Chapter 1
Chapter 1
C. Presentation Media
“Which medium is used to output information from the computer or
input in the computer”
Refers to physical means used by systems to reproduce information
for humans, e.g: audio and visual devices
Input:
a. Keyboards, cameras, microphone, Head Mounted Device (for VR
input)
Output:
b. Paper, monitors, loudspeakers
D. Perception Media
1. Multimedia is any combination of text, graphic art, sound, animation and video
delivered to you by computer or other electronic means.
2. Multimedia is the presentation of a (usually interactive) computer
application, incorporating media elements such as text graphics,
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video, animation, and sound, on a computer.
3. Multimedia is the field concerned with the computer controlled
integration of text, graphics, drawings, still and moving images
(video), animation, and any other media where every type of
information can be represented, stored, transmitted, and processed
digitally.
1945 As part of MIT's postwar deliberations on what to do with all those scientists em¬
ployed on the war effort, Vannevar Bush (1890-1974) wrote a landmark article [2j
describing what amounts to a hypermedia system, called "Memex." Memex was
meant to be a universally useful and personalized memory device that even included
the concept of associative links — it really is the forerunner of the World Wide Web.
After World War 11, 6,000 scientists who had been hard at work on the war effort
suddenly found themselves with time to consider other issues, and the Memex idea
was one fruit of that new freedom.
1960s Ted Nelson started the Xanadu project and coined the term "hypertext." Xanadu
was the first attempt at a hypertext system — Nelson called it a "magic place of
literary memory."
1967 Nicholas Negroponte formed the Architecture Machine Group at MIT,
1968 Douglas Engelbart, greatly influenced by Vannevar Bush's "As We May Think,"
demonstrated the "On-Line System" (NLS), another early hypertext program. En-
gelbart's group at Stanford Research Institute aimed at "augmentation, not automa¬
tion," to enhance human abilities through computer technology. NLS consisted of
such critical ideas as an outline editor for idea development, hypertext links, tele¬
conferencing, word processing, and e-mail, and made use of the mouse pointing
device, windowing software, and help systems [3],
1969 Nelson and van Dam at Brown University created an early hypertext editor called
PRESS" [4]. The present-day Intermedia project by the Institute for Research in
Information and Scholarship (IRIS) at Brown is the descendant of that early system.
1976 The MIT Architecture Machine Group proposed a project entitled "Multiple Media."
This resulted in the Aspen Movie Map, the first hypermedia videodisc, in 1978.
1985
Negroponte and Wiesner cofounded the MIT Media Lab, a leading research institution investigating di
gital
video and multimedia.
1989 Tim Beniers-Lee proposed the World Wide Web to the European Council for Nuclear
Research (CERNJ.
1990 Kristina Hooper Woolsey headed the Apple Multimedia Lab, with a staff of 100.
Education was a chief goal
1991 MPEG-1 was approved as an international standard for digital video. Its further
development led to newer standards, MPEG-2, MPEG-4, and further MPEGs, in the
1990s.
1991 The introduction of PDAs in 1991 began a new period in the use of computers in
general and multimedia in particular. This development continued in 1996 with the
marketing of the first PDA with no keyboard.
1992 JPEG was accepted as the international standard for digital image compression. Its
further development has now led to the new JPEG2000 standard,
1992 The first MBone audio multicast on the Net was made.
Definition of HyperMedia
HyperMedia is not constrained to be text-based. It can include other
media, e.g., graphics, images, and especially the continuous media - sound
and video. Hypermedia is a way of organizing multimedia information by
linking media elements. Apparently, Ted Nelson was also the first to use
this term.
TV monitor.
3. Interactivity
Level-1: Interactivity strictly on information delivery. Users select
the time at which the presentation starts, the order, the speed and the
form of the presentation itself.
Level-2: Users can modify or enrich the content of the information,
and this modification is recorded.
Level-3: Actual processing of users input and the computer generate
genuine result based on the users input.
4. Digitally Represented
Software Components
e. OCR software
This software convert printed document into electronically recognizable
ASCII character. It is used with scanners. Scanners convert printed
document into bitmap. Then these software break the bitmap into pieces
according to whether it contains text or graphics. This is done by examining
the texture and density of the bitmap and by detecting edges.
Text area ASCII text
Bitmap area bitmap image
To do the above, these software use probability and expert system.
Use:
To include printed documents in our project without typing from
keyboard
To include documents in their original format e.g signatures,
drawings, etc
Examples: Omni Pro, perceiver
g. Drawing Tool
Used to create vector based graphics.
Drawing and painting tools should have the following features:
Scalable dimension for restore, stretch, and distorting images/graphics
customizable pen and brush shapes and sizes
Multiple undo capabilities
Capacity to import and export files in different formats
Ability to create geometric shapes from circle, rectangle, line, etc.
zooming for magnified image editing
Support for third party plug-ins.
Examples: Macromedia Freehand, CorelDraw, Illustrator
h. Video Editing
Animation and digital video/movie are sequence of bitmapped graphic
frames rapidly played back. Some of the tools to edit video include: Adobe
Premier, Deskshare, Video editing magic, Videoshop
These applications display time references (relationship between time & the
video), frame counts, audio, transparency level, etc.
II) Storage Devices: large capacity storage devices are necessary to store
multimedia data.
Hard Disk: the capacity of hard disk should be high to store large data.
DVD: have high capacity than CDs. Similarly, they are also used to
distribute multimedia data to users. Some of the characteristics of DVD:
High storage capacity4.7-17GB
Use narrow tracks than CDs
High data transfer rate4.6MB/sec
2) Input-Output Devices
Wireless mouse: important when the presenter has to move around during
presentation
Touch Screen: we use fingers instead of mouse to interact with touch screen
computers.
There are three technologies used in touch screens:
i) Infrared light: such touch screens use invisible infrared light that are
projected across the surface of screen. A finger touching the screen
interrupts the beams generating electronic signal. Then it identifies the x-y
coordinate of the screen where the touch occurred and sends signals to the
operating system for processing.
ii) Texture-coated: such monitors are coated with texture material that is
sensitive towards pressure. When user presses the monitor, the texture
material on the monitor extracts the x-y coordinate of the location and send
signals to operating system
Advantage:
user friendly
easy to use even for non technical people
easy to learn how to use
Graphical Tablets/ Digitizer: both are used to convert points, lines, and
curves from sketch into digital format. They use a movable device called
stylus.
Digital Camera and Video Camera (VCR): are important to record and
include image and video in MMS respectively. Digital video cameras store
images as digital data, and they do not record on film. You can edit the
video taken using video camera and VCR using video editing tools.
Remark: video takes large memory space.
Output Devices
Depending on the content of the project, & how the information is
presented, you need different output devices. Some of the output hardwares
are:
Plotter/printer: when the situation arises to present using papers, you use
plotters and/or plotters. In such cases, print quality of the device should be
taken into consideration.
Impact printers: not good quality graphics/poor quality
Non-impact printers: good quality graphics
3) Network Devices
Why do we require network devices?
The following network devices are required for multimedia presentation:
iii) Cable modem: uses existing cables stretched for television broadcast
reception. The data transfer rate of such devices is very fast i.e. they provide
high bandwidth. They are primarily used to deliver broadband internet
access, taking advantage of unused bandwidth on a cable television
network.
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iv) DSL: provide digital data transmission over the telephone wires of local
telephone network. The speed of DSL is faster than using telephone line
with modem. How? They carry a digital signal over the unused frequency
spectrum (analog voice transmission uses limited range of spectrum)
available on the twisted pair cables running between the telephone
company's central office and the customer premises.
Summary
Multimedia Information Flow
Exercise
You are requiring setting up a Multimedia Systems. Identify the
components, and budget to set up the system.