1-5 2 Marks With Answer
1-5 2 Marks With Answer
ACD-CF-QB
TECHNOLOGY
Issue No. 01
Elupatti, Thanjavur – 613 403
Two Marks Rev. No. 00
1. Define Multimedia?
Document Imaging
Image Processing and Image Recognition
Full Motion Digital Video Applications
Electronic messaging
Entertainment
Corporate Communications
Facsimile
Document Images
Photographic Images
Geographic Information System Maps (GIS)
Voice Commands and Voice Synthesis
Audio Messages
Video Messages
Full motion stored and Live Video
Holographic Images
Fractals
4. What is meant by the terms Multimedia and HyperMedia? Distinguish between these
two concepts.
Multimedia ---- An Application which uses a collection of multiple media source e.g. text,
graphics, images, sound/audio, animation and/or video. Hypermedia ---- An application which
uses associative relationships among information contained within multiple media data for the
purpose of facilitating access to, and manipulation of, the information encapsulated by the data.
Hypermedia contrasts with the broader term multimedia, which may include non-interactive
linear presentations as well as hypermedia.
Hypertext is a text which contains links to other texts. The term was invented by Ted Nelson
around 1965. Traversal through pages of hypertext is usually non-linear (as indicated below).
7.What is meant by the terms static (or discrete) media and dynamic (or continuous)
media? Give examples of each type of media.
Static (or discrete) media: time independent media such as normal data, text, single images, and
graphics. Dynamic (or continuous) media: time dependent media such as video, animation and
audio.
Multimedia files are very large therefore for storage, file transfer etc. file sizes need to be
reduced. Text and other files may also be encoded/compressed for email and other applications.
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. A
Multimedia System is a system capable of processing multimedia data and applications
10.What are the key distinctions between multimedia data and more conventional types of
media?
• Multimedia systems deal with the generation, manipulation, storage, presentation, and
communication of information in digital form. • The data may be in a variety of formats: text,
graphics, images, audio, and video. • A majority of this data is large and the different media may
need synchronization -the data may have temporal relationships as an integral property. • Some
media is time independent or static or discrete media: normal data, text, single images, graphics
are examples. • Video, animation and audio are examples of continuous media which is time
dependent media
A 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.
12. What key issues or problems does a multimedia system have to deal with when
handling multimedia data?
• Very High Processing Power - needed to deal with large data processing and real time delivery
of media. Special hardware commonplace.
• Multimedia Capable File System - needed to deliver real-time media - e.g. Video/Audio
Streaming.
• Data Representations - File Formats that support multimedia should be easy to handle yet allow
for compression/ decompression in real-time.
• Efficient and High I/O - input and output to the file subsystem needs to be efficient and fast.
• 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 and large memory. Large Caches also required and
high speed buses for efficient management.
• Software Tools - user friendly tools needed to handle media, design and develop applications,
and deliver media.
14. What are the hardware and software components that are required in multimedia
system?
• Capture devices: Video Camera, Video Recorder, Audio Microphone, Keyboards, mice,
graphics tablets, 3D input devices, tactile sensors, VR devices. Digitizing Hardware.
• Display Devices: CD-quality speakers, HDTV, SVGA, Hi-Res monitors, Color printers etc.
15. List some challenges that can face the multimedia systems.
• Distributed Networks.
Sequencing within the media: playing frames in correct order/time frame in video.
Multimedia application: is an application which uses a collection of multiple media sources e.g.
text, graphics, images, sound/audio, animation and/or video. (6 examples from the following)
17. Define the term W3C and list the three goals of WWW.
W3C: World Wide Web Consortium which maintained and developed the WWW technology.
The W3C has listed the following three goals for the WWW:
18. Define the following terms: WWW, W3C, SGML, HTML, HTTP, XML
19. What are the main processes that multimedia system has to deal with?
1- Generation of data,
2- Manipulation of data,
3- Storage of data,
4- Presentation of data, and
5- Communication of information/data
2. What is Graphics?
Graphics are usually constructed by the composition of primitive objects such as lines,
polygons, circles, curves and arcs. Graphics are usually generated by a graphics editor
program (e.g. Freehand) or automatically by a program (e.g. Postscript usually generated
this way). Graphics are usually editable or revisable (unlike Images). Graphics input
devices include: keyboard (for text and cursor control), mouse, trackball or graphics
tablet. Graphics files may adhere to a graphics standard (OpenGL, PHIGS, GKS) Text
may need to stored also. Graphics files usually store the primitive assembly and do not
take up a very high overhead.
3. What is an Image?
Essentially, images are still pictures which (uncompressed) are represented as a bitmap (a
grid of pixels). They may be generated by programs similar to graphics or animation
programs. But images may be scanned for photographs or pictures using a digital scanner
or from a digital camera.
4. How does the choice of an authoring metaphor impact the multimedia project's
design and interactivity?
The chosen metaphor can influence how content is organized, the user's interaction with the
multimedia, and the overall user experience.
7. How does the "storyboard" metaphor aid in multimedia authoring, especially for
animation and video projects?
The "storyboard" metaphor helps authors plan the sequence and layout of scenes in animation
and video projects, facilitating the visual narrative.
8. What are some key considerations when selecting an authoring metaphor for a
multimedia project?
Consider the project's content, interactivity requirements, target audience, and the message you
want to convey when choosing an authoring metaphor.
9. What are card and page-based tools in multimedia authoring?
Card and page-based tools are software applications or platforms that allow multimedia authors
to create content using a structure based on cards or pages.
10. How do card-based tools differ from page-based tools in multimedia authoring?
Card-based tools organize content into individual cards, typically representing discrete units of
information, while page-based tools arrange content on virtual pages, often simulating a
document or book layout.
11. What are some advantages of using card-based tools in multimedia authoring?
Card-based tools provide flexibility in structuring content, are well-suited for nonlinear
presentations, and can support interactive storytelling.
12. In what scenarios are page-based tools commonly used for multimedia authoring?
Page-based tools are often used for creating multimedia presentations, e-books, magazines, and
websites where content is organized in a linear or hierarchical fashion.
14. Can you give an example of a popular card-based multimedia authoring tool?
Adobe XD is a card-based tool commonly used for creating interactive prototypes and user
interfaces in multimedia design.
15. What are some key considerations when choosing between card-based and page-
based tools for multimedia authoring?
Consider the nature of the content, the desired user experience, and the project's interactivity
requirements when selecting the appropriate tool.
16. How can card-based tools be used to create interactive multimedia presentations or
educational materials?
Card-based tools can be used to create interactive flashcards, quizzes, and educational modules
where learners can navigate through content in a non-linear way.
Icon and object-based tools are software applications or platforms that allow multimedia authors
to create content using icons or objects as visual representations.
18. How do icon-based tools differ from object-based tools in multimedia authoring?
Icon-based tools use symbols or icons to represent elements, while object-based tools involve the
creation and manipulation of objects with defined properties and behaviors.
19. What are some advantages of using icon-based tools in multimedia authoring?
Icon-based tools are often user-friendly and intuitive, making them suitable for quick
prototyping and simple interactive content.
20. In what scenarios are object-based tools commonly used for multimedia authoring?
Object-based tools are frequently used for developing interactive simulations, games, and
complex multimedia applications that require precise control over individual
UNIT – 4 ANIMATION
1. What is Animation?
Animation is a method of photographing successive drawings, models, or even puppets,
to create an illusion of movement in a sequence. Because our eyes can only retain an image
for approximately 1/10 of a second, when multiple images appear in fast succession, the
brain blends them into a single moving image.
● 3D - computer generated imagery (CGI) is used to create characters and the worlds they
inhabit. This is the most common method in modern animation.
● Traditional - also known as cel animation, hand-drawn and 2D. This is the original
method of animation, dating back to the 19th century.
● Stop motion - involves physically moving objects, often made with clay, one frame at a
time.
● Motion graphics - animated graphic design that brings text and images to life.
● Vector - a more modern version of traditional, using 2D graphics.
Timing refers to the number of frames or drawings between two key poses, which determines
how fast or slow the action is. Spacing refers to the distance between each frame or drawing,
which determines how smooth or jerky the motion is.
The key differences between 2D, 2.5D, & 3D animations are the depth each adds to the
subject and the effect that our naked eyes can detect.
Since 2D animations lack depth completely, these appear flat and might be incredibly boring for
Gen Z babies as they’re already part of an era where 3D has become too prevalent.
In contrast to 2D animations, we’ve 2.5D animation art. Since it’s drawn on a 3D perspective
plane, it appears as if it has some depth. That deludes us into believing that the image has some
3D effect.
Lastly, we have 3D animation. The objects created in the 3D space have 100% depth. You can
notice that depth in perspective from every angle the camera follows.
Technique Definition
To achieve this effect, each individual image must be replaced by the next one while your brain
and eye still retain the previous image. Because the eye ‘sees’ this original image for a fraction
of a second as the new image appears, it creates a feeling of motion or flow between the two
images or frames1. When this process is repeated across multiple animation frames, it creates a
moving image.
Rigging is just one part of the wider animation process. The creation of a character is
normally the first section, followed by the rigging of it. Then after a rig is applied the character
or model can be edited and animated. The main difference is that rigging is a process within the
larger animation project.
20. What is meant by hand drawn animation?
Traditional animation (or classical animation, cel animation, or hand-drawn animation) is
an animation technique in which each frame is drawn by hand. The technique was the dominant
form of animation in cinema until the end of the 20th century, when there was a shift to
computer animation in the industry, specifically 3D computer animation.
12. What is meant by the terms Multimedia and Hypermedia? Distinguish between these
two concepts.
Multimedia: An Application which uses a collection of multiple media source e.g. text,
graphics, images, sound/audio, animation and/or video.
Hypermedia: An application which uses associative relationships among information
contained within multiple media data for the purpose of facilitating access to, and
manipulation of, the information encapsulated by the data. Hypermedia contrasts with the
broader term multimedia, which may include non-interactive linear presentations as well as
hypermedia.