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 Digital representation of information
 Analog and Digital Communication/transmission
 Digitization process (signal sampling, quantization, and encoding)
 Number systems
 Telecommunication signals and their representation
 Analog to digital conversion of voice
 Multimedia
FUNDAMENTAL PRINCIPLES
DIGITAL REPRESENTATION OF INFORMATION
 Data can be name, number, colors in a photograph, notes in a musical composition, etc. Data
Representation refers to the form in which data is: Stored, Processed, and transmitted.
Devices such as smartphones, and computers store data in digital formats that can be handled
by electronic circuitry.
 Digitization is the process of converting information into digital data that can be manipulated
by electronic devices. The 0s and 1s used to represent digital data are referred to as binary
digits. A bit is a 0 or 1 used in the digital representation of data.
 A digital file is a collection of data that exits on a storage medium, such as a hard disk, CD,
DVD, or flash drive.
 Numeric data consists of numbers that can be used in arithmetic operations. Digital devices
represent numeric data using the binary number system, also called base.
Data can be analog or digital. The term analog data refers to information that is continuous;
digital data refers to information that has discrete states. Analog data take on continuous values.
Digital data take on discrete values.
ANALOG AND DIGITAL
ANALOG AND DIGITAL SIGNALS
Signals can be analog or digital. Analog signals can have an infinite number of values in a
range. Digital signals can have only a limited number of values.
Figure 1: Comparison of analog and digital signals
PERIODIC ANALOG SIGNALS
In data communications, we commonly use periodic analog signals and nonperiodic digital
signals.
Periodic analog signals can be classified as simple or composite. A simple periodic analog
signal, a sine wave, cannot be decomposed into simpler signals. A composite periodic analog
signal is composed of multiple sine waves.
Figure 2: A sine wave
Figure 3: Two signals with the same phase and
frequency, but different amplitudes
FREQUENCYAND PERIOD
Frequency and period are the inverse of each other.
Figure 4: Two signals with the same amplitude and phase,
but different frequencies
Table 1: Units of period and frequency
Example: The period of a signal is 100 ms.
What is its frequency in kilohertz?
Frequency is the rate of change with respect to time. Change in a short span of time means
high frequency.
Change over a long span of time means low frequency.
If a signal does not change at all, its frequency is zero. If a signal changes instantaneously, its
frequency is infinite.
Phase describes the position of the waveform relative to time 0.
FREQUENCY
Figure 5: Three sine waves with the same amplitude and
frequency, but different phases
Example: A sine wave is offset 1/6 cycle with respect
to time 0. What is its phase in degrees and radians?
Solution
We know that 1 complete cycle is 360°. Therefore,
1/6 cycle is
THE TIME-DOMAIN AND FREQUENCY-DOMAIN PLOTS OF A
SINE WAVE
Figure 6: The time-domain and frequency-
domain plots of a sine wave
A complete sine wave in the time domain can be represented by one single spike in the
frequency domain.
 The frequency domain
is more compact and
useful when we are
dealing with more than
one sine wave.
EXAMPLE
Figure 7 shows three sine waves, each with different amplitude and frequency. All can be
represented by three spikes in the frequency domain.
Figure 7: The time domain and frequency domain of three sine waves
SIGNALS AND COMMUNICATION
A single-frequency sine wave is not useful in data communications. We need to send a
composite signal, a signal made of many simple sine waves.
According to Fourier analysis, any composite signal is a combination of simple sine waves with
different frequencies, amplitudes, and phases.
COMPOSITE SIGNALS AND PERIODICITY
If the composite signal is periodic, the decomposition gives a series of signals with discrete
frequencies.
If the composite signal is nonperiodic, the decomposition gives a combination of sine waves
with continuous frequencies.
EXAMPLE
Figure 8 shows a periodic composite signal with frequency f. This type of signal is not typical
of those found in data communications. We can consider it to be three alarm systems, each with
a different frequency. The analysis of this signal can give us a good understanding of how to
decompose signals.
Figure 8: A composite periodic signal
Figure 9: Decomposition of a composite periodic
signal in the time and frequency domains
Figure 10 shows a nonperiodic composite signal. It can be the signal created by a microphone
or a telephone set when a word or two is pronounced. In this case, the composite signal cannot
be periodic, because that implies that we are repeating the same word or words with exactly the
same tone.
Figure 10: The time and frequency domains of a nonperiodic signal
TIME AND FREQUENCY DOMAINS OF A NON-PERIODIC SIGNAL
BANDWIDTH AND SIGNAL FREQUENCY
Figure 11: The bandwidth of periodic and nonperiodic composite signals
The bandwidth of a composite signal is the difference between the highest and the lowest
frequencies contained in that signal.
EXAMPLE
 If a periodic signal is decomposed into five sine waves with frequencies of 100, 300, 500,
700, and 900Hz, what is its bandwidth? Draw the spectrum, assuming all components have a
maximum amplitude of 10V.
 Solution: Let fh be the highest frequency, fl the lowest frequency, and B the bandwidth. Then
The spectrum has only five spikes, at 100, 300, 500, 700, and 900 Hz
Figure 12: The bandwidth for the Example
A periodic signal has a bandwidth of 20 Hz. The highest frequency is 60 Hz. What is the lowest
frequency? Draw the spectrum if the signal contains all frequencies of the same amplitude.
Solution: Let fh be the highest frequency, fl the lowest frequency, and B the bandwidth. Then
The spectrum contains all integer frequencies. We show this by a series of spikes.
Figure 13: The bandwidth for Example
EXAMPLE
A nonperiodic composite signal has a bandwidth of 200 kHz, with a middle frequency of 140
kHz and a peak amplitude of 20 V. The two extreme frequencies have an amplitude of 0. Draw
the frequency domain of the signal.
Solution: The lowest frequency must be at 40 kHz and the highest at 240 kHz.
Figure 14: The bandwidth for Example
EXAMPLE
PRINCIPLES OF DIGITIZATION
 Digitization is achieved by recording or sampling the continuous sound wave at discrete points.
The more frequently one samples the closer one gets to capturing the continuity of the wave.
To store voice, audio, or video data on a computer, we must digitize it by converting it into a
stream of numbers. Three processes are involved: Sampling, Quantization, and Encoding.
 The analog signal is sampled.
 The sampled signal is
quantized.
 The quantized values are
encoded as streams of bits.
Figure 15: Principles of Digitization
SAMPLING
 By taking many measurements at uniform intervals, gives a series of numbers, the digital form.
This is called sampling. Digital samples capture the basic structure of analog data, but they can
be inaccurate due to limited precision.
Divide the horizontal axis
(time) into discrete pieces
 The number of samples per second is called the
sampling rate (Eg. 34/s), and it is measured in Hz.
 Telephone (sampling rate)=8 kHz (8,000 samples
per sec.)
 VoIP (sampling rate )=16 kHz (16,000 samples
per sec.)
 Audio CD or MP3 (sampling rate )=44 kHz
(44,000 samples per sec.)
Figure 16: Sampling
QUANTIZATION
Quantization is the conversion from analog to discrete values.
Figure 17: Quantization
ENCODING
 Encoding is assigning a digital word to each discrete value or the quantized signal.
Figure 17: Encoding
PRINCIPLES OF DIGITIZATION
NUMBER SYSTEMS
 Number systems are used in the digital world and the methods for converting them to and from
our everyday number system (decimal).
The four number systems are: Decimal -base (10), Binary-base (2), Octal -base (8), and
Hexadecimal-base (16)
BINARYTO DECIMALCONVERSION
 Technique: Multiply each bit by 2n,
where n is the “weight” of the bit The
weight is the position of the bit,
starting from 0 on the right. Add the
results
Convert 101011 to decimal
Convert the following from base
two/binary to decimal
(1) 10101112
(2) 11012
(3)110010102
DECIMALTO BINARY CONVERSION
 This method repeatedly divides a decimal number by 2
and records the quotient and remainder. The remainder
which will represent the binary equivalent of the decimal
number is written beginning at the least significant bit
(LSB) and each new digit is written to the most
significant bit (MSB) of the previous digit. Convert 13
from decimal to binary.
Convert the following from
Decimal to Binary.
6710
1210
12510
HEXADECIMAL SYSTEM
 Hexadecimal digits, are base-16 numbers. It uses
decimal numbers, and then the first six Latin
letters: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
Why Hexadecimal?
Four bits make one hexadecimal digit
1110 1011 0101
E B 5 => EB5 in hexadecimal
 The octal numbering system is also known as the
base 8 system. It uses digits from 0 to 7. Groups of
three binary digits can be used to represent each
octal digit.
Why octal?
 Ease of use and conversion
 Three bits make one octal digit
111 010 110 101
7 2 6 5 => 7265 in octal
OCTAL SYSTEM
BINARY TO HEXADECIMAL
CONVERSION
Technique
 Group bits in fours, starting on the
right
 Convert to hexadecimal digits
Example: Convert
00101011101011012 to hexadecimal
Answer:
0010 1011 1010 1101
2 B A D
HEXADECIMALTO BINARY
Technique
Convert each hexadecimal digit to a
4-bit equivalent binary representation
Convert FAB416 to binary.
Answer:
F A B 4
1111 1010 1011 0100
 FAB416=1111101010110100
BINARY TO OCTAL
Technique
Group bits in threes, starting on right
Convert to octal digits
OCTALTO BINARY
Technique
Convert each octal digit to a 3-bit
equivalent binary representation
OCTALTO DECIMAL
Technique:
 Multiply each bit by 8n, where n is the
“weight” of the bit.
 The weight is the position of the bit, starting
from 0 on the right. Add the results
1378 = 1 x 82 + 3 x 81 + 7 x 80
= 1 x 64 + 3 x 8 + 7 x 1
= 64 + 24 + 7
(137)8 = (95)10
DECIMAL TO OCTAL
 The easiest way to convert a
decimal number to its octal
equivalent is to use the Division
Algorithm.
HEXADECIMAL TO DECIMAL
Technique:
 Multiply each bit by 16n, where n is the
“weight” of the bit
 The weight is the position of the bit,
starting from 0 on the right
 Add the results
BAD = 11 x 162 + 10 x 161 + 13 x 160
= 11 x 256 + 10 x 16 + 13 x 1
= 2816 + 160 + 13
(BAD)16 = (2989)10
DECIMALTO HEXADECIMAL
Technique
 Divide by 16
 Keep track of the remainder
Convert 83010 to its hexadecimal equivalent
OCTALTO HEXADECIMAL
Technique:
Use binary as an intermediary
HEXADECIMALTO OCTAL
Technique:
Use binary as an intermediary
American Standard Code for
Information Interchange
ADDITION OF CONTINUOUS TIME SIGNALS
 We add the amplitudes of two or more signals at each instant of time to obtain their sum. Given
the diagram below, add the amplitudes of the continuous time signals of x1(t) and x2(t) at each
instant of time. Plot the resultant signal x3(t).
 The first signal = x1(t)
 The second signal = x2(t)
 The resultant signal x3(t) = x1(t)+x2(t)
SOLUTION
SOLUTION
The resultant signal x3(t) is shown below.
We multiply the amplitudes of two or more signals at each instant of time to obtain their
product. Given the diagram below, multiply the amplitudes of x1(t) and x2(t) below at each
instant of time. Plot the resultant signal x3(t).
MULTPLICATION OF CONTINUOUS TIME SIGNALS
SOLUTION
The first signal = x1(t)
The second signal = x2(t)
The resultant signal x3(t) = x1(t)*x2(t)
SOLUTION
The resultant signal x3(t) is shown below.
WHY IS MULTIMEDIA USED?
 What is the purpose of multimedia?
 Why not simply read a long article about a subject of interest, but rather listen to an audio
podcast on the subject?
 Why are presentations preferred at an academic seminar to reading out the long essay in full?
MULTIMEDIA
 Multimedia is defined as the usage of multiple agents (text, audio, video, images) for
disseminating and presenting information to an audience
OR
It is any combination of text, art, sound, animation, and video delivered to you by computer or
other electronic or digitally manipulated means.
OR
It 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.
OR
It can be described as the media that uses multiple forms of information content and
information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or
entertain the user.
OR
In simple terms, it refers to the use of electronic media to store and experience multimedia
content.
MULTIMEDIA
 The basic elements of multimedia include text, video, audio, animation, and images/graphics.
 Text: A book or other written or printed work or a human-readable sequence of characters and
the words they form that can be encoded into computer-readable formats.
 Video: The recording, reproducing, or broadcasting of moving visual images
 Audio: sound, especially when recorded or reproduced
 Animation: Method in which pictures are manipulated to appear as moving images.
 Images/Graphics: An image is an artifact that depicts visual perception, such as a photograph
or other two-dimensional picture that resembles a subject-usually a physical object and thus
provides a depiction of it.
 Multimedia elements are typically put together into a project using authoring tools.
 The people who weave multimedia into meaningful projects are called multimedia
developers.
 When an end-user is allowed to control what and when the elements are delivered, it is called
interactive multimedia.
PURPOSE OF MULTIMEDIA
Multimedia serves three primary purposes, namely:
Storing and transferring information and media elements, such as video, audio, text,
animation, slide shows, and documentaries.
Interactivity for self-paced, user control, such as museum displays, bank ATMs, and other
types of multimedia kiosks.
Presenting information in the workplace and educational settings, such as online lectures,
teleconferencing, and digital whiteboards.
BENEFITS OF MULTIMEDIA
 Addresses multiple learning styles: Provides an excellent way to convey content.
 Uses a variety of media elements to reinforce one idea.
 Enhances user enjoyment.
 Improves retention.
 Enables users to control the Web experience.
 It is very user-friendly.
 It doesn’t take much energy out of the user, in the sense that you can sit and watch the
presentation, you can read the text, and listen to the audio.
 It is multi-sensorial. It uses a lot of the user’s senses while making use of multimedia, for
example, hearing, seeing, and talking.
 It is integrated and interactive. All the different mediums are integrated through the digitization
process. Interactivity is heightened by the possibility of easy feedback.
 Multimedia presentations are flexible. Being digital, this media can easily be changed to fit
different situations.
 It can be used for a wide variety of audiences, ranging from one person to a whole group.
MULTIMEDIAAPPLICATIONS
A Multimedia Application is an application that uses multiple media sources, e.g. text, graphics,
images, sound/audio, animation, and/or video. Examples of Multimedia Applications include:
Interactive TV
Computer Games
Virtual reality
Digital video, editing, and production systems
Multimedia Database systems
GRAPHICS AND MULTIMEDIA SOFTWARE
Computer-aided
design (CAD) software
Desktop publishing
software
Paint/Image editing
software
Professional photo
editing software
Video and audio
editing software
Multimedia
authoring software
APPLICATIONS OF MULTIMEDIA
Applications in various areas include:
Advertisements
Art
Education
Entertainment
Engineering
Medicine
Mathematics
Business
Communication
Scientific research
DISADVANTAGES OF USING MULTIMEDIA
 Large files like video and audio have an effect on the time it takes for your presentation to load.
 Adding too much can mean that you have to use a larger computer to store the files.
 Problems due to incompatible software, OS, and hardware.
 Limited memory to run programs.
 Limitations due to internet accessibility or browser incompatibility
 Costly and time-consuming to produce, in some cases.
 Complicated configuration for some authoring environments
 Limitations with available technology.
STAGES OF MULTIMEDIA PROJECTS
Planning and costing
A project always begins with an idea. Identify how to make each part within the authoring
system.
Work up a short prototype or proof-of-concept, a simple, working example to demonstrate
whether or not the idea is feasible.
Designing and producing
Perform the activity in the planned tasks to create a finished product.
Testing
Test to make sure that it meets the objectives of the project works properly on the intended
delivery platforms and meets the needs of the client or end-user.
Delivering
Package and deliver the project to the end-user. Be prepared to follow up over time with
tweaks, repairs, and upgrades.
MULTIMEDIA PROJECTS: TEXT EDITING TOOLS
A word processor is usually the first software tool computer users learn.
Word processors such as Microsoft Word, OpenOffice, and WordPerfect are powerful
applications used in simple text media projects.
In many word processors, you can embed multimedia elements such as sounds, images, and
video.
MULTIMEDIA PROJECTS: PAINTING AND DRAWING TOOLS
Painting software, such as Photoshop, Fireworks, and Painter, is dedicated to producing
crafted bitmap images.
Drawing software, such as CorelDraw, FreeHand, Illustrator, Designer, and Canvas, is
dedicated to producing vector-based line art easily printed to paper at high resolution.
MULTIMEDIA PROJECTS: MODELING AND ANIMATION
Powerful modeling packages such as VectorWorks, AutoDesk’s Maya, Strata 3D, and Avid’s
SoftImage.
Many 3-D modeling applications include export facilities for creating and saving a moving
view or journey through a scene as a QuickTime or MPEG file.
MULTIMEDIA PROJECTS: IMAGE EDITING TOOLS
Image-editing applications are specialized and powerful tools for creating, enhancing, and
retouching existing bitmapped images.
They can be used to create images from scratch as well as images digitized from scanners, video
frame-grabbers, digital cameras, clip art files, or original artwork files created with a painting or
drawing package.
MULTIMEDIA PROJECTS: SOUND EDITING TOOLS
Tools for both digitized and MIDI sound allow users to see visual representations of music as
well as hear it.
Can cut, copy, paste, and edit segments of audio file with great precision even in real-time.
MULTIMEDIA PROJECTS: VIDEO TOOLS
Digital video movies are sequences of bitmapped graphic scenes (frames), rapidly played back.
To make movies from video, one needs special hardware to convert an analog video signal to
digital data.
Moviemaking tools such as Premiere, MS Movie Maker, Final Cut Pro, VideoShop, and
MediaStudio Pro let users edit and assemble video clips captured from a camera, tape, other
digitized movie segments, and scanned images
Authoring software provides an integrated environment for binding together the content and
functions of the project.
Authoring tools are used for designing interactivity and the user interface, presenting the project
on screen, and assembling diverse multimedia elements into a cohesive product.
With authoring software, you can make:
Video productions
Animations
Games
Interactive websites
Demo disks and guided tours
Presentations
Kiosk applications
Interactive training
Simulations, prototypes, and technical visualizations
AUTHORING TOOLS
ASSIGNMENT 1 (Submission Date: 31-05-2023)
1. Three processes are involved in digitization. State and explain each process.
2. An old-fashioned analog black-and-white TV screen is made up of pixels.
i. If we assume a resolution of 525 × 700, determine the pixels per screen.
ii. If we scan the screen 30 times per second, determine the pixels per second.
3. Convert the following from base two/binary to decimal
i. 10101112
ii. 11012
iii. 110010102

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LECTURE 2.pptx

  • 1.  Digital representation of information  Analog and Digital Communication/transmission  Digitization process (signal sampling, quantization, and encoding)  Number systems  Telecommunication signals and their representation  Analog to digital conversion of voice  Multimedia FUNDAMENTAL PRINCIPLES
  • 2. DIGITAL REPRESENTATION OF INFORMATION  Data can be name, number, colors in a photograph, notes in a musical composition, etc. Data Representation refers to the form in which data is: Stored, Processed, and transmitted. Devices such as smartphones, and computers store data in digital formats that can be handled by electronic circuitry.  Digitization is the process of converting information into digital data that can be manipulated by electronic devices. The 0s and 1s used to represent digital data are referred to as binary digits. A bit is a 0 or 1 used in the digital representation of data.  A digital file is a collection of data that exits on a storage medium, such as a hard disk, CD, DVD, or flash drive.  Numeric data consists of numbers that can be used in arithmetic operations. Digital devices represent numeric data using the binary number system, also called base.
  • 3. Data can be analog or digital. The term analog data refers to information that is continuous; digital data refers to information that has discrete states. Analog data take on continuous values. Digital data take on discrete values. ANALOG AND DIGITAL ANALOG AND DIGITAL SIGNALS Signals can be analog or digital. Analog signals can have an infinite number of values in a range. Digital signals can have only a limited number of values. Figure 1: Comparison of analog and digital signals
  • 4. PERIODIC ANALOG SIGNALS In data communications, we commonly use periodic analog signals and nonperiodic digital signals. Periodic analog signals can be classified as simple or composite. A simple periodic analog signal, a sine wave, cannot be decomposed into simpler signals. A composite periodic analog signal is composed of multiple sine waves. Figure 2: A sine wave Figure 3: Two signals with the same phase and frequency, but different amplitudes
  • 5. FREQUENCYAND PERIOD Frequency and period are the inverse of each other. Figure 4: Two signals with the same amplitude and phase, but different frequencies Table 1: Units of period and frequency Example: The period of a signal is 100 ms. What is its frequency in kilohertz?
  • 6. Frequency is the rate of change with respect to time. Change in a short span of time means high frequency. Change over a long span of time means low frequency. If a signal does not change at all, its frequency is zero. If a signal changes instantaneously, its frequency is infinite. Phase describes the position of the waveform relative to time 0. FREQUENCY Figure 5: Three sine waves with the same amplitude and frequency, but different phases Example: A sine wave is offset 1/6 cycle with respect to time 0. What is its phase in degrees and radians? Solution We know that 1 complete cycle is 360°. Therefore, 1/6 cycle is
  • 7. THE TIME-DOMAIN AND FREQUENCY-DOMAIN PLOTS OF A SINE WAVE Figure 6: The time-domain and frequency- domain plots of a sine wave A complete sine wave in the time domain can be represented by one single spike in the frequency domain.  The frequency domain is more compact and useful when we are dealing with more than one sine wave.
  • 8. EXAMPLE Figure 7 shows three sine waves, each with different amplitude and frequency. All can be represented by three spikes in the frequency domain. Figure 7: The time domain and frequency domain of three sine waves
  • 9. SIGNALS AND COMMUNICATION A single-frequency sine wave is not useful in data communications. We need to send a composite signal, a signal made of many simple sine waves. According to Fourier analysis, any composite signal is a combination of simple sine waves with different frequencies, amplitudes, and phases. COMPOSITE SIGNALS AND PERIODICITY If the composite signal is periodic, the decomposition gives a series of signals with discrete frequencies. If the composite signal is nonperiodic, the decomposition gives a combination of sine waves with continuous frequencies.
  • 10. EXAMPLE Figure 8 shows a periodic composite signal with frequency f. This type of signal is not typical of those found in data communications. We can consider it to be three alarm systems, each with a different frequency. The analysis of this signal can give us a good understanding of how to decompose signals. Figure 8: A composite periodic signal Figure 9: Decomposition of a composite periodic signal in the time and frequency domains
  • 11. Figure 10 shows a nonperiodic composite signal. It can be the signal created by a microphone or a telephone set when a word or two is pronounced. In this case, the composite signal cannot be periodic, because that implies that we are repeating the same word or words with exactly the same tone. Figure 10: The time and frequency domains of a nonperiodic signal TIME AND FREQUENCY DOMAINS OF A NON-PERIODIC SIGNAL
  • 12. BANDWIDTH AND SIGNAL FREQUENCY Figure 11: The bandwidth of periodic and nonperiodic composite signals The bandwidth of a composite signal is the difference between the highest and the lowest frequencies contained in that signal.
  • 13. EXAMPLE  If a periodic signal is decomposed into five sine waves with frequencies of 100, 300, 500, 700, and 900Hz, what is its bandwidth? Draw the spectrum, assuming all components have a maximum amplitude of 10V.  Solution: Let fh be the highest frequency, fl the lowest frequency, and B the bandwidth. Then The spectrum has only five spikes, at 100, 300, 500, 700, and 900 Hz Figure 12: The bandwidth for the Example
  • 14. A periodic signal has a bandwidth of 20 Hz. The highest frequency is 60 Hz. What is the lowest frequency? Draw the spectrum if the signal contains all frequencies of the same amplitude. Solution: Let fh be the highest frequency, fl the lowest frequency, and B the bandwidth. Then The spectrum contains all integer frequencies. We show this by a series of spikes. Figure 13: The bandwidth for Example EXAMPLE
  • 15. A nonperiodic composite signal has a bandwidth of 200 kHz, with a middle frequency of 140 kHz and a peak amplitude of 20 V. The two extreme frequencies have an amplitude of 0. Draw the frequency domain of the signal. Solution: The lowest frequency must be at 40 kHz and the highest at 240 kHz. Figure 14: The bandwidth for Example EXAMPLE
  • 16. PRINCIPLES OF DIGITIZATION  Digitization is achieved by recording or sampling the continuous sound wave at discrete points. The more frequently one samples the closer one gets to capturing the continuity of the wave. To store voice, audio, or video data on a computer, we must digitize it by converting it into a stream of numbers. Three processes are involved: Sampling, Quantization, and Encoding.  The analog signal is sampled.  The sampled signal is quantized.  The quantized values are encoded as streams of bits. Figure 15: Principles of Digitization
  • 17. SAMPLING  By taking many measurements at uniform intervals, gives a series of numbers, the digital form. This is called sampling. Digital samples capture the basic structure of analog data, but they can be inaccurate due to limited precision. Divide the horizontal axis (time) into discrete pieces  The number of samples per second is called the sampling rate (Eg. 34/s), and it is measured in Hz.  Telephone (sampling rate)=8 kHz (8,000 samples per sec.)  VoIP (sampling rate )=16 kHz (16,000 samples per sec.)  Audio CD or MP3 (sampling rate )=44 kHz (44,000 samples per sec.) Figure 16: Sampling
  • 18. QUANTIZATION Quantization is the conversion from analog to discrete values. Figure 17: Quantization
  • 19. ENCODING  Encoding is assigning a digital word to each discrete value or the quantized signal. Figure 17: Encoding
  • 21. NUMBER SYSTEMS  Number systems are used in the digital world and the methods for converting them to and from our everyday number system (decimal). The four number systems are: Decimal -base (10), Binary-base (2), Octal -base (8), and Hexadecimal-base (16)
  • 22. BINARYTO DECIMALCONVERSION  Technique: Multiply each bit by 2n, where n is the “weight” of the bit The weight is the position of the bit, starting from 0 on the right. Add the results Convert 101011 to decimal Convert the following from base two/binary to decimal (1) 10101112 (2) 11012 (3)110010102 DECIMALTO BINARY CONVERSION  This method repeatedly divides a decimal number by 2 and records the quotient and remainder. The remainder which will represent the binary equivalent of the decimal number is written beginning at the least significant bit (LSB) and each new digit is written to the most significant bit (MSB) of the previous digit. Convert 13 from decimal to binary. Convert the following from Decimal to Binary. 6710 1210 12510
  • 23. HEXADECIMAL SYSTEM  Hexadecimal digits, are base-16 numbers. It uses decimal numbers, and then the first six Latin letters: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F Why Hexadecimal? Four bits make one hexadecimal digit 1110 1011 0101 E B 5 => EB5 in hexadecimal  The octal numbering system is also known as the base 8 system. It uses digits from 0 to 7. Groups of three binary digits can be used to represent each octal digit. Why octal?  Ease of use and conversion  Three bits make one octal digit 111 010 110 101 7 2 6 5 => 7265 in octal OCTAL SYSTEM BINARY TO HEXADECIMAL CONVERSION Technique  Group bits in fours, starting on the right  Convert to hexadecimal digits Example: Convert 00101011101011012 to hexadecimal Answer: 0010 1011 1010 1101 2 B A D
  • 24. HEXADECIMALTO BINARY Technique Convert each hexadecimal digit to a 4-bit equivalent binary representation Convert FAB416 to binary. Answer: F A B 4 1111 1010 1011 0100  FAB416=1111101010110100 BINARY TO OCTAL Technique Group bits in threes, starting on right Convert to octal digits
  • 25. OCTALTO BINARY Technique Convert each octal digit to a 3-bit equivalent binary representation OCTALTO DECIMAL Technique:  Multiply each bit by 8n, where n is the “weight” of the bit.  The weight is the position of the bit, starting from 0 on the right. Add the results 1378 = 1 x 82 + 3 x 81 + 7 x 80 = 1 x 64 + 3 x 8 + 7 x 1 = 64 + 24 + 7 (137)8 = (95)10
  • 26. DECIMAL TO OCTAL  The easiest way to convert a decimal number to its octal equivalent is to use the Division Algorithm. HEXADECIMAL TO DECIMAL Technique:  Multiply each bit by 16n, where n is the “weight” of the bit  The weight is the position of the bit, starting from 0 on the right  Add the results BAD = 11 x 162 + 10 x 161 + 13 x 160 = 11 x 256 + 10 x 16 + 13 x 1 = 2816 + 160 + 13 (BAD)16 = (2989)10
  • 27. DECIMALTO HEXADECIMAL Technique  Divide by 16  Keep track of the remainder Convert 83010 to its hexadecimal equivalent OCTALTO HEXADECIMAL Technique: Use binary as an intermediary HEXADECIMALTO OCTAL Technique: Use binary as an intermediary
  • 28. American Standard Code for Information Interchange
  • 29. ADDITION OF CONTINUOUS TIME SIGNALS  We add the amplitudes of two or more signals at each instant of time to obtain their sum. Given the diagram below, add the amplitudes of the continuous time signals of x1(t) and x2(t) at each instant of time. Plot the resultant signal x3(t).
  • 30.  The first signal = x1(t)  The second signal = x2(t)  The resultant signal x3(t) = x1(t)+x2(t) SOLUTION
  • 31. SOLUTION The resultant signal x3(t) is shown below.
  • 32. We multiply the amplitudes of two or more signals at each instant of time to obtain their product. Given the diagram below, multiply the amplitudes of x1(t) and x2(t) below at each instant of time. Plot the resultant signal x3(t). MULTPLICATION OF CONTINUOUS TIME SIGNALS
  • 33. SOLUTION The first signal = x1(t) The second signal = x2(t) The resultant signal x3(t) = x1(t)*x2(t)
  • 34. SOLUTION The resultant signal x3(t) is shown below.
  • 35. WHY IS MULTIMEDIA USED?  What is the purpose of multimedia?  Why not simply read a long article about a subject of interest, but rather listen to an audio podcast on the subject?  Why are presentations preferred at an academic seminar to reading out the long essay in full?
  • 36. MULTIMEDIA  Multimedia is defined as the usage of multiple agents (text, audio, video, images) for disseminating and presenting information to an audience OR It is any combination of text, art, sound, animation, and video delivered to you by computer or other electronic or digitally manipulated means. OR It 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. OR It can be described as the media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the user. OR In simple terms, it refers to the use of electronic media to store and experience multimedia content.
  • 37. MULTIMEDIA  The basic elements of multimedia include text, video, audio, animation, and images/graphics.  Text: A book or other written or printed work or a human-readable sequence of characters and the words they form that can be encoded into computer-readable formats.  Video: The recording, reproducing, or broadcasting of moving visual images  Audio: sound, especially when recorded or reproduced  Animation: Method in which pictures are manipulated to appear as moving images.  Images/Graphics: An image is an artifact that depicts visual perception, such as a photograph or other two-dimensional picture that resembles a subject-usually a physical object and thus provides a depiction of it.  Multimedia elements are typically put together into a project using authoring tools.  The people who weave multimedia into meaningful projects are called multimedia developers.  When an end-user is allowed to control what and when the elements are delivered, it is called interactive multimedia.
  • 38. PURPOSE OF MULTIMEDIA Multimedia serves three primary purposes, namely: Storing and transferring information and media elements, such as video, audio, text, animation, slide shows, and documentaries. Interactivity for self-paced, user control, such as museum displays, bank ATMs, and other types of multimedia kiosks. Presenting information in the workplace and educational settings, such as online lectures, teleconferencing, and digital whiteboards.
  • 39. BENEFITS OF MULTIMEDIA  Addresses multiple learning styles: Provides an excellent way to convey content.  Uses a variety of media elements to reinforce one idea.  Enhances user enjoyment.  Improves retention.  Enables users to control the Web experience.  It is very user-friendly.  It doesn’t take much energy out of the user, in the sense that you can sit and watch the presentation, you can read the text, and listen to the audio.  It is multi-sensorial. It uses a lot of the user’s senses while making use of multimedia, for example, hearing, seeing, and talking.  It is integrated and interactive. All the different mediums are integrated through the digitization process. Interactivity is heightened by the possibility of easy feedback.  Multimedia presentations are flexible. Being digital, this media can easily be changed to fit different situations.  It can be used for a wide variety of audiences, ranging from one person to a whole group.
  • 40. MULTIMEDIAAPPLICATIONS A Multimedia Application is an application that uses multiple media sources, e.g. text, graphics, images, sound/audio, animation, and/or video. Examples of Multimedia Applications include: Interactive TV Computer Games Virtual reality Digital video, editing, and production systems Multimedia Database systems
  • 41. GRAPHICS AND MULTIMEDIA SOFTWARE Computer-aided design (CAD) software Desktop publishing software Paint/Image editing software Professional photo editing software Video and audio editing software Multimedia authoring software
  • 42. APPLICATIONS OF MULTIMEDIA Applications in various areas include: Advertisements Art Education Entertainment Engineering Medicine Mathematics Business Communication Scientific research
  • 43. DISADVANTAGES OF USING MULTIMEDIA  Large files like video and audio have an effect on the time it takes for your presentation to load.  Adding too much can mean that you have to use a larger computer to store the files.  Problems due to incompatible software, OS, and hardware.  Limited memory to run programs.  Limitations due to internet accessibility or browser incompatibility  Costly and time-consuming to produce, in some cases.  Complicated configuration for some authoring environments  Limitations with available technology.
  • 44. STAGES OF MULTIMEDIA PROJECTS Planning and costing A project always begins with an idea. Identify how to make each part within the authoring system. Work up a short prototype or proof-of-concept, a simple, working example to demonstrate whether or not the idea is feasible. Designing and producing Perform the activity in the planned tasks to create a finished product. Testing Test to make sure that it meets the objectives of the project works properly on the intended delivery platforms and meets the needs of the client or end-user. Delivering Package and deliver the project to the end-user. Be prepared to follow up over time with tweaks, repairs, and upgrades.
  • 45. MULTIMEDIA PROJECTS: TEXT EDITING TOOLS A word processor is usually the first software tool computer users learn. Word processors such as Microsoft Word, OpenOffice, and WordPerfect are powerful applications used in simple text media projects. In many word processors, you can embed multimedia elements such as sounds, images, and video. MULTIMEDIA PROJECTS: PAINTING AND DRAWING TOOLS Painting software, such as Photoshop, Fireworks, and Painter, is dedicated to producing crafted bitmap images. Drawing software, such as CorelDraw, FreeHand, Illustrator, Designer, and Canvas, is dedicated to producing vector-based line art easily printed to paper at high resolution. MULTIMEDIA PROJECTS: MODELING AND ANIMATION Powerful modeling packages such as VectorWorks, AutoDesk’s Maya, Strata 3D, and Avid’s SoftImage. Many 3-D modeling applications include export facilities for creating and saving a moving view or journey through a scene as a QuickTime or MPEG file.
  • 46. MULTIMEDIA PROJECTS: IMAGE EDITING TOOLS Image-editing applications are specialized and powerful tools for creating, enhancing, and retouching existing bitmapped images. They can be used to create images from scratch as well as images digitized from scanners, video frame-grabbers, digital cameras, clip art files, or original artwork files created with a painting or drawing package. MULTIMEDIA PROJECTS: SOUND EDITING TOOLS Tools for both digitized and MIDI sound allow users to see visual representations of music as well as hear it. Can cut, copy, paste, and edit segments of audio file with great precision even in real-time. MULTIMEDIA PROJECTS: VIDEO TOOLS Digital video movies are sequences of bitmapped graphic scenes (frames), rapidly played back. To make movies from video, one needs special hardware to convert an analog video signal to digital data. Moviemaking tools such as Premiere, MS Movie Maker, Final Cut Pro, VideoShop, and MediaStudio Pro let users edit and assemble video clips captured from a camera, tape, other digitized movie segments, and scanned images
  • 47. Authoring software provides an integrated environment for binding together the content and functions of the project. Authoring tools are used for designing interactivity and the user interface, presenting the project on screen, and assembling diverse multimedia elements into a cohesive product. With authoring software, you can make: Video productions Animations Games Interactive websites Demo disks and guided tours Presentations Kiosk applications Interactive training Simulations, prototypes, and technical visualizations AUTHORING TOOLS
  • 48. ASSIGNMENT 1 (Submission Date: 31-05-2023) 1. Three processes are involved in digitization. State and explain each process. 2. An old-fashioned analog black-and-white TV screen is made up of pixels. i. If we assume a resolution of 525 × 700, determine the pixels per screen. ii. If we scan the screen 30 times per second, determine the pixels per second. 3. Convert the following from base two/binary to decimal i. 10101112 ii. 11012 iii. 110010102