded musical, spoken or other work and then adding it into a new recording.
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Nyquist's Sampling Theorem
•The Sampling Frequency is critical to the accurate reproduction of a digital version of an
analog waveform
•The Sampling frequency for a signal must be at least twice the highest frequency
component in the signal.
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Sampling at Twice Nyquist Frequency
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If you get Nyquist Sampling Wrong?
Memory Required for 1 Minute of Digital Audio Practical Implications of Nyquist Sampling
Theory
Practical Implications of Nyquist Sampling Theory, Must (low pass) filter signal before sampling:
Otherwise strange artifacts from high frequency (above Nyquist Limit)signals would appear in
the sampled signal.
Why are CD Sample Rates 44.1 KHz?
Because of the Nyquist theorem, the maximum frequency that can be represented at any
given sampling rate is half the sampling rate; thus a 44.1 kHz CD can capture tones up to
22.05 kHz, while a 48 kHz DVD can capture tones up to 24 kHz.
Basic Digital Audio Signal Processing
In this section we look at some basic aspects of Digital Audio
•Signal Processing:
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•Some basic definitions and principles Filtering
•Basic Digital Audio Effects
Decibel and acoustics
•dB is commonly used to quantify sound levels relative to some 0 dB reference.
•The reference level is typically set at the threshold of human perception
•Human ear is capable of detecting a very large range of sound pressures.
Examples of dB measurement in Sound
Threshold of Pain
•The log of a trillion is 12, so this ratio represents a dierence of 120 dB.
•120 dB is the quoted Threshold of Pain for Humans.
Speech Sensitivity
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