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MUTLITMEDIA Notes

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31 views13 pages

MUTLITMEDIA Notes

Uploaded by

Khan Ji
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© © All Rights Reserved
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1.

MUTLITMEDIA
1.1 Elements
1.2 Scope
1.3 Production and planning
1.4 Components
1.5 Issues
1.6 Applications
1.7 Types of multimedia system
1.8 Stages of building a multimedia project
1.9 Architecture
2. FULL FORMS
2.1 WWW
2.2 HTTP
2.3 HTML
2.4 GIF
2.5 JPEG
2.6 PNG
2.7 BMP
2.8 XBM
2.9 TIFF
2.10 MOD
2.11 MP3
2.12 MPEG
2.13 MIDI
2.14 ADC hardware
2.15 DAC hardware
2.16 Node
2.17 Anchor
2.18 link
3. SHORT DEFINATIONS
3.1 Animations
3.1.1 types of animations
3.1.2 animation software tools
3.2 Video signal format
3.3 Sound and its characteristics
3.4 Channel and system messages
3.5 Digital audio
3.6 Compression(data , video)
3.7 Magnetic and optical media
3.8 Storyboarding
3.9 Script and music sequencing notation
4. DIFFERENCES
4.1 Lossy AND lossless compression
4.2 Hypertext AND hypermedia
4.3 Bitmap AND vector
4.4 8-bit AND 24-bit color image
4.5 CD AND DVD
4.6 Static AND dynamic media
4.7 Analog and digital representation
4.8 H.261 AND h.263
5. DETAILED DEFINITIONS
5.1 Dithering process
5.2 Cut Detection
5.3 Authoring tools
5.4 Zig-zag coding
5.5 RAID Technology
6. HOW
6.1 image is stored in digital format
6.2
1. MUTLIMEDIA
It is the collection of different elements (given below)to represent information to provide
entertainment to human beings.

1. ELEMENTS OF MULTIMEDIA
 TEXT: should appreciate the audience and easy to read.
 GRAPHICS: used to highlight information , provide examples and serve as background.
It is of types raster and vector.
 IMAGES: includes images as jpeg etc.
 AUDIO
 VIDEO
 ANIMATIONS
2. SCOPE
 WEB DESIGNING
 GRAPHIC DESIGNIND
 ANIMATORS
 AUDIO PRODUCER
 SOFTWARE DESIGNING
3. PRODUCTION AND PLANNING
 PRODUCTION INCLUDES : production manager , content specialist , script writer , text
editor , multimedia architect , computer graphic hard disk , audio and video specialist ,
computer programmer.[ production is using different components to produce a
multimedia content product such as game. ]
 PLANNING INCLUDES: (text , image , audio , animation , video)
4. COMPONENTS
 HARDWARE COMPONENTS: CAPTURE DEVICES (video camera , video recorder ,
audio , microphone , keyboard , mouse) STORAGE DEVICES , COMPUTER
SYSTEMS(multimedia , desktop machines)
 SOFTWARE COMPONENTS: DEVICE DRIVER (It is used for installing and configuring
the multimedia peripherals )
MEDIA CONVERSION TOOLS ( for encoding and decoding data)
EDITING TOOLS( used to create and edit data )
5. ISSUES
1. How to represent and store temporal data
2. The data is large for audio and video so storage , transfer and processing overheads are
high.
3. How to strictly maintain the temporal relationship on play back.
6. APPLICATIONS
Entertainment , advertising , multimedia on the web , multimedia in software , multimedia
in education field.

7. TYPES OF MULTIMEDIA SYSTEM


ANALOG SYSTEMS: - An analog system is a system in which an electrical value, such as
voltage or current, represents something in the physical world.
COMPUTR BASED MULTIMEDIA :- Popular examples of multimedia include video podcasts,
audio slideshows and animated videos. Multimedia also contains the principles and
application of effective interactive communication such as the building blocks of software,
hardware, and other technologies.
SOUND PROCESSING :- Sound processing involves manipulating audio signals to enhance,
modify, or analyze sound content
TEXT PROCESSING:- Text processing involves handling and manipulating textual data. It
encompasses a range of tasks and techniques,
IMAGE PROCESSING:- Image processing involves manipulating digital images to enhance,
analyze, or modify their visual content.
FULL-MOTION VIDEO PROCESSING:- Full-motion video processing involves handling and
manipulating video content, typically consisting of a sequence of images (frames) played in
rapid succession.

8. STAGES OF BUILDING A MULTIMEDIA PROJECT


CONCEPTUAL ANALYSIS AND PLANNING
PROJECT DESIGN
PREPRODUCTION
BUDGETING
MULTIMEDIA PRODUCTION TEAM
HARDWARE SOFTWARE SELECTION
DEFINING THE CONTENT
PREPARING THE STRUCTURE
PRODUCTION
TESTING
DOCUMENTATION
DELIVERING THE MULTIMEDIA PRODUCT

2. FULL FORMS
1. WWW
 World wide web is a hypertext -based information system.
 Any word in the hypertext document can be specified as a pointer to a different
hypertext document.
2. HTTP
 Hypertext transfer protocol is the set of rules for transferring files such as images ,
audio etc.
 As soon as the user open their web browser, they are indirectly using HTTP.
 HTTP is the application that runs on top of the TCP/IP suit of protocols.
 Users navigate from page to page.
3. HTML
 Hypertext markup language
4. GIF
 Graphics interchange formats is a digital file format devised by internet service
provider.
 It is a lossless data compression format.
 It can be said as short animations.
5. JPEG
 Joint Photographic Experts group
 They can be compressed too much.
 Its raster image file type.
6. PNG
 Portable network graphic is a raster based image.
 It can handle graphics with transparent and semi-transparent backgrounds.
 It is popular in web designers.
7. BMP
 Bitmap images are made of pixels.
8. XBM
 X bitmap map.
 It is used with graphical user interface system.
 Used to represent images with ASCII TEXT.
9. MIDI
 Musical instrument digital interface .
 It is a standard to transmit and store music, originally designed for digital music
synthesizers.
 It does not transmit recorded sound.
 It includes musical notes , timings and pitch information.
10. ADC
 Analog to digital converter changes a continuous signal(analog signal) into discrete
signal(digital signal).
 Most of the devices work with the digital signals for them data if is in analog form,
needs to be changed into digital signal.
11. DAC
 Digital to analogue converter.
 It translates digitally stored information from a laptop , I-pad and other device into
analogue sound that we can hear.
 It translated ones and zeroes into videos , audios and other sensory data that you
can perceive.
12. TIFF
 TIFF (Tagged Image File Format) is a versatile file format widely used for storing and
exchanging high-quality raster graphics images.
 It is known for its ability to preserve image quality without any loss of data.
 TIFF supports various color depths and resolutions.
 TIFF files can be easily accessed, edited, and displayed on various devices.
13. MPEG
 MPEG (Moving Picture Experts Group) is a renowned family of video and audio
compression standards developed by ISO/IEC.
3. SHORT DEFINATIONS
1. ANIMATIONS
Animation is the process in which images are used to bring the illusion of motion by
the rapid movement of all the images in the sequence.
ANIMATION SOFTWARE TOOLS:
 AFTER EFFECTS - used to add visual effects and motion graphics
 ANIMATE – used to create cartoons and banners
 BLENDER – used for 3d graphics
 CARTOON ANIMATOR – create 2d animations with 3d motion
ANIMATION TECHNIQUES:
 2D ANIMATION :
 2D animation involves creating and manipulating characters, objects, and
backgrounds in a two-dimensional space
 Key aspects of 2D animation include:
 Frame-by-Frame Animation
 Rigging
 Keyframing
 Traditional Hand-drawn Animation
 3D ANIMATION:
 3D animation involves creating and manipulating characters, objects, and
environments in a three-dimensional virtual space.
 Key aspects of 3D animation include:
 Modeling:
 Texturing:
 Rigging:
 Keyframing:
 Animation Tools:
 Rendering:

 MOTION GRAPHICS:
 Motion graphics involve combining graphic design elements, typography, and
animation to create visually appealing and dynamic moving visuals.
 Key aspects of motion graphics include:
 Graphic Design:
 Animation:
 Timing and Rhythm:
 Visual Effects:
 Motion Graphics Software:

 STOP MOTION:
 Stop motion is a technique that involves capturing individual frames or
photographs of objects or characters in incremental positions and then
playing them in sequence to create the illusion of movement.
 Key aspects of stop motion include:
 Puppet Animation:
 Frame Capture:
 Set Design:
 Lighting and Photography:
2. DIGITAL AUDIO
 It’s device independent
 The quality of your audio depends upon the quality of recording but on the device in
which it is played.
 It uses sampling rates ( 8 or 16 bit ).
 The larger the sample size, the more accurately the data will describe the recorded
sound.

3. COMRESSION
Compression is the process to compress the size of a graphic file without degrading its
quality.
DATA COMPRESSION – to decrease the amount of storage a file takes up.
VIDEO COMPRESSION – A method for reducing the data used to encode digital video
content.

4. DIFFERNECES
1. LOSSY AND LOSSLESS COMPRESSION
LOSSY COMPRESSION -

 It is a form of compression that loses data during the compression process.


 But difference in quality no noticeable to hear.
 Includes - MP3(MPEG audio layer 3) removes sounds which are not hearable
AAC(advanced audio coding) has better quality than mp3
WMA(windows media audio)
LOSSLESS COMPRESSION -
 It is used to reduce file without any loss in quality.
 Includes - FLAC(free lossless audio codec)compress source up to 50%
ALAC(apple lossless audio codec)
WMA(it has limited hardware support)

2. HYPERTEXT AND HYPERMEDIA

3. BITMAP AND VECTOR


RASTER –

 Raster graphics are resolution dependent .


 They generate large file size.
 When the image is enlarged , the individual color square become visible and the
illusion of the smooth image is visible to the viewer.
VECTOR –

 Vector graphics are resolution independent.


 Vectors can be scaled to any size without loosing quality.
 Ex. CorelDraw , adobe illustrator.
 File sizes are larger due to complexity
4. 8-BIT AND 24-BIT COLOR IMAGE
8 – Bit color Image

 An 8-bit color image uses 8 bits per pixel to represent the color information.
 It allows for a maximum of 256 different colors (2^8 = 256).
 Each pixel in the image is assigned a specific color from a predefined color palette of
256 colors.
 8-bit color images are commonly referred to as indexed color or palette-based
images.
24 – Bit color Image

 A 24-bit color image uses 24 bits per pixel to represent the color information.
 It allows approximately 16.7 million possible colors
 Each pixel in the image is represented by three 8-bit color channels (red, green, and
blue), commonly known as RGB color model.
 24-bit color images offer a higher level of color accuracy and precision.

5. CD AND DVD
6. STATIC AND DYNAMIC MEDIA
STATIC MEDIA

 Static media refers to content that remains unchanged or fixed once it is created or
rendered.
 Examples of static media include static images, such as JPEG or PNG files, and non-
animated graphics, such as illustrations or photographs.
 Static media is typically used for displaying visual content that doesn't require any
interactivity or real-time updates.
 It is commonly used in applications like websites, presentations, printed materials,
and digital signage.
DYNAMIC MEDIA

 Dynamic media, on the other hand, refers to content that is capable of changing or
updating in real-time.
 Examples of dynamic media include videos, animations, interactive applications, and
dynamic websites.
 Dynamic media often incorporates elements like motion, interactivity, and real-time
data.
 It allows for user engagement, responsiveness, and the ability to adapt and respond
to user input or external events.
5. DETAILED DEFINITIONS
1. DITHERING PROCESS
 DITHERING PROCESS is the technique to convert the greyscale image into black and
white.
 It is used to create the illusion of the color which is not present.
 It is done by randomly arranging the pixels.
 It helps to reduce color banding and flatness.
 The process of dithering involves two main steps:

 Quantization: This step involves reducing the color space to the available color
palette. For example, if the palette supports only 16 colors, the quantization process
maps each pixel's color to the closest available color in the palette.

 Dithering: After quantization, dithering adds a pattern of small dots or noise to the
image. This pattern varies in intensity and placement to create the illusion of
intermediate colors. The dots or noise are typically applied in a random or ordered
manner, depending on the specific dithering algorithm used.

2. CUT DETECTION
3. AUTHORING TOOLS
4. RAID TECHNOLOGY
 Stands for Redundant array of independent disks.
 It is the way of storing the data in different places on multiple hard disks to protect
data in the case of a drove failure.
 It appears to the OS as a single logical device.
 Features of RAID :
 Data Redundancy: RAID configurations such as RAID 1 (mirroring) and RAID 5
(striping with parity) offer data redundancy. Data redundancy means
duplicacy of data .

 Improved Performance: RAID configurations like RAID 0 (striping) can


enhance read and write performance by spreading data across multiple
drives, allowing for parallel access. RAID 0 can help achieve faster data
transfer rates, reducing bottlenecks and improving overall performance.
 Fault Tolerance: RAID technology's fault-tolerant features are crucial in
multimedia environments where data integrity is essential. By implementing
RAID levels that provide redundancy and fault tolerance, multimedia
professionals can reduce the risk of data loss and ensure continuous
availability of media files.

 Scalability: RAID technology allows for the expansion of storage capacity by


adding additional drives to an existing RAID array. This scalability is
advantageous in multimedia scenarios where storage demands can quickly
grow due to the large file sizes associated with high-resolution images,
videos, or audio files.

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