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The document provides an overview of multimedia, defining it as a computer-based interactive communication process that integrates various media types such as text, graphics, audio, and video. It discusses applications of multimedia, data elements, and distinctions between multimedia and hypermedia, as well as the characteristics and challenges of multimedia systems. Additionally, it covers multimedia file formats, standards, and authoring metaphors used in multimedia development.

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0% found this document useful (0 votes)
38 views18 pages

1-5 2 Marks With Answer

The document provides an overview of multimedia, defining it as a computer-based interactive communication process that integrates various media types such as text, graphics, audio, and video. It discusses applications of multimedia, data elements, and distinctions between multimedia and hypermedia, as well as the characteristics and challenges of multimedia systems. Additionally, it covers multimedia file formats, standards, and authoring metaphors used in multimedia development.

Uploaded by

akshara kutty
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 18

ST. JOSEPH’S COLLEGE OF ENGINEERING AND Format No.

ACD-CF-QB
TECHNOLOGY
Issue No. 01
Elupatti, Thanjavur – 613 403
Two Marks Rev. No. 00

UNIT - I INTRODUCTION TO MULTIMEDIA

1. Define Multimedia?

Multimedia is defined as a Computer based Interactive Communication process that incorporates


text, numeric data, record based data, graphic art, video and audio elements, animation etc. It is
used for describing sophisticated systems that support moving images and audio. Eg.Personal
Computer.

2. Give the applications of Multimedia?

Document Imaging
Image Processing and Image Recognition
Full Motion Digital Video Applications
Electronic messaging
Entertainment
Corporate Communications

3. What are the data elements of MM?

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.

5. Define HyperText and explain the traversal through hypertext.

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).

6.Define HyperMedia and list 4 hypermedia applications

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.

• The World Wide Web (WWW).


• Powerpoint.
Adobe Acrobat (or other PDF software).
• Adobe Flash.

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.

8. Why is file or data compression necessary for Multimedia activities?

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.

9. Give a definition of multimedia and multimedia system.

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

11.List the four basic characteristics of multimedia system?

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?

The key issues multimedia systems need to deal with are:

• How to represent and store temporal information.


• How to strictly maintain the temporal relationships on play back/retrieval
• What processes are involved in the above
• Data has to be represented digitally – Analog/Digital Conversion, Sampling etc.
• Large Data Requirements - bandwidth, storage, data compression is usually Mandatory.

13. List and explain 5 desirable features in multimedia systems.

(5 points from the following are enough)

• 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.

• Special Hardware/Software needed - e.g. RAID technology.

• 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.

• Network Support - Client-server systems common as distributed systems.

• 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?

Or Q: List the components of a multimedia system.

• Capture devices: Video Camera, Video Recorder, Audio Microphone, Keyboards, mice,
graphics tablets, 3D input devices, tactile sensors, VR devices. Digitizing Hardware.

• Storage Devices: Hard disks, CD-ROMs, DVD-ROM, etc.

• Communication Networks: Local Networks, Intranets, Internet, Multimedia or other special


high speed networks.

• Computer Systems: Multimedia Desktop machines, Workstations, MPEG/VIDEO/DSP


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.

• Temporal relationship between data.

 Render different data at same time - continuously.

 Sequencing within the media: playing frames in correct order/time frame in video.

 Synchronization: inter-media scheduling.

16. Define Multimedia application and give 6 examples on multimedia applications.

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)

1- World Wide Web


2- Multimedia Authoring, e.g. Adobe/Macromedia Director
3- Hypermedia courseware
4- Video-on-demand
5- Interactive TV
6- Computer Games
7- Virtual reality
8- Digital video editing and production systems
9- Multimedia Database systems

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:

1- Universal access of web resources (by everyone everywhere),


2- Effectiveness of navigating available information,
3- Responsible of posted material.

18. Define the following terms: WWW, W3C, SGML, HTML, HTTP, XML

WWW: World Wide Web W3C: World Wide Web Consortium


SGML: Standard Generalized Markup Language
HTML: Hypertext Markup Language
HTTP: Hypertext Transfer Protocol
XML: Extensible Markup Language

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

20. List 5 examples on multimedia data.

1- Text or static data


2- Graphics
3- Images
4- Audio
5- Video
UNIT - II MULTIMEDIA FILE FORMATS AND STANDARDS

1. List the Sources of Text and Static media


The sources of this media are the keyboard, floppies, disks and tapes. Text files are
usually stored and input character by character. Files may contain raw text or formatted
text e.g HTML, Rich Text Format (RTF) or a program language source (C, Pascal, etc.)
The basic storage of text is 1 byte per character (text or format character). For other
forms of data e.g. Spreadsheet files some formats may store format as text (with
formatting) others may use binary encoding.

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. Define the Image data types


1-bit images: Image is represented in pixels. A pixel is a picture elements in a digital
image. 1 bit image can only store each pixel as a single bit of either 0 or 1. A bit has only
two states represented in either on or off, white or black, true or false and so on.
8-bit Gray level images: Every pixel of an 8-bit Gray level image is represented by a
single byte (8-bits). This means that for each pixel of such image representation, can hold
up to 28 = 256 values ranging from 0 – 255.
24-bit colour images: This has each pixel represented with 3 bytes usually RGB (Red,
Green and Blue). A true colour is known with 256 shades of RGB for a total of 16777216
colour variations. This gives the opportunity of representing RGB colours in a large
number of variations of images ranging to high quality photo graphic images or complex
graphics.
5. What is the Disadvantage of 24-bit color image?
It requires large storage space. Many monitors can display only 256 different colours at
any one time. Thus, it is wasteful to store more than 256 different colours in an image.
6. Brief about 8-bit colour images.
8-bit colour images: in this data type, 8 bit or 1 byte represents a pixel and it is the
method of storing an image information in a computer memory where the maximum
number of colour that could be displayed at once is 256. It consist of two parts namely:
colour map describing what colours are present in the image and the array of index value
for each pixel in the image. Most times, colours are selected from a palette of 16,777,216
colours (24bits: 8 red, 8 green and 8 blue)
7. How much storage space is required to store a 8-bit color image?
A 8-bit color image with resolution 640 x 480 needs a storage space of 640 x 480
bytes=(640 x 480) / 1024KB= 300KB without any compression.
8. What is GIF ?
GIF- Graphics Interchange Formats- This is the most popularly used on internet and this
is as a result of its compact size. It supports 256 colours and is recommended for small
icons used for simple diagram and navigational purposes. It is lossless only for images of
256 colours or less.
9. What is JPEG?
JPEG- Joint Photographic Experts Group- developed by the Joint Photographic Experts
Group. It is a bitmap image file and can store information as 24-bit colour. JPEG has
become the most popularly used picture format in Web and digital cameras saved images
are of JPEG format too. It uses a lossy compression technique and works well with
photographs, artwork and similar material but not so well with lettering, simple cartoons
and line drawings.
10. What is PNG?
PNG- Portable Network Graphics- PNG supports 8 bit, 24 bits, 32 bits and 48 bits data
types. It is the only lossless format that web browsers supports. Its format could be found
in PNG-24, PNG-8 where the PNG-8 is similar to the GIF format. It can support up to 48
bits of colour information.

11. What is TIFF?


TIFF- Tagged Image File Format- The TIFF format was developed by the Aldus
Corporation in the 1980 and was later supported by Microsoft. TIFF is supported by
many editing applications and is majorly used in bitmapped file format. Currently, TIFT
uses both lossless and lossy compression format and can store images ranging from 1 bit
image, grayscale image, 8-bit color image, 24-bit RGB image and so on.

12. What is BMP?


BMP- Bitmap- The bitmap file format (BMP) data types is one of those that are not
suitable for internets and this is due to its uncompressed format. It can store many
different type of image of 1 bit image, grayscale image, 8 bit color image, 24 bit RGB
image and so on.
13. What is EPS?
EPS- Encapsulated Postscript- This is a vector based graphic format and is ppular for
saving images. It offers the flexibility of being imported to nearly any kind of of
application. Its challenge is that it demands for more storage as compared to other
formats.

14. What is PDF?


PDF- Portable Document Format- PDF format is usually platform independent. It is a
vector graphics with in-built pixel graphics including compression options. It gives the
opportunity to print from any document to a PDF file in as much as there exist an Adobe
Acrobat on the system.

15. What is EXIF?


EXIF- Exchange Image File- Exif includes specification of file format for audio that
accompanies digital images. It is an image format used by digital cameras.

16. What is WMF?


WMF- Windows MetaFile- WMF metafiles are small, flexible and can only display
images properly using their proprietary softwares only. It is a vector file format for MS-
Windows operating environment.

17. What is PICT?


PICT- PICT images are useful in Macintosh software development and should be avoided
in desktop publishing.

18. What is Photoshop?


Photoshop- Photoshop file format is created by Adobe and it can be imported directly
into most desktop publishing applications.

19. What is an Audio?


Audio signals are continuous analog signals. They are first captured by microphones and
then digitised and stored -- usually compressed as CD. In order to digitised audio, some
steps are put in place such as: sampling, quantization and encoding.
20. Define Sampling.
Sampling: Sampling is the process of mapping out a signal at a regular spaced pattern in
time with each mapping constituting a sample. The sampling rate is the measure of the
number of times the audio signal is taken per second. Hence, a higher sampling rate
implies that more number of signal mapping are taken during a given time interval.

UNIT - III MULTIMEDIA AUTHORING


1. What is an authoring metaphor in multimedia authoring?
An authoring metaphor is a conceptual framework or approach used by multimedia authors to
create and organize multimedia content.

2. Why are authoring metaphors important in multimedia authoring?


Authoring metaphors provide a structured way to design and develop multimedia projects,
making the authoring process more efficient and intuitive.

3. Give an example of a common authoring metaphor used in multimedia


development.
The "movie director" metaphor is often used, where multimedia authors act as directors,
orchestrating various media elements to create a coherent multimedia experience.

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.

5. Can an authoring metaphor be changed or combined within a multimedia project?


Yes, authors can use multiple metaphors or switch between them within a project, depending on
the project's requirements and goals.

6. What is the "desktop publishing" metaphor in multimedia authoring, and when is it


commonly used?
The "desktop publishing" metaphor involves arranging media elements on a virtual canvas,
similar to designing a print document. It is often used for multimedia presentations and
interactive documents.

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.

13. How do card-based tools facilitate interactivity in multimedia content?


Card-based tools often enable the creation of interactive elements on each card, allowing users to
engage with the content in a non-linear manner.

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.

17. What are icon and object-based tools in multimedia authoring?

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.

2. What are the types of animation?

There are five main types of animation:

● 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.

3. What are the principles of Animation?


● Timing and Spacing
● Squash and Stretch
● Anticipation
● Ease In and Ease Out
● Follow Through and Overlapping Action
● Arcs
● Exaggeration
● Solid Drawing
● Appeal
● Straight Ahead Action and Pose to Pose
● Secondary Action
● Staging

4. What is the main purpose of the principles of animation?


The main purpose of these principles was to produce an illusion that cartoon characters
adhered to the basic laws of physics, but they also dealt with more abstract issues, such as
emotional timing and character appeal.
5. How is staging applied to animation How is it similar to theater?
Staging in animation is similar to staging in theatre and film. Its purpose is to direct the
audience's attention and make it clear what is of the greatest importance in a scene. This can be
done in various ways, such as the use of light and shadow, or the angle and position of the
character, or the weight and colors.
6. What is stretch and squash in animation?
Squash and Stretch (S&S for short) is the principle of applying a contrasting change of shape
—from a squash pose to a stretch pose or vice versa—to give a feeling of fleshiness, flexibility,
and life in animation. The absence of squash and stretch gives a rigidity or stiffness to the
motion.

7. What is an example of squash and stretch with a ball?


For example, when a ball bounces, it squashes when it hits the ground and stretches when it
flies up in the air. This creates a sense of weight, elasticity, and realism. Similarly, when a
character jumps, runs, or falls, their body parts can squash and stretch to show their energy,
momentum, and personality.

8. What is timing and spacing?

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.

9. What is the secondary action in the play?


Secondary actions are actions that support the main action of a character or object. They are
used to emphasize or accentuate the primary action, but they must be used carefully or they
might take away from the main action.

10. Why 2D animation is the best?


2D animation videos can convey complex ideas with custom animated characters that share a
narrative that's easy for the viewer to follow, typically in just a few minutes. By pairing these 2D
animations with a compelling voiceover and storyline, you'll be able to engage the viewer and
keep their attention.

11. What is 2.5D Animation?


2.5D animation is quite different from 2D animation. These are 2D animations drawn into a
3D space. The animators tweak 2D animation art’s perspectives and shadows which give out a
3D look. This result is achieved using exceptional art skills in shadows, layering, perspective
definition, and much more.

12. Difference between 2D, 2.5D & 3D Animation

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.

13. What are the benefits of using keyframes in animation?


Keyframes are a great tool that can help bring an edit to life. They offer a way to animate
and change your video over time using tools like speed ramping, animating objects and applying
filters. Ultimately, they give video editors the freedom to flex their creative muscles.

14. What is morphing animation?


Morphing is an effect which sees one shape or object transform into another in a seamless
transition. There are different approaches, but the fundamental meaning of morphing remains the
same.
One common example is morphing a face into an older one or even an animal or alien form. The
technique has created some iconic pop culture moments, such as the liquid metal T-1000
character in Terminator 2: Judgement Day (1991).

15. Morphing vs tweening.


Morphing and tweening are often talked about interchangeably, but they are different.
Tweening is more about animation and adding movement, whereas a definition of morphing is a
film industry technique used to create special effects.

Technique Definition

Morphing Visual effects technique which transforms


one shape into another in a smooth
transition.

Tweening Animation effect which inserts images


between keyframes to create the effect of
movement.

Wrapping Post-production technique that brings


subject into focus by wrapping in
background light.

Whip pan Type of transition used to edit two shots


into one.
16. Types of morphing.
Morphing is mostly known as a visual effects technique in the film industry. It’s also used in
other mediums such as animation and 3D modelling. There are different approaches to
morphing.
● Morphing at max speed.
This type of morphing is often seen in the films. Objects are morphed while in motion.
One example is the spaceship in Flight of the Navigator. By morphing objects that are in
motion, it’s easier to disguise any slight inconsistencies as they’re moving at speed and
less likely to be noticed.
● Direct morphing.
You can also use morphing for more simple animations. For example, to transform a
simple line-drawn shape into another shape. In Adobe Animate you can use the shape
tween feature to transition a square to an animated circle.
● 3D morphing.
3D morphing is another approach. Rather than being a film industry technique, it’s used
with 3D modelling. This type of morphing animation is used to transition between
different movements. Each movement or pose is defined by a morph target. It’s used to
animate objects that haven't got skeletal structure.

17. Why is onion skinning used in animation?


Traditional animations consist of multiple individual sketches, with slight differences,
presented in quick succession. For the person watching, the sketches appear as one continuous
moving image. This is an optical illusion known as the ‘Persistence of Vision.’

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.

18. What is character rigging?


Character rigging is a technique used in skeletal animation where you add control to a model.
It defines the range of movement for a character or object to define its actions, gestures and
movement. A series of interconnected bones are applied to the 3D model so you can move and
manipulate the static image in your desired manner.

19. What’s the difference between animation and rigging?

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.

UNIT – 5 MULTIMEDIA APPLICATIONS

1. How multimedia systems have led to the growth of big data?


Massive multimedia data are being created due to the rising amount of the Internet and user-
generated content, low-cost commodity devices with cameras (like cellphones, surveillance
systems, and so on), and the proliferation of social networks, forming a unique type of big
data.

2. What is multimedia big data?


Multimedia big data is unstructured, heterogeneous, and multimodal, which makes
multimedia big data representation and modeling difficult.

3. What are the challenges faced in multimedia big data computing?


Compared to approaches of general text-based big data computing, multimedia big data
computing faces additional compression, storage, transmission, and analysis challenges in
terms of
 organizing unstructured and heterogeneous data,
 dealing with cognition and understanding complexity,
 addressing real-time and quality-of-service requirements, and
 ensuring scalability and computing efficiency.
4. What are multimedia data types?
Multimedia data is a combination of video, audio, text, graphics, still images, and animation
data. A multimedia presentation is a synchronized and, possibly, interactive delivery of
multimedia data to users.

5. How is multimedia used in social media?


One way to boost your social media copy is to add multimedia elements, such as images,
videos, audio, or interactive features. Multimedia can enhance your message, capture
attention, increase engagement, and improve retention.

6. What are the 5 types of multimedia application?


The five different multimedia which supports the education process are narrative media,
interactive media, communicative media, adaptive media, and productive media.

7. What do you mean by multimedia in mobile application?


Multimedia is a computerized method of presenting information combining textual data,
audio, visuals (video), graphics and animations. For examples: E-Mail, Yahoo Messenger,
Video Conferencing, and Multimedia Message Service (MMS).

8. What is an example of mobile multimedia?


Cinema: Modes of Communication: Image, Video, Audio, And Text
Video Games: Modes of Communication: Image, Video, Audio, Interactive, Text
E-Learning Platforms
Virtual Reality Games
Graphic Novels
Interactive Kiosks
Digital Marketing Ads
Online Newspapers

9. What are the applications of computer vision in surveillance?


Eight of the most significant benefits of computer vision in security are biometric
authentication, finding people of interest, improved weapon detection, faster responses to
suspicious situations, helping understand crowd behavior, virtual fencing, vehicle
identification, and streamlining security footage reviews.
10. What is multimedia analytics?
Multimedia analytics is a new and exciting research area that combines techniques from
multimedia analysis, visual analytics, and data management, with a focus on creating systems
for analyzing large-scale multimedia collections.

11. How is analytics used in media?


Media analytics can uncover emerging trends in viewing or listening habits. Staying attuned
to shifts in consumer preferences helps guide content development, making it easier to
acquire new viewers, and helps media executives make better decisions about how to most
effectively monetize content.

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.

13. What is cloud computing in media?


Cloud computing reduces streaming latency to provide a better user experience. Applications
of cloud computing in the media and entertainment industry include cloud video and audio
streaming, cloud-based audio recording, media asset management cloud, cloud media
archive, and more

14. What are the major issues in multimedia cloud?


There are two main challenges which can affect the performance of multimedia applications
in a cloud platform; (1) service response time and (2) resource cost minimization.
15. What is media streaming in cloud computing?
Media streaming is the sending of video and/or audio files to an end user over a private or
public network in a compressed form which can be played immediately rather than having to
be saved to a storage device for later playback.

16. What are the different approaches for multimedia streaming?


Two different approaches used for video transmission over the network are Video on
Demand (VoD) and live video streaming. VoD approach is more competent and convenient
for the user, as the user can demand the video whenever they choose to rather than watching
it at a particular time.

17. What Is Cloud Video Streaming?


Cloud-based video streaming or cloud video streaming is a technology that allows users to
consume digital video content over the internet without downloading it first
Users produce video content and upload it to the cloud servers of a network provider. After
that, it is encoded into a useful format that viewers worldwide can simply watch live or on
demand. It makes high-quality streaming possible at a much lower cost than traditional video
streaming methods.

18. What are the advantages of streaming media in cloud?


Some of the advantages of streaming media are:
 It makes possible for cloud users to view interactive applications like video, searching
them and personalized playlist.
 It provides the content makers with more control over his intellectual property as the
video file isn't stored on the viewer's computer.
 It provides an efficient use of bandwidth. This is because the transferred file is the only
part that is being watched.
 It allows content delivers for monitoring what visitors are watching.

19. What do you mean by media on demand?


Media on Demand (MOD) is a media distribution system that allows users to access video,
audio, and other types of content without the constraints of a predetermined release schedule.
MOD content is available to the user at the time of their choosing.

20. How Does Media-on-Demand Work?


Media-on-Demand services work by using a server or network of servers that host digital
media content. Users can access this content through a variety of devices such as computers,
smartphones, tablets, and smart TVs. The content is typically stored on servers and can be
streamed or downloaded by users depending on the service they choose.
The process of accessing media content on Media-on-Demand services usually involves the
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