Introduction To Multimedia
Introduction To Multimedia
Multimedia allows the users to combine and change data from various sources like image, text,
graphics, video, audio and video to a single platform.
Introduction to Multimedia
Multimedia allows the users to combine and change data from various sources
like image, text, graphics, video, audio and video to a single platform. Multimedia
has become the latest enriching experience in the field of information sector. The
fast growing of multimedia technology over the last decade has brought a lot of
changes to computing, entertainment and education.
The phenomenal growth of multimedia technologies and applications has
presented the computerized field with great challenges and opportunities.
Multimedia is becoming more popular among the user in the terms of its uses and
applications. Multimedia application plays vital role in terms of presenting
information to the users
Multimedia Definition
The word multimedia consists of two words “multi” and “media” which means
that multiple forms of media are combined to gather and provide services like
storage, communication, presentation and Input/ output interactions of text,
video, image, graphics and audio.
The term multimedia comprises of two words, “multi” and “medium”. Multi
refers to many i.e. at least two. Media is the plural of medium. Therefore,
multimedia is an integration of many types of media like text, graphics, images,
audio, animation, video etc on a single medium in the same information unit.
Components of Multimedia
Multimedia has five major components like text, images, sound, video and animation. They are
explained in detail below:
Components of Multimedia
Multimedia has five major components like text, images, sound, video and
animation. They are explained in detail below:
1. Text
Text is the basic component of multimedia and is the most common way of
communicating information to other person. Even though multimedia includes
images, video, audio and graphics, Text is the basic component used in
multimedia.
Static Text
Static text, the text which will remain static as a heading or in a line, or in a
paragraph. The words are given along with the images to explain about the
images. In static text the words will either give information or support an image
or an video.
Hypertext
A hypertext is a system which consists of nodes, the text and the links between
the nodes, which defines the path the user need to follow for the text access in
non-sequential ways. The author of the working system created this structure.
The user is permitted to define their own paths in more sophisticated hypertext
systems. The user is provided with the flexibility and choice to navigate in
hypertext. In a multimedia product, text is used to convey the information and
must be placed at appropriate position in order to obtain the well -formatted
sentences and paragraphs. The readability of the text depends on the spacing
and punctuation. The message communication is more appropriate with
improved Fonts and styles.
2. Image
Images acts as an vital component in multimedia. These images are generated
by the computer in two ways, as bitmap or raster images and as vector images.
Vector Images
Drawing elements or objects such as lines, rectangles, circles and so on to create
an images are based on Vector images. The advantage of vector image is
relatively small amount of data is required to represent the image and thereby
only less memory is needed to store. Compression techniques are used to reduce
the file size of images that is useful for storing large number of images and
speeding transmission for networked application. various Compression formats
used for this purpose are GIF, TIFF and JPEG.
3. Animation
Animation is the process of displaying still images so quickly so that they give the
impression of continuous movement. In animation the screen object is a vector
image. Using numerical transformations the movement of that image along its
paths is calculated for their defining coordinates. The least frame rate of at least
16 frames per second gives the impression of smoothness and for natural looking
it should be at least 25 frames per second. Animations may be in two or three
dimensional. A two dimensional animation, brings an image alive, that occur on
the flat X and Y axis of the screen. while in three dimensional animation it occurs
along the three axis X, Y and Z. Animation tools are very powerful and effective.
The two basic types of animations are Path animation and Frame animation.
Path Animation
Path animation involves moving an object on a screen that has a constant
background e.g. a cartoon character may move across the screen regardless of
any change in the background or the character.
Frame Animation
In frame animations, multiple objects are allowed to travel simultaneously and
the background or the objects also changes.
4. Sound
Sound is a meaningful speech in any language and is the most serious element
in multimedia, providing the pleasure of music, special effects and so on.
Decibels is the measurement of volume, the pressure level of sound.
Digital Audio
Sampled sound is a Digitized sound. A sample of sound is taken and stored every
nth fraction of a second as digital information in bits and bytes. The quality of
this recording depends on the sampling rate. sampling rate is defined as how
often the samples are taken and how many numbers are used to represent the
value of each sample (bit depth, resolution and sample size). The finer the
quality of the captured sound and the resolution is achieved while played back,
when more often the sample is taken and the more data is stored about that
sample.
5. Video
Video is defined as the display of recorded event, scene etc. The powerful way
to convey information in multimedia applications are embedding of video. The
video can be categorized in two types as Analog video and Digital video.
Analog Video
In Analog video, the video data’s are stored in any non-computer media like
video tape, laser disc, film etc. It is divided further in two types as Composite
and Component Analog Video. Composite Analog Video has all the video
components
Applications of Multimedia
Multimedia is the most fast growing area in the field of information technology.
Applications of Multimedia
Multimedia is the most fast growing area in the field of information technology.
A Multimedia is an application which is a collection of multiple media sources
like text, images, sound/audio, animation and video on a single platform.
Predominantly, Entertainment and Education are the fields where multimedia is
used in majority.
1. Education
In India, multimedia is used in different ways for teaching and learning like e-
learning, distance learning, virtual learning and so on. EDUSAT (Education
Satellite) is launched in India for serving the educational sector of the country for
emulating virtual classroom in an effective manner.
2. Entertainment
The remarkable advancement in the entertainment industry is due to the
Multimedia Technology mainly. This technology is needed in all mode of
entertainment like radio, TV, online gaming, video on demand etc.
Video on demand or movies on demand is a service that provides movies to
television sets on an individual basis at homes. Movies are stored in a central
server and transmitted through a communication network. A set-top box
connected to the communication network converts the digital information to
analog signals and inputs it to the television set.
3. Business Systems
5. Public Places
Multimedia is available in many public places like trade shows, libraries, railway
stations, museums, malls, airports, banks, hotels and exhibitions in the form of
kiosks. It helps the customers by providing information to them. The information
presented in kiosk are enriched with animation, video, still pictures, graphics,
diagrams, maps, audio and text. Banks uses kiosks in the form of ATM machines.
6. Multimedia Conferencing
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Multimedia is a combination of different types of media such as text, media, audio, graphics,
animation, video, and interactivity to convey information. Multimedia involves the use of
computers to present text, graphics, video, animation, and sound in an integrated way.
Multimedia enhanced a user’s experience and result in an easier and faster understanding of
any information. It supports a various range of formats such as video, audio, and image.
1. TEXT
Text is perhaps the most fundamental element of any multimedia project. We can use
applications on computers to compose and edit text. text-based information can also be
gathered from the internet. Applications such as Photoshop can be used to add visual effects
to text in order to create an appealing presentation.
2. GRAPHICS
Graphics can be incorporated into a multimedia project in the form of photographs or designs.
Graphic images can be imported from a variety of resources such as the internet, digital
camera, scanner, etc. Original graphic designs can be created with applications such as hyper
studio, movie maker, and photoshop.
3. SOUND
Sound can be added to a multimedia presentation from a variety of sources. Original sound can
be recorded using a microphone along with a special program such as Moviemaker or smart
sound. these applications as well as quick time pro can be used to import sounds from storage
devices or the Internet.
4. VIDEO
Moving images or videos can be incorporated into a multimedia project in the form of
QuickTime Movies. QuickTime, Hyper Studio, and Moviemaker can be used with a camcorder or
VCR to create and edit QuickTime movies.
Multimedia software can also import movies from the internet and from external resources
such as Memory or Pendrive. Movies that can depict a 360-degree panorama or a movable
object can be incorporated into multimedia projects.
5. Animation
Graphics that contain movement are often referred to as animation. Animation files can be
downloaded from the internet in the form of animated GIF files and viewed with QuickTime
Pro, Hyper Studio, and movie maker. hyper studio and movie maker can also be used to create
and edit both frame and path animation.
Multimedia software can also import movies from the internet and from external resources
such as Memory or Pendrive. Movies that can depict a 360-degree panorama or a movable
object can be incorporated into multimedia projects.
3. Memory (RAM):
4. Storage Devices:
5. Display Devices:
6. Audio Devices:
9. Network Connectivity:
10. Peripherals:
Multimedia Software:
1. Media Players:
2. Graphics Software:
5. Web Browsers:
8. Presentation Software:
If the multimedia systems are supported by multiuser system, then we call those
multimedia systems as distributed multimedia systems.
1. Application software.
2. Container object store.
3. Image and still video store.
4. Audio and video component store.
5. Object directory service agent.
6. component service agent.
7. User interface and service agent.
8. Networks (LAN and WAN).
Application Software
The application software perfom1s a number of tasks related to a specific
business process. A business process consists ofa series of actions that may be
performed by one or more users.
Document store
An image and still video is a database system optimized for storage of images.
Most systems employ optical disk libraries. Optical disk libraries consist of
multiple optical disk platters that are played back by automatically loading the
appropriate platter in the drive under device driver control.
Audio and Video objects are isochronous. The following lists some
characteristIcs of audio and full-motion video object stores:
(i) Large-capacity file system: A compressed video object can be as large as six
to ten M bytes for one minute of video playback.Temporary or permanent
Storage: Video objects may be stored temporarily on client workstations, servers
PFoviding disk caches, and multiple audio or video object servers. Migration to
high volume/lower-cost media. Playback isochronocity: Playing back a video
object requires consistent speed without breaks. Multiple shared access objects
being played back in a stream mode must be accessible by other users.
The directory service agent is a distributed service that providea directory of all
multimedia objects on the server tracked by that element of the directoryy service
agent.
(3)Object Status Management: The directory service must track the current
usage status of each object.
(4)Directory Service Domains: The directory service should be modular to
allow setting up domains constructed around groups of servers that form
the core operating environment for a group of users.
The physical organization of the data can be changed without affecting the
conceptual schema by changing the distributed data dictionary and the distributed
data repository.
Clients in distributed workgroup computing are the end users with workstations
running multimedia applications. The client systems interact with the data servers
in any of the following w3fs.
Servers are storing data objects. They provide storage for a variety f object
classes, they transfer objects on demand on clients. They rovide hierarchical
storage for moving unused objects to optical_ isk lirbaries or optical tape libraries.
They provide system dministration functions for backing up stored data. They
provide le function of direct high-speed LAN and WAN server-to-server ~ansport
for copying multimedia objects.
Middleware in Distributed Workgroup Computing
Data base processing servers are traditional database servers that contain
alphanumeric data. In a relational database, data fields are stored in columns in a
table. In an object-oriented database these fields become attributes ofthe object.
The database serves the purpose of organizing the data and providing rapid
indexed access to it. The DBMS can interpret the contents of any column or
attribute for performing a search.
WORM Optical drives provide very high volumes of storage for very low
cost. Some important characteristics of WORM optical disks are:
WORM drives can write once only; typically 5-10% of disk capacity m left
free to provide for changes to existing information.
They are useful for recording informations that would not change very
much. They are virtually indestructible in normal office use and have long
shelf lives.
They an be used in optical disk libraries (Juke boxes). A Juke box may
provide anywhere from 50-100 disk platters with two or more drives.
Optical disk libraries are nothing but juke boxes. Work disks and rewritables can
be used in optical disk libraries to achieve very high volumes of near-lines
storage. Optical disk libraries range from desk top juke boxes with one 5' 1/4"
drive and I O-slot optical disk stack for upto lOG Bytes of stroage of large
libraries using as many as four 12" drives with an 80-s10t optical disk stack for
upto terabytes of storage. The disadvantage of optical disk library is the time
taken for a platter to be loaded into a drive and span to operating speed.
In this approach multimedia object servers are distributed in such a manner that
they are placed in starategic locations on different LANs.They are replicated on
a programmed basis to provide balanced serviceto all users.
To distribute the full functionality of multimedia network wide there are vareity
of network topologies available. ' The primary topologies are Traditional LANs
(Ethernet or Token Ring Extended LANs (Using network switching hubs bridges
and routers). ' High speed LANs (ATM and FDDI II). WANs (Including LANs,
dial-up links-including ISDN T1 and T3 lines-etc.). ' I
Traditional LANS (Ethernet or Token Ring) Ethernet:
Token Ring: It is a Local Area Network architecture that combines token passing
with a hybrid star/ring topology. It was developed by IBM. Token Ring Network
uses a multistation Access unit at its hub ..
FOOl II is a single media LAN and its full bandwidth supports all users.
This includes LANs, dial up ISDN, T1 (1.544 Mbits/sec) and T3 (45.3 Mbits/sec)
lines and regular telephone dial-up lines. The two big issues here are:
Optical disk storage technology has reduced the cost of multimedia document
storage by a significant factor. Distributed architectures have opened the way for
a variety of applications distributed around a network accessing the safe database
in an independent manner. The following discussion addresses some key issues
of the data organization for multimedia systems.
3.Single point for recovery of each database server. 4.Convenient data re-
organization to suit requirements. 5.Tunability and creation of object
classes. 6.Expandibility.
This problem is solved by setting up multiple data servers that have copies of the
same resources,
It is defined as the sequence of events that starts when a user makes a request to
create, render, edit, or print a hypermedia document. The transaction is complete
when the user releases the hypermedia document and stores back any edited
versions or discards the copy in memory or local storage.
Use of object classes provides an excellent way for managing and tracking
hypermedia documents, Given that all components of a hypermedia document
can be referenced within an object as attributes, we can find a solution for the
three-dimensional transaction management problem also in the concept of
objects.
Andleigh and Gretzinger expand on the basic concepts developed for the object
request broker (ORB) by the Object Management Group (OMG) and combine it
with their transaction management approach.
Object linking and embedding: OLE provides an object oriented framework for
compound documents. When a user double cliks or click on an icon for an
embedded object, the application that created the object starts, and allows the user
to view andor the object .
1. Obtain a token from an object name server for creating a new multimedia object;
the object is not accessible by others users until complete and released.
2. Search the object class directory for the current locations of that object and
the least expensive route for accessing it.
4. Replicate a copy of the object; update the object name server directory.
5. Copy an object for non-persistent use.
6. Test and set an exclusive lock on an object for editing purposes'
7. create new versions.
The object name server provides an object directory service. The object directory
manager may exist in a distributed form within an object server. The object
directory manager updates the object directory when changes take place.The
object server is a logical subsystem in the network responsIble for storing and
retrieving objects on demand. The object manager consists of a number of object
classes that performs a number of specialized services. They are: Object retrieval.
(ii) Replication(Ui) Migration. (iv) Transaction and Lock Management. (v) User
Preferen'ce. (vi) Versioning. (vii) System Administration. (ix) Archival. (x)
Purging. (xi) Class-Specific functions.
.:. Network domain name. --Address and server ID of the name server node.--A
time stamp of creating time.-- An object class identifier.
Object Directory services
A multimedia object directory manager is the name server for all multimedia
objects in a LAN. It has an entry for every multimedia object on all servers on the
LAN, or in a domain if a LAN or WAN is subdivided into domains. The object
directory manager manages changes to the object directory resulting from object
manager actions.
The multimedia object manager performs the functions of managing all requests
from the multimedia applications for retrieving existing multimedia
objects 01' storing new or edited multimedia objects created by the user. In
systems actively designed using an object request broker, this request is
channeled through the object request broker. Data structure maintained by the
multimedia object manager:
Types of Database Replication: There are eight types of modes available. They
are: Round Robin replication.2.Manual replication. (Hi) Scheduled replication.
(iv) Immediate replication. V)Replication-on-demand. Vi) Predictive replication.
Vii) Replication references. Viii)No replication. Object
Migration Schemes
MULTIMEDIA METADATA:
Metadata (or metainformation) is "data that provides information about other data",[1] but not the
content of the data itself, such as the text of a message or the image itself.[2] There are many
distinct types of metadata, including:
Definition[edit]
Metadata means "data about data". Metadata is defined as the data providing information about
one or more aspects of the data; it is used to summarize basic information about data that can
make tracking and working with specific data easier.[14] Some examples include:
• Means of creation of the data
• Purpose of the data
• Time and date of creation
• Creator or author of the data
• Location on a computer network where the data was created
• Standards used
• File size
• Data quality
• Source of the data
• Process used to create the data
Photographs:
Photographic Metadata Standards are governed by organizations that develop the following
standards. They include, but are not limited to:
Multimedia database
7 languages
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• Integration
o Data items do not need to be duplicated for different programs
invocations
• Data independence
o Separate the database and the management from the application
programs
• Concurrency control
o Allows concurrent transactions
• Persistence
o Data objects can be saved and re-used by different transactions and
program invocations
• Privacy
o Access and authorization control
• Integrity control
o Ensures database consistency between transactions
• Recovery
o Failures of transactions should not affect the persistent data storage
• Query support
o Allows easy querying of multimedia data
Multimedia databases should have the ability to uniformly query data (media
data, textual data) represented in different formats and have the ability to
simultaneously query different media sources and conduct
classical database operations across them. (Query support)
They should have the ability to retrieve media objects from a local storage device in
a good manner. (Storage support)
They should have the ability to take the response generated by a query and develop
a presentation of that response in terms of audio-visual media and have the ability to
deliver this presentation. (Presentation and delivery support)
Issues and challenges[edit]
• Digital Libraries
• News-on-Demand
• Video-on-Demand
• Music database
• Geographic Information Systems (GIS)
• Telemedicine
Hypermedia
Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that
includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the
broader term multimedia, which may include non-interactive linear presentations as well as
hypermedia.
example of hypermedia:
One classic example of hypermedia is the World Wide Web, which allows users to
access multiple web locations. Another example is Microsoft Office, which allows
clients to embed hypertext and hyperlinks into documents.
• MS PowerPoint
• Excel spreadsheets
• Microsoft Office
Microsoft Office has features that allow users to embed hypertext and hypermedia into
their documents. Specifically, users can add hyperlinks to pictures or words.
purpose of hypermedia
Hypermedia is an extension to what is known as hypertext, or the ability to open new
Web pages by clicking text links on a Web browser. Hypermedia extends upon this
by allowing the user to click images, movies, graphics and other media apart from
text to create a nonlinear network of information.
Advanced hypermedia systems may have search engines which allow the
formulation of direct queries in the hyperbase. Users may then describe precisely
the information they want using a formal language. Using a structured query
language may also be applied to filtering. The information found by the search
engine may then be merged with the structure information of the hyperdocument,
allowing the user to see only an excerpt of the hyperdocument. This permits the
user to navigate in the usual way, via links and diagrams, but only accessing those
parts of the hyperdocument which satisfy the formulated query.
• Electronic orientation
• information displays
• Electronic Personal Assistants
• General Information and Communication Systems
• Lectures
• Electronic library systems
• Directories
• Research Database
10 types of hypermedia:
Suggested Hypermedia Types
• X/HTML.
• Atom.
• Voice XML.
• CCXML.
• SMIL.
• SVG.
• Turtle.
• Notation 3.
Multimedia Learning
Cognitive Theory of Multimedia Learning (CTML)
Multimedia learning describes learning through the use of pictures and words. Examples of
multimedia learning include watching a PowerPoint presentation, watching a pre-recorded lecture
or reading a physics textbook.
Multimedia Principle
The multimedia principle serves as the foundation for Multimedia Design Theory. This principle
asserts that deeper learning occurs from words and pictures than from just words. Simply adding
images or graphics to words does not assure a deeper level of learning, however. Multimedia
instructional content is more likely to create a meaningful learning experience if the content is
developed with the following assumptions from cognitive science in mind:
Working memory is the part of memory that consciously processes information. Working memory is
severely limited (see Memory and Learning). Because much of the instructional content presented to
students is novel, faculty must remember the limitations of working memory when they design
instructional materials. Lessons developed with consideration for the limitations of students
working memory are more likely to be effective than lessons developed without. For example, if you
provide students with written instructions for small-group activities, instead of simply stating the
instructions one time, students will not need to remember the instructions as they work.
Cognitive Load
One problem that can arise when words and pictures are presented together is a situation called
cognitive overload. In this scenario, the processing demands associated with the learning task
exceed the learner’s cognitive processing capacity. There are three types of cognitive load:
extraneous, intrinsic and germane. Poor instructional design can increase each of these.
When presenting multimedia content to students, faculty can take certain steps to reduce cognitive
load and to help ensure an effective transmission of the material. Mayer & Moreno (2003) outline
nine specific strategies to reduce the cognitive load of multimedia presentations:
• Off-loading
Move some essential processing from the visual channel to the auditory channel, or vice
versa if there is too much verbal explanation given. Learning is more effective when
information is presented as audio rather than as text on the screen.
• Segmenting
Take time to pause between small content segments to allow students time to process
information. Learning is more effective when a lesson is presented in small pieces rather
than as a continuous entity.
• Pre-training
Include relevant names and characteristics of system components. Learning is better when
students are aware of names and behaviors of various system components.
• Weeding
Eliminate extraneous, albeit interesting, material. Learning is more effective without the
inclusion of extraneous information. At least one study has shown, however, that up to 50%
additional extraneous material did not harm learner performance if it was interesting or
motivating.
• Signaling
Include cues for how to process material to avoid processing extraneous material. Learning
is more effective when signals are included. For example, add directions for how to move
through a system diagram that does not have a clear linear path.
• Aligning
Place written words near corresponding graphics to reduce the need for visual scanning.
Learning is more effective when words are placed near corresponding image parts.
• Eliminate redundancy
Don’t present identical streams of spoken or written words. Learning is more effective when
information is presented as audio as opposed to as audio and on-screen text. For example,
don’t read your PowerPoint slides to students.
• Synchronizing
Present audio and corresponding images simultaneously. Learning is more effective when
images and narration are presented simultaneously as opposed to successively.
• Individualizing
Assure that students possess skill for holding mental representations.
Multimedia in Education
Teachers use multimedia to supplement traditional lectures and practical
demonstrations in the classroom. Multimedia provides the benefit of
interactive learning. Multimedia differs from television in this sense.
Multimedia is utilized in education to create popular reference books like
encyclopedias and guidebooks as well as computer-based training
courses (often referred to as CBTs). Text, pictures, music, and animation
are all used in CBTs.
Multimedia in Training
To propose fresh ideas or explain cutting-edge technology, multimedia
demonstrations are excellent. This helps cut down on training and design
time for businesses. People easily comprehend and utilize multimedia. The
largest and most established application of multimedia technology has
been corporate training. It is particularly appropriate when complicated,
frequently modified, and modified processes, goods, and services are
involved.