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CH2 Multimedia Data Basics Part2

This document provides an overview of different types of multimedia data including text, graphics, images, audio, and video. It describes the typical input, storage format, and file sizes of each type of data. Text can be entered through keyboards and stored as raw or formatted text. Graphics are constructed from primitive objects and stored as files representing those objects. Images are grids of pixels stored as bitmaps. Audio is digitized sound stored as samples taken at certain frequencies. Video combines frames of images captured over time. The document notes the large file sizes that result from storing uncompressed multimedia data.

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0% found this document useful (0 votes)
31 views6 pages

CH2 Multimedia Data Basics Part2

This document provides an overview of different types of multimedia data including text, graphics, images, audio, and video. It describes the typical input, storage format, and file sizes of each type of data. Text can be entered through keyboards and stored as raw or formatted text. Graphics are constructed from primitive objects and stored as files representing those objects. Images are grids of pixels stored as bitmaps. Audio is digitized sound stored as samples taken at certain frequencies. Video combines frames of images captured over time. The document notes the large file sizes that result from storing uncompressed multimedia data.

Uploaded by

muguchialio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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A Brief Look at Multimedia Data: Input and Format

Text and Static Data


• Source: keyboard, speech input, optical character
recognition, data stored on disk.
• Stored and input character by character:
– Storage of text is 1 byte per character (text or format
character).
– For other forms of data (e.g. Spreadsheet files). May
store format as text (with formatting) others may use
binary encoding.
• Format: Raw text or formatted text e.g HTML, Rich
Text Format (RTF), Word or a program language source
(C, Pascal, etc..
B. Okuku 1
•Not temporal — BUT may have natural implied
sequence e.g. HTML format sequence, Sequence of C
program statements.
• Size Not significant w.r.t. other Multimedia data.

B. Okuku 2
Graphics
• Format: constructed by the composition of primitive
objects such as lines, polygons, circles, curves and arcs.
• Input: Graphics are usually generated by a graphics
editor program (e.g. Illustrator) or automatically by a
program (e.g. Postscript).
• Graphics are usually editable or revisable (unlike
Images).
• Graphics input devices: keyboard (for text and cursor
control), mouse, trackball or graphics tablet.
• graphics standards : OpenGL, PHIGS, GKS
• Graphics files usually store the primitive assembly
• Do not take up a very high storage overhead.

B. Okuku 3
Images
• Still pictures which (uncompressed) are represented as a
bitmap (a grid of pixels).
• Input: digitally scanned photographs/pictures or direct
from a digital camera.
• Input: May also be generated by programs “similar” to
graphics or animation programs.
• Stored at 1 bit per pixel (Black and White), 8 Bits per
pixel (Grey Scale, Colour Map) or 24 Bits per pixel (True
Colour)
• 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 10+ Megapixels 29Mb
uncompressed! B. Okuku 4
Audio
• Audio signals are continuous analog signals.
• Input: microphones and then digitised and stored
• CD Quality Audio requires 16-bit sampling at 44.1 KHz
•Even higher audiophile rates (e.g. 24-bit, 96 KHz)
• 1 Minute of Mono CD quality (uncompressed) audio
requires 5 Mb.
• 1 Minute of Stereo CD quality (uncompressed) audio
requires 10 Mb.
• Usually compressed (E.g. MP3, AAC, Flac, Ogg
Vorbis).

B. Okuku 5
Video
• Input: Analog Video is usually captured by a video camera and
then digitised.
• There are a variety of video (analog and digital) formats
• Raw video can be regarded as being a series of single images.
There are typically 25, 30 or 50 frames per second.
• E.g. A 512 512 size monochrome video images take 25
0:25 = 6.25Mb for a minute to store uncompressed.
• Typical PAL digital video (720 576 pixels per colour frame) 1:2
25 = 30Mb for a minute to store uncompressed.
• High Definition DVD (14401080 = 1.5 Megapixels per frame) 4:5
25 = 112.5Mb for a minute to store uncompressed. (There are
higher possible frame rates!)
• Digital video clearly needs to be compressed for most times.

B. Okuku 6

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