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What Is Multimedia?
CECS 5110
What Is Multimedia?
 Multimedia is a computer-based interactive
communications process that incorporates
text, graphics, sound, animation, and video
 Interactive
Key feature of multimedia
User determines what content is delivered,
when it is delivered and how
 Non-linear
Computer-based Multimedia
 2 or more media
 Computer multimedia
 Multi-sensory experience – real world
 Multi-sensory memory imprints
 Different learning styles benefit
 Hypertext - links
 Hypermedia - hypermedia ware
Multimedia Advantages
 Engrossing – deep involvement
 Multi-sensory
 Creates knowledge connections
 Individualized
 Teacher and student creation
Multimedia Disadvantages
 “Lost in cyberspace”
 Lack of structure
 Non-interactive – if one-way, no feedback
 Text intensive content
 Complex to create
 Time consuming
 Cognitive overload
 Linear content
Multimedia Growth
User Standpoint (cont.)
 Action
Active processes: simulations, acting out a play,
testing knowledge and feedback
 Examples
500 Nations, Grandma and Me , Magic School Bus
Major Categories of
Multimedia Titles
 Entertainment
 Education
 Corporate communications
 Reference
Major Categories of
Multimedia Titles
 Entertainment
 Games: action and graphics
 Action + storytelling
 Physical coordination + mental outwitting
 Education
 Accommodates different learning styles:
association vs. experimentation; auditory vs.
visual
 Provides feedback, levels of difficulty, evaluates
skills, nonlinear presentations
Major Categories of
Multimedia Titles
 Corporate communications
(marketing and training)
Attract attention to a message
Product catalogs, published magazines, touch-
screen kiosks, online shopping, …
Stockholder's meeting, sales rep pitch,
conference speaker, employee orientation and
training, …
Major Categories of
Multimedia Titles
 Reference
CD: encyclopedias, census data, directories,
dictionaries
Delivering Multimedia
 Compact disc
Inexpensive, easy mass produce and distribute
 Kiosk
 Computer system to access info, perform
transactions or play games
 Convenience, reduces personnel costs, but
expensive maintenance
 Online
Web pages, product advertisement, demos, …
Communications Systems
The topics within this unit are:
 Characteristics of communication systems.
 Examples of communication systems.
 Transmitting and receiving in communication
systems.
 Other information processes in communication
systems.
 Issues related to communication systems.
More Information
must be a Sender and Receiver
A protocol is a set of rules which governs the transfer of
data between computers. Protocols allow communication
between computers and networks.
Handshaking is used to establish which protocols to use.
Handshaking controls the flow of data between computers
protocols will determine the speed of transmission, error
checking method, size of bytes, and whether synchronous
or asynchronous
Examples of protocols are: token ring, CSMA/CD, X.25,
TCP/IP
Characteristics of
Communication Systems
5 Basic Components
•Bandwidth:The amount of data which can be
transmitted on a medium over a fixed amount of time
(second). It is measured on Bits per Second or Baud
•Bits per Second (bps): A measure of
transmission speed. The number of bits (0 0r 1) which
can be transmitted in a second (more)
•Baud Rate: Is a measure of how fast a change of
state occurs (i.e. a change from 0 to 1) (more)
Transmission Media Speed
This file has now been broken into four packets
PACKET
Packets
Transmissions are broken up into
smaller units or data transmissions
called packets
PACKET PACKET PACKET
Example
A data file is divided into packets.
It does not matter what the transmission is. It could be Word
document, a PowerPoint or an MP3. Imagine this Green box
is a file for transfer
Examples of Communication Systems
- E-mail
- Voice Mail - Fax
- Smart Phone - Instant Messaging
- Telecommuting - Video-conferencing
- Groupware - Telephony
- E-Commerce - The Internet
- Bulletin board system - The Web
- Global positioning system
- simplex: One direction only
Transmission Direction
Graham Betts
Half Duplex Transmission
half duplex:
Both
directions but
only one
direction at a
time
Graham Betts
Full Duplex Transmission
full duplex:
send and
receive both
directions at
once
Components of Multimedia
• Multimedia involves multiple modalities of text, audio, images,
drawings, animation, and video.
Examples of how these modalities are put to use:
1. Video teleconferencing.
2. Distributed lectures for higher education.
3. Tele-medicine.
4. Co-operative work environments.
5. Searching in (very) large video and image databases for
target visual objects.
6. “Augmented” reality: placing real-appearing computer
graphics and video objects into scenes.
7. Including audio cues for where video-conference
participants are located.
8. Building searchable features into new video, and
enabling very high- to very low-bit-rate use of new,
scalable multimedia products.
9. Making multimedia components editable.
10. Building “inverse-Hollywood” applications that can
recreate the process by which a video was made.
11. Using voice-recognition to build an interactive
environment, say a kitchen-wall web browser.
Multimedia Research Topics and Projects
• To the computer science researcher, multimedia consists of a wide variety of topics:
1. Multimedia processing and coding: multimedia content analysis, content-
based multimedia retrieval, multimedia security, audio/image/video processing,
compression, etc.
2. Multimedia system support and networking: network protocols, Internet,
operating systems, servers and clients, quality of service (QoS), and databases.
3. Multimedia tools, end-systems and applications: hypermedia systems, user
interfaces, authoring systems.
4. Multi-modal interaction and integration: “ubiquity” — web-everywhere
devices, multimedia education including Computer Supported Collaborative
Learning, and design and applications of virtual environments.
Current Multimedia Projects
• Many exciting research projects are currently underway. Here are a few of
them:
1. Camera-based object tracking technology: tracking of the control objects provides user
control of the process.
2. 3D motion capture: used for multiple actor capture so that multiple real actors in a virtual
studio can be used to automatically produce realistic animated models with natural
movement.
3. Multiple views: allowing photo-realistic (video-quality) synthesis of virtual actors from
several cameras or from a single camera under differing lighting.
4. 3D capture technology: allow synthesis of highly realistic facial animation from speech.
 5. Specific multimedia applications: aimed at handicapped persons
with low vision capability and the elderly — a rich field of endeavor.
 6. Digital fashion: aims to develop smart clothing that can
communicate with other such enhanced clothing using wireless
communication, so as to artificially enhance human interaction in a
social setting.
 7. Electronic Housecall system: an initiative for providing
interactive health monitoring services to patients in their homes
 8. Augmented Interaction applications: used to develop interfaces
between real and virtual humans for tasks such as augmented
storytelling.
1.2 Multimedia and Hypermedia
• History of Multimedia:
1. Newspaper: perhaps the first mass communication medium, uses
text, graphics, and images.
2. Motion pictures: conceived of in 1830’s in order to observe
motion too rapid for perception by the human eye.
3. Wireless radio transmission: Guglielmo Marconi, at Pontecchio,
Italy, in 1895.
4. Television: the new medium for the 20th century, established
video as a commonly available medium and has since changed the
world of mass communications.
5. The connection between computers and ideas about multimedia covers what is actually
only a short period:
1945 – Vannevar Bush wrote a landmark article describing what amounts to a
hypermedia system called Memex.

L k to u Vk kus kkkk k m x rt  k “ks k k T i f h e e a ic e e ay hi
1960 – Ted Nelson coined the term hypertext.
1967 – Nicholas Negroponte formed the Architecture Machine Group.
1968 – Douglas Engelbart demonstrated the On-Line System (NLS), another very early
hypertext program.
1969 – Nelson and van Dam at Brown University created an early hypertext editor
called FRESS.
1976 – The MIT Architecture Machine Group proposed a project entitled Multiple
Media — resulted in the Aspen Movie Map, the first hypermedia videodisk, in 1978.
1985 – Negroponte and Wiesner co-founded the MIT Media Lab.
1989 – Tim Berners-Lee proposed the World Wide Web
1990 – Kristina Hooper Woolsey headed the Apple Multimedia Lab.
1991 – MPEG-1 was approved as an international standard for digital
video — led to the newer standards, MPEG-2, MPEG-4, and
further MPEGs in the 1990s.
1991 – The introduction of PDAs in 1991 began a new period in the
use of computers in multimedia.
1992 – JPEG was accepted as the international standard for digital
image compression — led to the new JPEG2000 standard.
1992 – The first MBone audio multicast on the Net was made.
1993 – The University of Illinois National Center for Supercomputing
Applications produced NCSA Mosaic—the first full-fledged
browser.
 1994 – Jim Clark and Marc Andreessen created the Netscape
program.
 1995 – The JAVA language was created for platform-
independent application development.
 1996 – DVD video was introduced; high quality full-length
movies were distributed on a single disk.
 1998 – XML 1.0 was announced as a W3C Recommendation.
 1998 – Hand-held MP3 devices first made inroads into
consumerist tastes in the fall of 1998, with the introduction of
devices holding 32MB of flash memory.
 2000 – WWW size was estimated at over 1 billion pages.
Hypermedia and Multimedia
• A hypertext system: meant to be read nonlinearly, by following links that
point to other parts of the document, or to other documents (Fig. 1.1)
• HyperMedia: not constrained to be text-based, can include other media,
e.g., graphics, images, and especially the continuous media – sound and
video.
- The World Wide Web (WWW) — the best example of a
hypermedia application.
• Multimedia means that computer information can be represented through
audio, graphics, images, video, and animation in addition to traditional
media.
 Fig 1.1: Hypertext is nonlinear
 • Examples of typical present multimedia applications include:
 – Digital video editing and production systems.
 – Electronic newspapers/magazines.
 – World Wide Web.
 – On-line reference works: e.g. encyclopedia, games, etc.
 – Home shopping.
 – Interactive TV.
 – Multimedia courseware.
 – Video conferencing.
 – Video-on-demand.
 – Interactive movies.
1.4 Overview of Multimedia Software Tools
• The categories of software tools briefly examined here are:
1. Music Sequencing and Notation
2. Digital Audio
3. Graphics and Image Editing
4. Video Editing
5. Animation
6. Multimedia Authoring
Music Sequencing and Notation
• Cakewalk: now called Pro Audio.
– The term sequencer comes from older devices that stored sequences of notes
(“events”, in MIDI).
– It is also possible to insert WAV files and Windows MCI commands (for
animation and video) into music tracks (MCI is a ubiquitous component of
the Windows API.)
• Cubase: another sequencing/editing program, with capabilities similar to those of
Cakewalk. It includes some digital audio editing tools.
• Macromedia Soundedit: mature program for creating audio for multimedia projects
and the web that integrates well with other Macromedia products such as Flash and
Director.
Digital Audio
• Digital Audio tools deal with accessing and editing the actual sampled
sounds that make up audio:
– Cool Edit: a very powerful and popular digital audio toolkit; emulates a
professional audio studio — multitrack productions and sound file
editing including digital signal processing effects.
– Sound Forge: a sophisticated PC-based program for editing audio WAV
files.
– Pro Tools: a high-end integrated audio production and editing
environment — MIDI creation and manipulation; powerful audio
mixing, recording, and editing software.
Graphics and Image Editing
• Adobe Illustrator: a powerful publishing tool from Adobe. Uses vector graphics;
graphics can be exported to Web.
• Adobe Photoshop: the standard in a graphics, image processing and manipulation tool.
– Allows layers of images, graphics, and text that can be separately manipulated for
maximum flexibility.
– Filter factory permits creation of sophisticated lighting-effects filters.
• Macromedia Fireworks: software for making graphics specifically for the web.
• Macromedia Freehand: a text and web graphics editing tool that supports many
bitmap formats such as GIF, PNG, and JPEG.
Video Editing
• Adobe Premiere: an intuitive, simple video editing tool for nonlinear editing, i.e.,
putting video clips into any order:
– Video and audio are arranged in “tracks”.
– Provides a large number of video and audio tracks, superimpositions and
virtual clips.
– A large library of built-in transitions, filters and motions for
clips  effective multimedia productions with little effort.
• Adobe After Effects: a powerful video editing tool that enables users to add and
change existing movies. Can add many effects: lighting, shadows, motion blurring;
layers.
• Final Cut Pro: a video editing tool by Apple; Macintosh only.
Animation
• Multimedia APIs:
– Java3D: API used by Java to construct and render 3D graphics, similar to the way in
which the Java Media Framework is used for handling media files.
1. Provides a basic set of object primitives (cube, splines, etc.) for
building scenes.
2. It is an abstraction layer built on top of OpenGL or DirectX
(the user can select which).
– DirectX: Windows API that supports video, images, audio and 3-D animation
– OpenGL: the highly portable, most popular 3-D API.
• Rendering Tools:
– 3D Studio Max: rendering tool that includes a number of very
high-end professional tools for character animation, game
development, and visual effects production.
– Softimage XSI: a powerful modeling, animation, and rendering
package used for animation and special effects in films and
games.
– Maya: competing product to Softimage; as well, it is a complete
modeling package.
– RenderMan: rendering package created by Pixar.
• GIF Animation Packages: a simpler approach to
animation, allows very quick development of
effective small animations for the web.
Multimedia Authoring
• Macromedia Flash: allows users to create interactive movies by using the
score metaphor, i.e., a timeline arranged in parallel event sequences.
• Macromedia Director: uses a movie metaphor to create interactive
presentations — very powerful and includes a built-in scripting
language, Lingo, that allows creation of complex interactive movies.
• Authorware: a mature, well-supported authoring product based on the
Iconic/Flow-control metaphor.
• Quest: similar to Authorware in many ways, uses a type of flowcharting
metaphor. However, the flowchart nodes can encapsulate information in
a more abstract way (called frames) than simply subroutine levels.
Application Areas
Residential Services
 video-on-demand
 video phone/conferencing systems
 multimedia home shopping (MM catalogs, product demos and
presentation)
 self-paced education
Business Services
 Corporate training
 Desktop MM conferencing, MM e-mail
Application Areas
Education
 Distance education - MM repository of class videos
 Access to digital MM libraries over high speed networks
Science and Technology
 computational visualization and prototyping
 astronomy, environmental science
Medicine
 Diagnosis and treatment - e.g. MM databases that provide
support for queries on scanned images, X-rays, assessments,
response etc.
Classification of Media
 Perception Medium
 How do humans perceive information in a computer?
 Through seeing - text, images, video
 Through hearing - music, noise, speech
 Representation Medium
 How is the computer information encoded?
 Using formats for representing and information
 ASCII(text), JPEG(image), MPEG(video)
 Presentation Medium
 Through which medium is information delivered by the computer
or introduced into the computer?
 Via I/O tools and devices
 paper, screen, speakers (output media)
 keyboard, mouse, camera, microphone (input media)
Classification of Media (cont.)
 Storage Medium
 Where will the information be stored?
 Storage media - floppy disk, hard disk, tape, CD-ROM etc.
 Transmission Medium
 Over what medium will the information be transmitted?
 Using information carriers that enable continuous data transmission
- networks
 wire, coaxial cable, fiber optics
 Information Exchange Medium
 Which information carrier will be used for information exchange
between different places?
 Direct transmission using computer networks
 Combined use of storage and transmission media (e.g. electronic
mail).
What Peripheral Devices Suit
Your Needs?
Input DevicesInput Devices Output DevicesOutput Devices Storage DevicesStorage Devices
5.1 Input Devices
• Input device captures information and translates it into a form
that can be processed and used by other parts of your computer.
Keyboards
Pointing devices
Game controllers
Scanners
Styluses
Microphones
Digital cameras
Web cams
Input Devices
 The keyboard is the most common input
device. Types of keyboards include:
• Wireless
• Multimedia and one-touch access
• Portable keyboards for PDAs
Types of Input Devices
Pointing Devices
 Pointing devices are mainly used to choose and
enter commands
 Pointing devices tend to have PS/2 connectors or
USB connectors
• PS/2 connector fits into a PS/2 port, which a small round
socket with small holes that fit the pins on the connector
• USB connectors fit into USB ports, and these are small
rectangular openings on the back or front of your computer,
or even on your keyboard or monitor
Pointing Devices
 Various pointing devices are available
 Types of pointing devices:
• Mouse
Mechanical mouse
Optical mouse
Wireless mouse
• Trackball
• Touchpad
• Pointing stick
Game Controller
 Game controllers are used mainly to play games
 Types of gaming devices
• Gamepads
• Joysticks
• Gaming wheels
• Force feed
Specialized Input Devices
 Other types of input devices include:
• Scanners
• Styluses
• Microphones
• Digital cameras
• Web cams
Scanner
•Scanner is a light sensitive device that helps you
copy or capture images, photos, and artwork
that exist on paper. Types of scanners include:
Flatbed
Styluses
• Stylus is an input device consisting of a thin
stick that uses pressure to enter information
or to click and point
• Styluses are used with:
PDAs
Tablet PCs
Graphics tablets
Microphones
• Microphones are used to
input audio
• Three main types of
microphones are:
Desktop microphones
Headsets
Directional microphones
• Speech recognition is
increasingly being included in
application software
Digital Cameras
 Digital cameras are used to:
• Download images to a computer
• Post pictures to the Web
• Produce videos
 Resolution is measured in
megapixels
 Higher the resolution, better the
image quality, but the more
expensive the camera
Web Cams
• Web cam is a video camera
that can be used to take images
for uploading to the Web
5.2 Output Devices
 Output devices take information
within your computer and present it
to you in a form that you can
understand
 Main output devices:
 Monitors
 Printers
 Speakers
Flat Panel Display Devices
Devices with flat-panel displays
• Tablet PCs
• PDAs
• Cellular phones
• Desktop computers
Monitors
CRTs
Flat-panel displays
 Gas plasma
 LCD (liquid crystal display)
 Passive matrix
 Active matrix
 Called TFT (thin film transistor)
 Separate transistor for every pixel
Screen Talk
 Screen size measured as a diagonal line across the screen
– from corner to opposite corner
 Resolution the number of pixels displayed on the screen
(the higher the resolution, the closer together the dots)
 Pixels (or picture element) dots that make up the image
on your screen
 Dot pitch is the distance between the centers of a pair of
like-colored pixels
 Refresh rate the speed with which a monitor redraws the
image of the screen, and is measured in hertz
Printers
Inkjet – most popular
 Makes images by forcing droplets
through nozzles
 Top speed is 20 pages per minute
Laser
 Forms images using an electrostatic
process
 Prints between 3 and 30 pages per
minute
Printers - Cont
Resolution of a printer is the
number of dots per inch (dpi) it
produces.
Higher the resolution, better the
image, and usually the more
costly the printer
Printers - Cont.
 Multifunction printer:
• Scan, copy, fax, and print
• Can be either inkjet or laser
• Cost less than buying
individual units
• Take up less desk space
Speakers
 A speaker is a device that
produces computer output as
sound
 Speakers are common
devices in computer systems
Examples include:
• Built-in speaker
• Two-device set speakers
• Surround sound speakers
5.3 Storage Devices
 Storage device stores information to be
recalled and used at a later time
 Storage device consists of:
Storage medium
Storage device
 Three major technology types for
information storage:
Magnetic
Optical or laser
Flash memory
Magnetic Storage Devices:
Internal Magnetic Hard Disk
 Magnetic storage devices can
be either internal or external
• Internal magnetic hard disks are
fixed inside the system unit
• External magnetic hard disks are
portable
Magnetic Storage Devices:
Internal Magnetic Hard Disk
 Internal hard disk is a magnetic
storage device with
• One or more thin platters that store
information sealed inside the disk drive.
• Read/write heads access the information
on surface
• Heads read information while copying it
from disk to RAM
• Heads write information when copying it
from RAM to disk
Magnetic Storage Devices:
External Magnetic Hard Disk
 External hard disks are magnetic
storage media which are portable
storage units that you can connect
to your computer as necessary
• Great for backup storage devices
• Ability to transport your hard disk
from one computer to another
Hard Drives
 Long term storage system and
application software
 Operating system and
application software are
copied from the hard disk to
memory
 Capacity measured in
gigabytes
Floppy Disks and Zip Disks
Removable magnetic storage
media come in two basic types:
 Traditional floppy disks
 Zip disks
These storage media are useful
for:
 Storing files for backup or security
purposes
 Transferring files from one computer to
another
Removable Magnetic Storage:
Floppy Disk
 Floppy Mylar disk
 Housed inside a hard plastic
casing
 Thin, flexible plastic disk
 3.5 inch floppy disks
 also called floppies, diskettes, floppy
disks
 Holds about 1.44 megabytes of
information
 High-capacity disks
 Zip® disk
p. 5.144 Fig. 5.15
Removable Magnetic Storage: Zip
Disk
High capacity plastic platter disk
 Called removable hard disks
 Provide a higher storage capacity than Mylar
disks
 Example - Zip® disk with capacity of 100MB, 250MB, and
750MB
Optical Storage
 CDs
 DVDs
 Both are optical storage
and have three formats:
 Read-only
 Write-once
 Read-and-write
Optical Storage Media
 Read-Only
 CD-ROM
 DVD-ROM
 One-Time Writable
 CD-R
 DVD-R
 DVD+R
 Fully Read-and-
Write
 CD-RW
 DVD-RW or
DVD+RW or
DVD-RAM
Flash Memory Cards
 Flash memory cards have high-
capacity storage laminated inside
a small piece of plastic
 Flash flash memory cards do not
need a drive with moving parts
to operate
Flash Memory Talk
 CompactFlash (CF)
 xD-Picture Card (xD)
 SmartMedia (SM) Card
 SecureDigital (SD) card and
MultiMediaCards (MMC)
 Memory Stick Media
Flash Memory Card Readers
 Some devices have flash memory slots into
which you slide your flash memory card
 Other devices can use an external flash
memory card reader in order to transfer
information
 A flash memory drive is a flash memory
storage medium for a computer that is
small enough to fit in your pocket and
usually plugs directly into a USB port
Overview: Computer Imaging
Definition of computer imaging:
 Acquisition and processing of visual information
by computer.
Why is it important?
 Human primary sense is visual sense.
 Information can be conveyed well through
images (one picture worth a thousand words).
 Computer is required because the amount of data
to be processed is huge.
Overview: Computer Imaging
Computer imaging can be divided into
two main categories:
 Computer Vision: applications of the output are
for use by a computer.
 Image Processing: applications of the output are
for use by human.
These two categories are not totally
separate and distinct.
Overview: Computer Imaging
They overlap each other in certain
areas.
Computer
Vision
Image
Processing
COMPUTER IMAGING
Computer Vision
Does not involve human in the visual
loop.
One of the major topic within this field
is image analysis (Chapter 2).
Image analysis involves the
examination of image data to facilitate
in solving a vision problem.
Computer Vision
Image analysis process involves two
other topics:
 Feature extraction: acquiring higher level image
info (shape and color)
 Pattern classification: using higher level image
information to identify objects within image.
Computer Vision
Most computer vision applications
involve tasks that:
 Are tedious for people to perform.
 Require work in a hostile environment.
 Require a high processing rate.
 Require access and use of a large database of
information.
Computer Vision
Examples of applications of computer
vision:
 Quality control (inspect circuit board).
 Hand-written character recognition.
 Biometrics verification (fingerprint, retina,
DNA, signature, etc).
 Satellite image processing.
 Skin tumor diagnosis.
 And many, many others.
Image Processing
Processed images are to be used by
human.
 Therefore, it requires some understanding on
how the human visual system operates.
Among the major topics are:
 Image restoration (Chapter 3).
 Image enhancement (Chapter 4).
 Image compression (Chapter 5).
Image Processing
Image restoration:
 The process of taking an image with some know,
or estimated degradation, and restoring it to its
original appearance.
 Done by performing the reverse of the
degradation process to the image.
 Examples: correcting distortion in the optical
system of a telescope.
Image Processing
An Example of Image Restoration
Image Processing
Image enhancement:
 Improve an image visually by taking an
advantage of human visual system’s response.
 Example: improve contrast, image sharpening,
and image smoothing.
Image Processing
An Example of Image Enhancement
Image Processing
Image compression:
 Remove the amount of data required to represent
an image by:
 Removing unnecessary data that are visually unnecessary.
 Taking advantage of the redundancy that is inherent in most
images.
 Example: JPEG, MPEG, etc.
Digital Image File Formats
There are many different types of image
file formats. This is because:
 There are many different types of images and
applications with varying requirements.
 Lack of coordination within imaging industry.
Images can be converted from one
format to another using image
conversion software.
Digital Image File Formats
Types of image data are divided into
two categories:
 Bitmap (raster) images: where we have pixel
data and the corresponding brightness values
stored in some file format.
 Vector images: methods of representing lines,
curves and shapes by storing only the key points.
The process of turning the key points into an
image is called rendering.
Digital Image File Formats
Most of the file formats to be discussed
fall under the category of bitmap
images.
Some of the formats are compressed.
 The I(r, c) values are not available until the file
is decompressed.
Bitmap image files must contain both
header information and the raw pixel
Digital Image File Formats
The header contain information
regarding:
 The number of rows (height)
 The number of columns (width)
 The number of bands
 The number of bits per pixel
 The file type
 Type of compression used (if applicable)
Digital Image File Formats
BIN format:
 Only contain the raw data I(r, c) and no header.
 Users must know the necessary parameters
beforehand.
PPM format:
 Contain raw image data with a simple header.
 PBM (binary), PGM (gray-scale), PPM (color)
and PNM (handles any of the other types).
Digital Image File Formats
GIF (Graphics Interchange Format):
 Commonly used in WWW.
 Limited to a maximum of 8 bits/pixel (256
colors).
 The bits are used as an input to a lookup table.
 Allow for a type of compression called LZW.
 Image header is 13 bytes long.
Digital Image File Formats
TIFF (Tagged Image File Format):
 Allows a maximum of 24 bits/pixel.
 Support several types of compression: RLE,
LZW, and JPEG.
 Header is of variable size and is arranged in a
hierarchical manner.
 Designed to allow user to customize it for
specific applications.
Digital Image File Formats
JFIF (JPEG File Interchange Format):
 Allows images compressed with JPEG algorithm
to be used in many different computer platforms.
 Contains a Start of Image (SOI) and an
application (APPO) marker that serves as a file
header.
 Being used extensively in WWW.
Digital Image File Formats
Sun Raster file format:
 Defined to allow for any number of bits per
pixel.
 Supports RLE compression and color lookup
tables.
 Contains 32-byte header, followed by the image
data.
Digital Image File Formats
SGI file format:
 Handles up to 16 million colors.
 Supports RLE compression.
 Contains 512-byte header, followed the image
data.
 Majority of the bytes in header are not used,
presumably for future extension.
Digital Image File Formats
EPS (Encapsulated PostScript):
 Not a bitmap image. The file contains text.
 It is a language that supports more than just
images. Commonly used in desktop publishing.
 Directly supported by many printers (in the
hardware itself).
 Commonly used for data interchange across
hardware and software platforms.
 The files are very big.
AUDIO STREAMING
OVERVIEW
 Audio File Features
 Audio Streaming Concept
 Audio Streaming Advantages
 Audio Streaming Applications
 Audio Streaming Format
 Audio Streaming Products
Audio File Features
 Audio file is a record of captured sound that can
be played back
 e.g. .WAV File
 Audio files are compressed for storage or faster
transmission
 Requires high bandwidth to transfer across the
network
LAN, Intranet,
Internet
Audio Streaming Concept
.WAV
Live Broadcast
.ASF
Real Producer
.RMWindows Media Encoder
Real Producer 7.0
PC
Audio Format
PC
Windows Media
Streaming
Software
Audio Streaming Concept
 Analog-to-Digital modulation
 Streaming audio technologies relies on:
 Sound sequences
 Compression schemes
 Compression schemes (encoding) decreases the
audio’s bandwidth requirements:
 Lowering the audio’s sampling rate
 Filtering high frequencies
 Performing other waveform
Audio Streaming Advantages
 Real time audio content.
 Low bandwidth media used.
 No waiting for downloading audio file.
 Internet users can enjoy a live online program.
Audio Streaming Applications
 Long-distance or automated training
 Seminars
 Concerts
 Speeches
 Music samples
 Online corporate messages
 Hear the news / Radio
Audio Formats
 Microsoft Windows Media Formats
 .avi, .asf, .asx, .rmi, .wav
 Moving Pictures Experts Group (MPEG)
 .mp3
 Musical Instrument Digital Interface (MIDI)
 .mid, .rmi
 Apple Quick Time, Macintosh AIFF Resource
 .qt, .aif, .aifc, .aiff, .mov
 UNIX Formats
 .au, .snd
Audio Streaming Products
 Window Media Technologies (Microsoft)
 RealSystem G2 (RealNetworks)
 Shockwave Streaming Audio (Macromedia)
 IBM Bamba (IBM)
 Streamworks (Xing Technology)
 Media Player (Netscape)
Video Streaming
 Video Streaming Objective
 Streaming Advantages
 Video Streaming Architecture
 Compression and Decompression-codec
 MPEG 1-4 Introduction
 Major Products and Features Comparison
Video Streaming Objective
 The object is to overcome the negative effects of
physical distance and network technology
limitation.
Streaming Advantages
 Reduce setup time
 Reduction in client storage requirement
 Video can be viewed in real time
 Transmission signals over low bandwidth facilities
Video Streaming Architecture
 Content Creation/Capture
 Content Management
 Content Formatting (Compression)
 Delivery
 Distribution
 Presentation (Viewing)
 View Control
Video Capture
 Converting analog to video signals
 A special video capture card to convert the
analog signals to digital form and compresses
the data.
 Also digital video devices that can capture
images and transfer to a computer
Video Input Formats
 AVI
 ActiveMovie
 Cinepak
 Indeo
 motion-JPEG
 MPEG
 QuickTime
 RealVideo
 Video for Windows
 XGA
Video Formats
AVI & ASF
 Developed by Microsoft
 AVI (Audio Video Interleaved)
- limited to 320x240 resolution
- 30 frames per second
 ASF (Advanced Streaming Format)
- Has been submitted to ISO for standardization
- Expected to replace AVI format
Codec
(Compressor/Decompressor)
 Coding techniques to compress video data
 The newest codec change their sampling rate as
they run
 Choice of codec is the biggest factor to determine
the bandwidth needed to connect the server and
receive content
 Many of the codecs follow international standards
Content Compression
 MPEG (A working group of ISO)
- The most common standard for video
compression and file formats
- Generally produce better quality video than other
formats
- High compression rate
- MPEG1, MPEG2 and MPEG4
MPEG-1
 MPEG-1 was designed for coding progressive
video at a transmission rate of about 1.5 million
bits per second.
 It was designed specifically for Video-CD and
CD-i media.
 MPEG-1 audio layer-3 (MP3) has also evolved
from early MPEG work.
MPEG-2
 MPEG-2 was designed for coding interlaced images
at transmission rates above 4 million bits per
second.
 MPEG-2 is used for digital TV broadcast and
DVD.
 An MPEG-2 player can handle MPEG-1 data as
well.
MPEG-3
 A proposed MPEG-3 standard, intended for High
Definition TV (HDTV), was merged with the
MPEG-2 standard when it became apparent that
the MPEG-2 standard met the HDTV
requirements.
MPEG-4
 An MPEG-4 standard is in the final stages of
development and release.
 It is a much more ambitious standard and
addresses speech and video synthesis, fractal
geometry, computer visualization, and an artificial
intelligence (AI) approach to reconstructing
images.

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Final multimedia

  • 2. What Is Multimedia?  Multimedia is a computer-based interactive communications process that incorporates text, graphics, sound, animation, and video  Interactive Key feature of multimedia User determines what content is delivered, when it is delivered and how  Non-linear
  • 3. Computer-based Multimedia  2 or more media  Computer multimedia  Multi-sensory experience – real world  Multi-sensory memory imprints  Different learning styles benefit  Hypertext - links  Hypermedia - hypermedia ware
  • 4. Multimedia Advantages  Engrossing – deep involvement  Multi-sensory  Creates knowledge connections  Individualized  Teacher and student creation
  • 5. Multimedia Disadvantages  “Lost in cyberspace”  Lack of structure  Non-interactive – if one-way, no feedback  Text intensive content  Complex to create  Time consuming  Cognitive overload  Linear content
  • 6. Multimedia Growth User Standpoint (cont.)  Action Active processes: simulations, acting out a play, testing knowledge and feedback  Examples 500 Nations, Grandma and Me , Magic School Bus
  • 7. Major Categories of Multimedia Titles  Entertainment  Education  Corporate communications  Reference
  • 8. Major Categories of Multimedia Titles  Entertainment  Games: action and graphics  Action + storytelling  Physical coordination + mental outwitting  Education  Accommodates different learning styles: association vs. experimentation; auditory vs. visual  Provides feedback, levels of difficulty, evaluates skills, nonlinear presentations
  • 9. Major Categories of Multimedia Titles  Corporate communications (marketing and training) Attract attention to a message Product catalogs, published magazines, touch- screen kiosks, online shopping, … Stockholder's meeting, sales rep pitch, conference speaker, employee orientation and training, …
  • 10. Major Categories of Multimedia Titles  Reference CD: encyclopedias, census data, directories, dictionaries
  • 11. Delivering Multimedia  Compact disc Inexpensive, easy mass produce and distribute  Kiosk  Computer system to access info, perform transactions or play games  Convenience, reduces personnel costs, but expensive maintenance  Online Web pages, product advertisement, demos, …
  • 12. Communications Systems The topics within this unit are:  Characteristics of communication systems.  Examples of communication systems.  Transmitting and receiving in communication systems.  Other information processes in communication systems.  Issues related to communication systems.
  • 13. More Information must be a Sender and Receiver A protocol is a set of rules which governs the transfer of data between computers. Protocols allow communication between computers and networks. Handshaking is used to establish which protocols to use. Handshaking controls the flow of data between computers protocols will determine the speed of transmission, error checking method, size of bytes, and whether synchronous or asynchronous Examples of protocols are: token ring, CSMA/CD, X.25, TCP/IP Characteristics of Communication Systems
  • 15. •Bandwidth:The amount of data which can be transmitted on a medium over a fixed amount of time (second). It is measured on Bits per Second or Baud •Bits per Second (bps): A measure of transmission speed. The number of bits (0 0r 1) which can be transmitted in a second (more) •Baud Rate: Is a measure of how fast a change of state occurs (i.e. a change from 0 to 1) (more) Transmission Media Speed
  • 16. This file has now been broken into four packets PACKET Packets Transmissions are broken up into smaller units or data transmissions called packets PACKET PACKET PACKET Example A data file is divided into packets. It does not matter what the transmission is. It could be Word document, a PowerPoint or an MP3. Imagine this Green box is a file for transfer
  • 17. Examples of Communication Systems - E-mail - Voice Mail - Fax - Smart Phone - Instant Messaging - Telecommuting - Video-conferencing - Groupware - Telephony - E-Commerce - The Internet - Bulletin board system - The Web - Global positioning system
  • 18. - simplex: One direction only Transmission Direction
  • 19. Graham Betts Half Duplex Transmission half duplex: Both directions but only one direction at a time
  • 20. Graham Betts Full Duplex Transmission full duplex: send and receive both directions at once
  • 21. Components of Multimedia • Multimedia involves multiple modalities of text, audio, images, drawings, animation, and video. Examples of how these modalities are put to use: 1. Video teleconferencing. 2. Distributed lectures for higher education. 3. Tele-medicine. 4. Co-operative work environments. 5. Searching in (very) large video and image databases for target visual objects. 6. “Augmented” reality: placing real-appearing computer graphics and video objects into scenes.
  • 22. 7. Including audio cues for where video-conference participants are located. 8. Building searchable features into new video, and enabling very high- to very low-bit-rate use of new, scalable multimedia products. 9. Making multimedia components editable. 10. Building “inverse-Hollywood” applications that can recreate the process by which a video was made. 11. Using voice-recognition to build an interactive environment, say a kitchen-wall web browser.
  • 23. Multimedia Research Topics and Projects • To the computer science researcher, multimedia consists of a wide variety of topics: 1. Multimedia processing and coding: multimedia content analysis, content- based multimedia retrieval, multimedia security, audio/image/video processing, compression, etc. 2. Multimedia system support and networking: network protocols, Internet, operating systems, servers and clients, quality of service (QoS), and databases. 3. Multimedia tools, end-systems and applications: hypermedia systems, user interfaces, authoring systems. 4. Multi-modal interaction and integration: “ubiquity” — web-everywhere devices, multimedia education including Computer Supported Collaborative Learning, and design and applications of virtual environments.
  • 24. Current Multimedia Projects • Many exciting research projects are currently underway. Here are a few of them: 1. Camera-based object tracking technology: tracking of the control objects provides user control of the process. 2. 3D motion capture: used for multiple actor capture so that multiple real actors in a virtual studio can be used to automatically produce realistic animated models with natural movement. 3. Multiple views: allowing photo-realistic (video-quality) synthesis of virtual actors from several cameras or from a single camera under differing lighting. 4. 3D capture technology: allow synthesis of highly realistic facial animation from speech.
  • 25.  5. Specific multimedia applications: aimed at handicapped persons with low vision capability and the elderly — a rich field of endeavor.  6. Digital fashion: aims to develop smart clothing that can communicate with other such enhanced clothing using wireless communication, so as to artificially enhance human interaction in a social setting.  7. Electronic Housecall system: an initiative for providing interactive health monitoring services to patients in their homes  8. Augmented Interaction applications: used to develop interfaces between real and virtual humans for tasks such as augmented storytelling.
  • 26. 1.2 Multimedia and Hypermedia • History of Multimedia: 1. Newspaper: perhaps the first mass communication medium, uses text, graphics, and images. 2. Motion pictures: conceived of in 1830’s in order to observe motion too rapid for perception by the human eye. 3. Wireless radio transmission: Guglielmo Marconi, at Pontecchio, Italy, in 1895. 4. Television: the new medium for the 20th century, established video as a commonly available medium and has since changed the world of mass communications.
  • 27. 5. The connection between computers and ideas about multimedia covers what is actually only a short period: 1945 – Vannevar Bush wrote a landmark article describing what amounts to a hypermedia system called Memex.  L k to u Vk kus kkkk k m x rt  k “ks k k T i f h e e a ic e e ay hi 1960 – Ted Nelson coined the term hypertext. 1967 – Nicholas Negroponte formed the Architecture Machine Group. 1968 – Douglas Engelbart demonstrated the On-Line System (NLS), another very early hypertext program. 1969 – Nelson and van Dam at Brown University created an early hypertext editor called FRESS. 1976 – The MIT Architecture Machine Group proposed a project entitled Multiple Media — resulted in the Aspen Movie Map, the first hypermedia videodisk, in 1978.
  • 28. 1985 – Negroponte and Wiesner co-founded the MIT Media Lab. 1989 – Tim Berners-Lee proposed the World Wide Web 1990 – Kristina Hooper Woolsey headed the Apple Multimedia Lab. 1991 – MPEG-1 was approved as an international standard for digital video — led to the newer standards, MPEG-2, MPEG-4, and further MPEGs in the 1990s. 1991 – The introduction of PDAs in 1991 began a new period in the use of computers in multimedia. 1992 – JPEG was accepted as the international standard for digital image compression — led to the new JPEG2000 standard. 1992 – The first MBone audio multicast on the Net was made. 1993 – The University of Illinois National Center for Supercomputing Applications produced NCSA Mosaic—the first full-fledged browser.
  • 29.  1994 – Jim Clark and Marc Andreessen created the Netscape program.  1995 – The JAVA language was created for platform- independent application development.  1996 – DVD video was introduced; high quality full-length movies were distributed on a single disk.  1998 – XML 1.0 was announced as a W3C Recommendation.  1998 – Hand-held MP3 devices first made inroads into consumerist tastes in the fall of 1998, with the introduction of devices holding 32MB of flash memory.  2000 – WWW size was estimated at over 1 billion pages.
  • 30. Hypermedia and Multimedia • A hypertext system: meant to be read nonlinearly, by following links that point to other parts of the document, or to other documents (Fig. 1.1) • HyperMedia: not constrained to be text-based, can include other media, e.g., graphics, images, and especially the continuous media – sound and video. - The World Wide Web (WWW) — the best example of a hypermedia application. • Multimedia means that computer information can be represented through audio, graphics, images, video, and animation in addition to traditional media.
  • 31.  Fig 1.1: Hypertext is nonlinear
  • 32.  • Examples of typical present multimedia applications include:  – Digital video editing and production systems.  – Electronic newspapers/magazines.  – World Wide Web.  – On-line reference works: e.g. encyclopedia, games, etc.  – Home shopping.  – Interactive TV.  – Multimedia courseware.  – Video conferencing.  – Video-on-demand.  – Interactive movies.
  • 33. 1.4 Overview of Multimedia Software Tools • The categories of software tools briefly examined here are: 1. Music Sequencing and Notation 2. Digital Audio 3. Graphics and Image Editing 4. Video Editing 5. Animation 6. Multimedia Authoring
  • 34. Music Sequencing and Notation • Cakewalk: now called Pro Audio. – The term sequencer comes from older devices that stored sequences of notes (“events”, in MIDI). – It is also possible to insert WAV files and Windows MCI commands (for animation and video) into music tracks (MCI is a ubiquitous component of the Windows API.) • Cubase: another sequencing/editing program, with capabilities similar to those of Cakewalk. It includes some digital audio editing tools. • Macromedia Soundedit: mature program for creating audio for multimedia projects and the web that integrates well with other Macromedia products such as Flash and Director.
  • 35. Digital Audio • Digital Audio tools deal with accessing and editing the actual sampled sounds that make up audio: – Cool Edit: a very powerful and popular digital audio toolkit; emulates a professional audio studio — multitrack productions and sound file editing including digital signal processing effects. – Sound Forge: a sophisticated PC-based program for editing audio WAV files. – Pro Tools: a high-end integrated audio production and editing environment — MIDI creation and manipulation; powerful audio mixing, recording, and editing software.
  • 36. Graphics and Image Editing • Adobe Illustrator: a powerful publishing tool from Adobe. Uses vector graphics; graphics can be exported to Web. • Adobe Photoshop: the standard in a graphics, image processing and manipulation tool. – Allows layers of images, graphics, and text that can be separately manipulated for maximum flexibility. – Filter factory permits creation of sophisticated lighting-effects filters. • Macromedia Fireworks: software for making graphics specifically for the web. • Macromedia Freehand: a text and web graphics editing tool that supports many bitmap formats such as GIF, PNG, and JPEG.
  • 37. Video Editing • Adobe Premiere: an intuitive, simple video editing tool for nonlinear editing, i.e., putting video clips into any order: – Video and audio are arranged in “tracks”. – Provides a large number of video and audio tracks, superimpositions and virtual clips. – A large library of built-in transitions, filters and motions for clips  effective multimedia productions with little effort. • Adobe After Effects: a powerful video editing tool that enables users to add and change existing movies. Can add many effects: lighting, shadows, motion blurring; layers. • Final Cut Pro: a video editing tool by Apple; Macintosh only.
  • 38. Animation • Multimedia APIs: – Java3D: API used by Java to construct and render 3D graphics, similar to the way in which the Java Media Framework is used for handling media files. 1. Provides a basic set of object primitives (cube, splines, etc.) for building scenes. 2. It is an abstraction layer built on top of OpenGL or DirectX (the user can select which). – DirectX: Windows API that supports video, images, audio and 3-D animation – OpenGL: the highly portable, most popular 3-D API.
  • 39. • Rendering Tools: – 3D Studio Max: rendering tool that includes a number of very high-end professional tools for character animation, game development, and visual effects production. – Softimage XSI: a powerful modeling, animation, and rendering package used for animation and special effects in films and games. – Maya: competing product to Softimage; as well, it is a complete modeling package. – RenderMan: rendering package created by Pixar. • GIF Animation Packages: a simpler approach to animation, allows very quick development of effective small animations for the web.
  • 40. Multimedia Authoring • Macromedia Flash: allows users to create interactive movies by using the score metaphor, i.e., a timeline arranged in parallel event sequences. • Macromedia Director: uses a movie metaphor to create interactive presentations — very powerful and includes a built-in scripting language, Lingo, that allows creation of complex interactive movies. • Authorware: a mature, well-supported authoring product based on the Iconic/Flow-control metaphor. • Quest: similar to Authorware in many ways, uses a type of flowcharting metaphor. However, the flowchart nodes can encapsulate information in a more abstract way (called frames) than simply subroutine levels.
  • 41. Application Areas Residential Services  video-on-demand  video phone/conferencing systems  multimedia home shopping (MM catalogs, product demos and presentation)  self-paced education Business Services  Corporate training  Desktop MM conferencing, MM e-mail
  • 42. Application Areas Education  Distance education - MM repository of class videos  Access to digital MM libraries over high speed networks Science and Technology  computational visualization and prototyping  astronomy, environmental science Medicine  Diagnosis and treatment - e.g. MM databases that provide support for queries on scanned images, X-rays, assessments, response etc.
  • 43. Classification of Media  Perception Medium  How do humans perceive information in a computer?  Through seeing - text, images, video  Through hearing - music, noise, speech  Representation Medium  How is the computer information encoded?  Using formats for representing and information  ASCII(text), JPEG(image), MPEG(video)  Presentation Medium  Through which medium is information delivered by the computer or introduced into the computer?  Via I/O tools and devices  paper, screen, speakers (output media)  keyboard, mouse, camera, microphone (input media)
  • 44. Classification of Media (cont.)  Storage Medium  Where will the information be stored?  Storage media - floppy disk, hard disk, tape, CD-ROM etc.  Transmission Medium  Over what medium will the information be transmitted?  Using information carriers that enable continuous data transmission - networks  wire, coaxial cable, fiber optics  Information Exchange Medium  Which information carrier will be used for information exchange between different places?  Direct transmission using computer networks  Combined use of storage and transmission media (e.g. electronic mail).
  • 45. What Peripheral Devices Suit Your Needs? Input DevicesInput Devices Output DevicesOutput Devices Storage DevicesStorage Devices
  • 46. 5.1 Input Devices • Input device captures information and translates it into a form that can be processed and used by other parts of your computer. Keyboards Pointing devices Game controllers Scanners Styluses Microphones Digital cameras Web cams
  • 47. Input Devices  The keyboard is the most common input device. Types of keyboards include: • Wireless • Multimedia and one-touch access • Portable keyboards for PDAs
  • 48. Types of Input Devices
  • 49. Pointing Devices  Pointing devices are mainly used to choose and enter commands  Pointing devices tend to have PS/2 connectors or USB connectors • PS/2 connector fits into a PS/2 port, which a small round socket with small holes that fit the pins on the connector • USB connectors fit into USB ports, and these are small rectangular openings on the back or front of your computer, or even on your keyboard or monitor
  • 50. Pointing Devices  Various pointing devices are available  Types of pointing devices: • Mouse Mechanical mouse Optical mouse Wireless mouse • Trackball • Touchpad • Pointing stick
  • 51. Game Controller  Game controllers are used mainly to play games  Types of gaming devices • Gamepads • Joysticks • Gaming wheels • Force feed
  • 52. Specialized Input Devices  Other types of input devices include: • Scanners • Styluses • Microphones • Digital cameras • Web cams
  • 53. Scanner •Scanner is a light sensitive device that helps you copy or capture images, photos, and artwork that exist on paper. Types of scanners include: Flatbed
  • 54. Styluses • Stylus is an input device consisting of a thin stick that uses pressure to enter information or to click and point • Styluses are used with: PDAs Tablet PCs Graphics tablets
  • 55. Microphones • Microphones are used to input audio • Three main types of microphones are: Desktop microphones Headsets Directional microphones • Speech recognition is increasingly being included in application software
  • 56. Digital Cameras  Digital cameras are used to: • Download images to a computer • Post pictures to the Web • Produce videos  Resolution is measured in megapixels  Higher the resolution, better the image quality, but the more expensive the camera
  • 57. Web Cams • Web cam is a video camera that can be used to take images for uploading to the Web
  • 58. 5.2 Output Devices  Output devices take information within your computer and present it to you in a form that you can understand  Main output devices:  Monitors  Printers  Speakers
  • 59. Flat Panel Display Devices Devices with flat-panel displays • Tablet PCs • PDAs • Cellular phones • Desktop computers
  • 60. Monitors CRTs Flat-panel displays  Gas plasma  LCD (liquid crystal display)  Passive matrix  Active matrix  Called TFT (thin film transistor)  Separate transistor for every pixel
  • 61. Screen Talk  Screen size measured as a diagonal line across the screen – from corner to opposite corner  Resolution the number of pixels displayed on the screen (the higher the resolution, the closer together the dots)  Pixels (or picture element) dots that make up the image on your screen  Dot pitch is the distance between the centers of a pair of like-colored pixels  Refresh rate the speed with which a monitor redraws the image of the screen, and is measured in hertz
  • 62. Printers Inkjet – most popular  Makes images by forcing droplets through nozzles  Top speed is 20 pages per minute Laser  Forms images using an electrostatic process  Prints between 3 and 30 pages per minute
  • 63. Printers - Cont Resolution of a printer is the number of dots per inch (dpi) it produces. Higher the resolution, better the image, and usually the more costly the printer
  • 64. Printers - Cont.  Multifunction printer: • Scan, copy, fax, and print • Can be either inkjet or laser • Cost less than buying individual units • Take up less desk space
  • 65. Speakers  A speaker is a device that produces computer output as sound  Speakers are common devices in computer systems Examples include: • Built-in speaker • Two-device set speakers • Surround sound speakers
  • 66. 5.3 Storage Devices  Storage device stores information to be recalled and used at a later time  Storage device consists of: Storage medium Storage device  Three major technology types for information storage: Magnetic Optical or laser Flash memory
  • 67. Magnetic Storage Devices: Internal Magnetic Hard Disk  Magnetic storage devices can be either internal or external • Internal magnetic hard disks are fixed inside the system unit • External magnetic hard disks are portable
  • 68. Magnetic Storage Devices: Internal Magnetic Hard Disk  Internal hard disk is a magnetic storage device with • One or more thin platters that store information sealed inside the disk drive. • Read/write heads access the information on surface • Heads read information while copying it from disk to RAM • Heads write information when copying it from RAM to disk
  • 69. Magnetic Storage Devices: External Magnetic Hard Disk  External hard disks are magnetic storage media which are portable storage units that you can connect to your computer as necessary • Great for backup storage devices • Ability to transport your hard disk from one computer to another
  • 70. Hard Drives  Long term storage system and application software  Operating system and application software are copied from the hard disk to memory  Capacity measured in gigabytes
  • 71. Floppy Disks and Zip Disks Removable magnetic storage media come in two basic types:  Traditional floppy disks  Zip disks These storage media are useful for:  Storing files for backup or security purposes  Transferring files from one computer to another
  • 72. Removable Magnetic Storage: Floppy Disk  Floppy Mylar disk  Housed inside a hard plastic casing  Thin, flexible plastic disk  3.5 inch floppy disks  also called floppies, diskettes, floppy disks  Holds about 1.44 megabytes of information  High-capacity disks  Zip® disk p. 5.144 Fig. 5.15
  • 73. Removable Magnetic Storage: Zip Disk High capacity plastic platter disk  Called removable hard disks  Provide a higher storage capacity than Mylar disks  Example - Zip® disk with capacity of 100MB, 250MB, and 750MB
  • 74. Optical Storage  CDs  DVDs  Both are optical storage and have three formats:  Read-only  Write-once  Read-and-write
  • 75. Optical Storage Media  Read-Only  CD-ROM  DVD-ROM  One-Time Writable  CD-R  DVD-R  DVD+R  Fully Read-and- Write  CD-RW  DVD-RW or DVD+RW or DVD-RAM
  • 76. Flash Memory Cards  Flash memory cards have high- capacity storage laminated inside a small piece of plastic  Flash flash memory cards do not need a drive with moving parts to operate
  • 77. Flash Memory Talk  CompactFlash (CF)  xD-Picture Card (xD)  SmartMedia (SM) Card  SecureDigital (SD) card and MultiMediaCards (MMC)  Memory Stick Media
  • 78. Flash Memory Card Readers  Some devices have flash memory slots into which you slide your flash memory card  Other devices can use an external flash memory card reader in order to transfer information  A flash memory drive is a flash memory storage medium for a computer that is small enough to fit in your pocket and usually plugs directly into a USB port
  • 79. Overview: Computer Imaging Definition of computer imaging:  Acquisition and processing of visual information by computer. Why is it important?  Human primary sense is visual sense.  Information can be conveyed well through images (one picture worth a thousand words).  Computer is required because the amount of data to be processed is huge.
  • 80. Overview: Computer Imaging Computer imaging can be divided into two main categories:  Computer Vision: applications of the output are for use by a computer.  Image Processing: applications of the output are for use by human. These two categories are not totally separate and distinct.
  • 81. Overview: Computer Imaging They overlap each other in certain areas. Computer Vision Image Processing COMPUTER IMAGING
  • 82. Computer Vision Does not involve human in the visual loop. One of the major topic within this field is image analysis (Chapter 2). Image analysis involves the examination of image data to facilitate in solving a vision problem.
  • 83. Computer Vision Image analysis process involves two other topics:  Feature extraction: acquiring higher level image info (shape and color)  Pattern classification: using higher level image information to identify objects within image.
  • 84. Computer Vision Most computer vision applications involve tasks that:  Are tedious for people to perform.  Require work in a hostile environment.  Require a high processing rate.  Require access and use of a large database of information.
  • 85. Computer Vision Examples of applications of computer vision:  Quality control (inspect circuit board).  Hand-written character recognition.  Biometrics verification (fingerprint, retina, DNA, signature, etc).  Satellite image processing.  Skin tumor diagnosis.  And many, many others.
  • 86. Image Processing Processed images are to be used by human.  Therefore, it requires some understanding on how the human visual system operates. Among the major topics are:  Image restoration (Chapter 3).  Image enhancement (Chapter 4).  Image compression (Chapter 5).
  • 87. Image Processing Image restoration:  The process of taking an image with some know, or estimated degradation, and restoring it to its original appearance.  Done by performing the reverse of the degradation process to the image.  Examples: correcting distortion in the optical system of a telescope.
  • 88. Image Processing An Example of Image Restoration
  • 89. Image Processing Image enhancement:  Improve an image visually by taking an advantage of human visual system’s response.  Example: improve contrast, image sharpening, and image smoothing.
  • 90. Image Processing An Example of Image Enhancement
  • 91. Image Processing Image compression:  Remove the amount of data required to represent an image by:  Removing unnecessary data that are visually unnecessary.  Taking advantage of the redundancy that is inherent in most images.  Example: JPEG, MPEG, etc.
  • 92. Digital Image File Formats There are many different types of image file formats. This is because:  There are many different types of images and applications with varying requirements.  Lack of coordination within imaging industry. Images can be converted from one format to another using image conversion software.
  • 93. Digital Image File Formats Types of image data are divided into two categories:  Bitmap (raster) images: where we have pixel data and the corresponding brightness values stored in some file format.  Vector images: methods of representing lines, curves and shapes by storing only the key points. The process of turning the key points into an image is called rendering.
  • 94. Digital Image File Formats Most of the file formats to be discussed fall under the category of bitmap images. Some of the formats are compressed.  The I(r, c) values are not available until the file is decompressed. Bitmap image files must contain both header information and the raw pixel
  • 95. Digital Image File Formats The header contain information regarding:  The number of rows (height)  The number of columns (width)  The number of bands  The number of bits per pixel  The file type  Type of compression used (if applicable)
  • 96. Digital Image File Formats BIN format:  Only contain the raw data I(r, c) and no header.  Users must know the necessary parameters beforehand. PPM format:  Contain raw image data with a simple header.  PBM (binary), PGM (gray-scale), PPM (color) and PNM (handles any of the other types).
  • 97. Digital Image File Formats GIF (Graphics Interchange Format):  Commonly used in WWW.  Limited to a maximum of 8 bits/pixel (256 colors).  The bits are used as an input to a lookup table.  Allow for a type of compression called LZW.  Image header is 13 bytes long.
  • 98. Digital Image File Formats TIFF (Tagged Image File Format):  Allows a maximum of 24 bits/pixel.  Support several types of compression: RLE, LZW, and JPEG.  Header is of variable size and is arranged in a hierarchical manner.  Designed to allow user to customize it for specific applications.
  • 99. Digital Image File Formats JFIF (JPEG File Interchange Format):  Allows images compressed with JPEG algorithm to be used in many different computer platforms.  Contains a Start of Image (SOI) and an application (APPO) marker that serves as a file header.  Being used extensively in WWW.
  • 100. Digital Image File Formats Sun Raster file format:  Defined to allow for any number of bits per pixel.  Supports RLE compression and color lookup tables.  Contains 32-byte header, followed by the image data.
  • 101. Digital Image File Formats SGI file format:  Handles up to 16 million colors.  Supports RLE compression.  Contains 512-byte header, followed the image data.  Majority of the bytes in header are not used, presumably for future extension.
  • 102. Digital Image File Formats EPS (Encapsulated PostScript):  Not a bitmap image. The file contains text.  It is a language that supports more than just images. Commonly used in desktop publishing.  Directly supported by many printers (in the hardware itself).  Commonly used for data interchange across hardware and software platforms.  The files are very big.
  • 103. AUDIO STREAMING OVERVIEW  Audio File Features  Audio Streaming Concept  Audio Streaming Advantages  Audio Streaming Applications  Audio Streaming Format  Audio Streaming Products
  • 104. Audio File Features  Audio file is a record of captured sound that can be played back  e.g. .WAV File  Audio files are compressed for storage or faster transmission  Requires high bandwidth to transfer across the network
  • 105. LAN, Intranet, Internet Audio Streaming Concept .WAV Live Broadcast .ASF Real Producer .RMWindows Media Encoder Real Producer 7.0 PC Audio Format PC Windows Media Streaming Software
  • 106. Audio Streaming Concept  Analog-to-Digital modulation  Streaming audio technologies relies on:  Sound sequences  Compression schemes  Compression schemes (encoding) decreases the audio’s bandwidth requirements:  Lowering the audio’s sampling rate  Filtering high frequencies  Performing other waveform
  • 107. Audio Streaming Advantages  Real time audio content.  Low bandwidth media used.  No waiting for downloading audio file.  Internet users can enjoy a live online program.
  • 108. Audio Streaming Applications  Long-distance or automated training  Seminars  Concerts  Speeches  Music samples  Online corporate messages  Hear the news / Radio
  • 109. Audio Formats  Microsoft Windows Media Formats  .avi, .asf, .asx, .rmi, .wav  Moving Pictures Experts Group (MPEG)  .mp3  Musical Instrument Digital Interface (MIDI)  .mid, .rmi  Apple Quick Time, Macintosh AIFF Resource  .qt, .aif, .aifc, .aiff, .mov  UNIX Formats  .au, .snd
  • 110. Audio Streaming Products  Window Media Technologies (Microsoft)  RealSystem G2 (RealNetworks)  Shockwave Streaming Audio (Macromedia)  IBM Bamba (IBM)  Streamworks (Xing Technology)  Media Player (Netscape)
  • 111. Video Streaming  Video Streaming Objective  Streaming Advantages  Video Streaming Architecture  Compression and Decompression-codec  MPEG 1-4 Introduction  Major Products and Features Comparison
  • 112. Video Streaming Objective  The object is to overcome the negative effects of physical distance and network technology limitation.
  • 113. Streaming Advantages  Reduce setup time  Reduction in client storage requirement  Video can be viewed in real time  Transmission signals over low bandwidth facilities
  • 114. Video Streaming Architecture  Content Creation/Capture  Content Management  Content Formatting (Compression)  Delivery  Distribution  Presentation (Viewing)  View Control
  • 115. Video Capture  Converting analog to video signals  A special video capture card to convert the analog signals to digital form and compresses the data.  Also digital video devices that can capture images and transfer to a computer
  • 116. Video Input Formats  AVI  ActiveMovie  Cinepak  Indeo  motion-JPEG  MPEG  QuickTime  RealVideo  Video for Windows  XGA
  • 117. Video Formats AVI & ASF  Developed by Microsoft  AVI (Audio Video Interleaved) - limited to 320x240 resolution - 30 frames per second  ASF (Advanced Streaming Format) - Has been submitted to ISO for standardization - Expected to replace AVI format
  • 118. Codec (Compressor/Decompressor)  Coding techniques to compress video data  The newest codec change their sampling rate as they run  Choice of codec is the biggest factor to determine the bandwidth needed to connect the server and receive content  Many of the codecs follow international standards
  • 119. Content Compression  MPEG (A working group of ISO) - The most common standard for video compression and file formats - Generally produce better quality video than other formats - High compression rate - MPEG1, MPEG2 and MPEG4
  • 120. MPEG-1  MPEG-1 was designed for coding progressive video at a transmission rate of about 1.5 million bits per second.  It was designed specifically for Video-CD and CD-i media.  MPEG-1 audio layer-3 (MP3) has also evolved from early MPEG work.
  • 121. MPEG-2  MPEG-2 was designed for coding interlaced images at transmission rates above 4 million bits per second.  MPEG-2 is used for digital TV broadcast and DVD.  An MPEG-2 player can handle MPEG-1 data as well.
  • 122. MPEG-3  A proposed MPEG-3 standard, intended for High Definition TV (HDTV), was merged with the MPEG-2 standard when it became apparent that the MPEG-2 standard met the HDTV requirements.
  • 123. MPEG-4  An MPEG-4 standard is in the final stages of development and release.  It is a much more ambitious standard and addresses speech and video synthesis, fractal geometry, computer visualization, and an artificial intelligence (AI) approach to reconstructing images.

Editor's Notes

  1. In this chapter you’ll discuss with students a number of peripheral devices that are available. People have varied needs and lifestyles that are fulfilled by different combinations of peripherals and features. First we look at a number of input devices to see how how information is captured and translated into a form that can be processed and used by other parts of the computer. Next come output devices that takes information within your computer and presents it to you in a form that you can understand. The main output devices are monitors, printers, and speakers.networks. Lastly, you’ll focus on the various types of storage devices.
  2. Good Exercise: Ask students if they can name any other input devices. A hard drive can be classified as both an input device and an output device.
  3. Monitors come in two basic types. CRTs (or cathode ray tubes) are the monitors that look like TV sets. Very heavy Fragile Uses a lot of power. Flat-panel displays are thin, lightweight monitors and take up much less space than CRTs. Use comparatively little power Can run on a notebook battery Not as fragile as CRT monitors The disadvantages of flat-panel Gas plasma displays shine light through gas to make an image. LCD (liquid crystal display) screens shine light through a layer of crystalline liquid to make an image. LCDs are the most usual type of flat panel screens for computers and come in two types: passive matrix and active matrix. Active matrix screens are sometimes referred to as TFT displays. TFT (thin film transistor) are flat panel displays with active matrix screens. Active matrix screens have a separate transistor for every pixel, or dot, on the screen and update faster providing a higher-quality, crisper image. Mention to students that the features they should watch for when evaluating monitors are: Screen size Resolution Dot pitch.
  4. For desktops and notebook computers, there are three types of printers: Dot matrix (not mentioned in the text because they’re on their way out) Inkjet Printers Inkjet printers are the most popular type of printers. Great for color as well as black and white printouts. Inkjet printers make images by forcing ink droplets through nozzles. The top speed of an inkjet is about 7 ppm (pages per minute). Laser Printers Laser printers usually generate better quality output than inkjets, but they’re also more expensive - especially the color ones. A laser printer forms images using an electrostatic process – the same way a photo copier works. Laser printers print between 3 and 30 pages per minute depending on type. Black-only laser printers have one toner cartridge. Color laser printers require four, which increase the cost of cartridge replacement considerably.
  5. For desktops and notebook computers, there are three types of printers: Dot matrix (not mentioned in the text because they’re on their way out) Inkjet Printers Inkjet printers are the most popular type of printers. Great for color as well as black and white printouts. Inkjet printers make images by forcing ink droplets through nozzles. The top speed of an inkjet is about 7 ppm (pages per minute). Laser Printers Laser printers usually generate better quality output than inkjets, but they’re also more expensive - especially the color ones. A laser printer forms images using an electrostatic process – the same way a photo copier works. Laser printers print between 3 and 30 pages per minute depending on type. Black-only laser printers have one toner cartridge. Color laser printers require four, which increase the cost of cartridge replacement considerably.
  6. Ask students to give you other examples of storage devices.
  7. A hard disk is a magnetic storage medium, usually fixed inside the system unit, consisting of one or more thin platters or disks that store information. Magnetic storage devices all work on the same basic principal – a thin layer of magnetic iron oxide compound coats either metal or plastic and is magnetized to represent information. Read/write heads access the information on the disk surfaces (both top and bottom) and transfer copies to and from RAM. The heads “read” information while copying it from the storage medium to RAM and “write” it when copying it from RAM to the storage medium. Your hard disk is where you store your operating system and application software long-term. When you start up your system, the operating system instructions are copied from your hard disk into memory. When you launch an application, a copy of the software goes into memory so that the CPU can execute the instructions. The CPU can’t carry out software instructions directly from any storage device; they must go into memory first.
  8. Since the hard disk is where you keep most of your software until you want to use it, and you’ll probably add new software from time to time It’s generally advisable to get a hard disk as big as you can afford. Hard disk capacity is usually measured in gigabytes, that is, billions of characters.
  9. Removable storage media, like floppy disks and CD-ROMs, can be removed from the drive, unlike hard disks which are fixed inside the hard disk drive unit. Removable storage media come in two varieties: magnetic and optical.
  10. There are two basic types of removable magnetic storage disks. The first kind are those that store information on a floppy Mylar disk housed inside a plastic casing. A Mylar disk is a thin, flexible plastic disk. Mylar disks come in 2 varieties: traditional 3.5-inch floppy disks and high capacity floppy disks. Note: You might point out that SuperDisks (LS 120s) are no longer being manufactured. They’ve been beaten in the marketplace by Zip disks.
  11. The second type of removable storage disk stores information on one or more metal platters instead of on Mylar disks. These are sometimes called removable hard disks. The metal platters provide a higher storage capacity. The Jaz® disk is an example of this type of removable hard disk and has a capacity of 2 GB.
  12. Optical storage comes in two capacities… a CD holds up to a maximum of about 800 MB. a DVD holds from 4.7 GB to 17 GB depending on whether it uses both sides and whether the side(s) have one or two layers available for storage
  13. Read-Only Optical Storage Media - read-only means you can’t write to it or change it. CD-ROM (compact disc read-only memory) is an optical or laser disc whose information cannot be changed once it has been created. DVD-ROM is an optical storage medium whose information can’t be changed, but which has a larger capacity than a CD-ROM. One-Time Writable Optical Storage Media CD-R (compact disc – recordable) is an optical disc to which you can write information once. DVD-R (DVD – recordable) is an optical disc to which you can write one time only and which has a higher capacity than a CD. Fully Read-and-Write Optical Storage Media CD-RW (compact disc – rewritable) is a compact disc storage medium that allows you to save, change, and delete files. DVD-RW (also called DVD-RAM or DVD+RW by different manufacturers) is an optical storage medium that allows you to save, change, and delete files but which has a larger capacity than a CD-RW.
  14. Many students are familiar with this type f memory card as they are popular with the appliances that young students like to purchase. – i.e., MP3 players, digital cameras.