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1. Introduction to multimedia..............................................................................................................3
1.1 Definitions................................................................................................................................3
1.2 CD-ROMand Multimedia Highway .............................................................................................3
Virtual reality..............................................................................................................................3
1.3 Use of Multimedia.....................................................................................................................4
2. Introduction to making multimedia..................................................................................................5
2.1 Stages of a project.....................................................................................................................5
i. Planning and costing............................................................................................................5
ii. Designing and producing......................................................................................................5
iii. Testing................................................................................................................................5
iv. Delivery...............................................................................................................................5
2.2 Requirement.............................................................................................................................5
i. Creativity.............................................................................................................................5
ii. Organization........................................................................................................................5
iii. Hardware............................................................................................................................5
iv. Software .............................................................................................................................6
2.3 Multimedia team.......................................................................................................................6
i. Project manager..................................................................................................................6
ii. Multimedia designer............................................................................................................6
iii. Writer.................................................................................................................................7
iv. Audio specialist....................................................................................................................7
v. Video specialist....................................................................................................................7
vi. Multimedia programmer......................................................................................................7
3. Multimedia hardware......................................................................................................................8
3.1 Macintosh andwindows production platform.............................................................................8
3.2 Hardware peripherals................................................................................................................8
Connection devices .....................................................................................................................8
Memory and storage device.........................................................................................................9
Input device..............................................................................................................................12
Output Device...........................................................................................................................13
Communication device..............................................................................................................13
4. Multimedia software.....................................................................................................................15
4.1 Basic Tools..............................................................................................................................15
4.2 Multimedia authoring tools......................................................................................................16
4.3 Cross Platform Authoring.........................................................................................................17
5. Multimedia Building Block.............................................................................................................18
5.1. Text.......................................................................................................................................18
5.2 Sound and music.....................................................................................................................21
5.3 Color Theory...........................................................................................................................22
5.4 Graphics and Imaging..............................................................................................................24
5.5 Animation...............................................................................................................................25
5.6 Video......................................................................................................................................26
6. The Internet and the World Wide Web...........................................................................................29
6.1 How the internet works...........................................................................................................29
6.2 Tools for the World Wide Web.................................................................................................31
6.4 Designing for the World Wide Web ..........................................................................................32
7. Assembling and delivering a project...............................................................................................33
7.1 Planning and Costing...............................................................................................................33
7.2 Designing and Producing..........................................................................................................34
7.3 Content and talent ..................................................................................................................34
7.4 Delivery..................................................................................................................................34
1. Introduction to multimedia
1.1 Definitions
A woven combination of digitally manipulated text, photograph, graphical art, sound, animation and
videoelementsiscalledmultimedia. It is the integrationof multiple formsof media.This includes text,
graphics,audio,video,etc. Multimediaisthe fieldconcernedwith 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.
Multimedia includes a combination of text, audio, still images, animation, video, and interactivity
contentforms. Interactive isone of the keyfeatures of multimedia.The userdetermineswhatcontentis
delivered,whenitisdeliveredand how. Multimedia presentations can be live or recorded. A recorded
presentationmayallowinteractivity byanavigationsystem. A live multimedia presentation may allow
interactivity by an interaction with the presenter or performer.
 Linear: No navigational control from the viewer for the content to progress. E.g cinema
 Non-linear: user interactivity to control program. E.g video games
Due to the advancements in computer speeds and storage space, multimedia is commonplace today.
1.2 CD-ROM and Multimedia Highway
i. CD-ROM
CD ROM isa pre-presscompactdiscwhichispopularlyusedtoholdmultimediaapplication. It is
cheap and cost effective distribution medium with the help of CD-Burner. We can convert the
disk into 18 minutes of audio, video and data.
ii. DVD
Theyare optical diskofferinghigher storage capacity than CD. Single sided, single layered DVD
has 4-7 GB capacity. Double sided, double layered DVD has 17.08 GB capacity.
iii. Multimedia highway
Since telecommunicationnetworkare global,informationelement link up online as distributed
resources on a data high way. Copper wire, glass fiber cables and cellular technology serve as
means for delivering multimedia files across a network.
E.g
Features Film display
Lectures from different university
Virtual reality
Virtual reality is a computer simulated 3D world that a user can manipulate while feeling as if he/she
was inthat world.Itrequirescomputinghorsepowertobe realistic.The cyberspace is made up of many
thousands of geometric objects plotted in 3D space. The more object and the more points to describe
the objects, the high is the resolution, to make the view more realistic. When you move about, each
actionrequiresthe computertorecalculate the position,angle,size andshape of all the objects. Hence,
virtual realityisaninteractive multimedia to the fullest as it requires instrumented feedback from the
user. Virtual reality modeling language (VRML) have file extension .wr.
E.g. Flightsimulation,3D games
1.3 Use of Multimedia
i. Multimedia in business
Business application for multimedia include presentations, training, marketing, advertising,
product demos, simulations, database, catalogs, instant messaging and networked
communication. Voice mail and videoconferencing are provided on many local and wide area
networks (LANs and WANs) using distributed networks and internet protocols.
ii. Medicine
In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how
the human body is affected by diseases spread by viruses and bacteria and then develop
techniques to prevent it.
iii. Engineering
Software engineers may use multimedia in Computer Simulations for anything from
entertainment to training such as military or industrial training. Multimedia for software
interfaces are often done as collaboration between creative professionals and software
engineers.
iv. Industry
In the Industrial sector, multimedia is used as a way to help present information to
shareholders, superiors and coworkers. Multimedia is also helpful for providing employee
training, advertising and selling products all over the world via virtually unlimited web-based
technology.
v. Entertainment and fine arts
In addition, multimedia is heavily used in the entertainment industry, especially to
develop special effects inmoviesand animations.Multimedia games are a popular pastime and
are software programs available either as CD-ROMs or online. Some video games also use
multimediafeatures.Multimediaapplicationsthatallow users to actively participate instead of
just sitting by as passive recipients of information are called Interactive Multimedia.
vi. Education
In education, multimedia is used to produce computer-based training courses and reference
books.
2. Introduction to making multimedia
2.1 Stages of a project
There are four stage of a multimedia project:
i. Planning and costing
Before beginning development, plan out the writing skills, graphic art, music, video and
other multimedia expertise required. Analyze the need of the project by outlining tits
objectives. Create a simple prototype to demonstrate whether the idea is feasible or not.
Estimate the time needed to do all the elements then prepare a budget.
ii. Designing and producing
Performeachof the plane taskto rate a finishedproduct.Inthisstage the productis revised
by taking clients feedback to improve the program according to wish
iii. Testing
Testthe programto ensure thatit meets all the objects. Make sure that the program is bug
free and runs smoothly on the intended delivery platform. The program should meet the
needs of the client or end user
iv. Delivery
Package and deliver the project to the end user. Make follow ups overtime for repair and
upgrade.
2.2 Requirement
i. Creativity
Develop a sense of scope and content of the multimedia project. The idea in our mind
shouldshape upas a projectwhichcan deliveritsmessage tothe viewers.Creativity cannot
be learned, we have to be born with it however, we must know about the hardware and
software tools in details to generate a product that will look good and sound good.
Creativitydoesnotalwaysmean generating a new idea, it could be reverse engineering as
taking inspiration from existing products.
ii. Organization
Developanorganizedplanthatdetailsthe skills, time, budget, tools and resources needed
for the project. Files should be kept safe and organized so that it can be quickly retrieved
whenever required.
iii. Hardware
The hardware requirement for multimedia development includes:
 Input devices such as keyboard, optical card reader, voice recognition system etc
 Output devices such as monitor projectors etc
 Memory and storage device such as RAM, QROMetc
 System devices such as DVD, microprocessor, motherboard etc
 Connection such as IDE, SCSI(small computer system interface) etc
 Communication such as modem, network etc
iv. Software
Multimedia software provides specific instruction to the hardware for performing tasks.
Various software tools are required.
 Multimedia authoring tools (such as card and page based authoring tools, icon based
authoring tools, time based authoring tools)
 Otherbasictools(suchas paintinganddrawingtools,3D modelingandanimation tools,
image editing tools, sound edition tools)
2.3 Multimedia team
i. Project manager
Project manager is responsible for:
 the overall development and implementation of the project as well as the day to day
operation
 over seeing project timeline, resources, finances and priorities
 conveying information between the team and the client
 He/she is the glue that hold the team
 the design of the project (creating a vision and working out he complete functionality
with designer)
 the development of the project (making sure each milestone is understood and
complete on time)
ii. Multimedia designer
This sub-team consists of:
i. Graphics designer
They are the animator and image processing specialist who deals with visual,
thereby making the project appealing and aesthetic.
ii. Instructional designer
Theymake sure that the subjectmatteris presentedclearlyforthe target audience.
iii. Interface designer
Theydevise the navigational path wayandcontentmapsand provide auserfriendly
interface.
iv. Information designer
They structured the content, determine user pathway and select the presentation
media
iii. Writer
Writer is responsible for:
 creating character, action and point of view
 writing proposals
 scripting voice-over and actors narration
iv. Audio specialist
Audio specialist is responsible for:
 Locating and selecting suitable music talent
 Scheduling recording session
 Digitizing and edition recorded materials into computer files
v. Video specialist
Video specialist is responsible for:
 Quality management of video
 Editing the footage for final product using editing system
 Transferring video footage to a computer
 Delivering video files on CD,DVD or the web
vi. Multimedia programmer
Multimedia programmer is responsible for:
 Integrates all the multimedia elements into a project using authoring system or
programming language
 Writes code for display of multimedia elements
3. Multimedia hardware
3.1 Macintosh and windows production platform
Macintosh
Lunch by Apple in 1984 it has had multimedia capabilities since then. It makes multimedia project
developmenteasierandsmoothersince ithasgoodbuilt-inaudioandhighqualitygraphics capabilities.
It also includes hardware and software for digitizing and editing video and production DVDs.
Windows
It isa collectionof differentvendorneutral componentthatare tighttogetherbythe requirementof the
windows OS. Initially focused on business computing it was not previously suitable for multimedia.
Howeverwiththe lunchof windows3.0 in 1990 itis easier to find hardware and software for windows.
Network
To establish communication between Macintosh and windows Ethernet system and client/server
software is required. Ethernet system is a method of wiring up computers where as client/server
software isrequiredforcommunicationandtransferof files.Macintoshhasbuilt-inEthernetnetworking
while windows PC require additional Ethernet card. Macintosh needs DAVE to communicate with
windows while window need MACLAN to communicate with Macintosh.
3.2 Hardware peripherals
Connection devices
i. SCSI (Small Computer System Interface)
It is a set of standards for physically connecting and transferring data between computer
and peripheral devices.Itiscommonlyused forharddisksand tape drives and a wide range
of other devices including scanner and CD drives. SCSI cards can be installed on both
Macintosh and windows platform. SCSI is preferred in real-time videos edition network
serves and situations that require mirroring.
ii. IDE (Integrated Drive Electronic)
It is also known as ATA (Advance Technology Attachment). It is used to connect internal
peripherals such as hard disks and CD-ROM drives that are mounted inside the PC. Its
circuitry is much cheaper than of SCSI.
iii. USB (Universal Serial Bus)
It isa standardfor connectingdevicestoa computerusingthe ‘plugandplay’system i.e the
devicesare installedwithouthe use needing to install an special cards or without the need
of turning off the computer. USB connections are popularly used to connect camera, cell
phones, television, mp3 player, GPS locator etc.
iv. Firewire
It was introducedbyApple andisthe industrystandardthatsupports high bandwidth serial
data transfer, particularly for digital video and mass storage. It can connect multiple
computers and peripheral devices using P2P (peer-to-peer) connection. Ti is the most
commonmethodsforconnectingandinterconnectingprofessional digital videoequipment.
Memory and storage device
i. RAM (Random Access Memory)
It enablesthe simultaneousrunningof manyapplications.The programsthatare beingused
by the computersandthe data that are beingused with those programs are stored in RAM.
It isa volatile memorybecause its contents are lost when the power is switched off. Types
of RAMare Static RAMand Dynamic RAM.
ii. ROM (Read Only Memory)
It is a memory whose contents cannot be altered. It holds BIOS program which is
responsible forbootingupof computer.Itisa non-volatilememoryas its content is not lost
even when the power is switched off. Types of ROMare PROM, EPROM, and EEPROM.
iii. Hard Disk
It is a data storage device used for storing and retrieving digital information using rapidly
rotatingdiskcoatedwithmagnetic material. It has very high data storage capacity and data
transfer rate.
iv. SyQuest
It is a removable hard disk responsible for storing and transferring data intensive
applications such as desktop publishing, internet information management, multimedia
digital photography, backup archiving.
v. Optical storage device
Storage method in which data is written and react with a laser for archival and backup
process.
Q. Explain the working principle of CD-ROM and DVD
=> The full form of CD-ROM is Compact Disc-Read Only Memory.It is a read only information
storage device. Mainly there are three layers in CD-ROM. It has transparent layer as its base. On
the base there is a reflective metal layer which carries information. On top of it, there is a
protective coating.We knowthat information like sound, graphics and computer software can be
digitized, that is the data can be represented by binary
numbers which are made up of a series of 1 and 0 digits. This
informationisrecorded on the metal layer. If we magnify the
surface of metal layer we can see pits and lands in circular
direction.The CDandDVDhave a single track of data form of a
spiral, which starts at the center going outwards. The data is
stored on the pits which are then read by the CD/DVD layer.
The pits on DVD are much smaller than on CD, allowing the
DVD to stored more data. DVD also comes with more storage
layers compared to CDs.
Laser beam is used to read the data. When the beam travels
fromthe direction of the base and reaches the pits, the pits on the metal layer reflects the beam
like a mirror. The depth of the pits is one-fourth of the wavelength of the laser. The laser rays
reflected by the pits and the lands have a path difference of half the wavelength. It leads to
destructive interference, that is, the two rays cancel each other and no reflected ray is resulted,
and thisproduces a '1' digit. The path difference is zero for two rays both reflected by the pits, or
bothby the lands.Nodestructive interference occursandwe sayit is a '0' digit.Therefore we have
digit '1' at the edge of pits and digit '0' elsewhere. This is the basic mechanism of information
storage and retrieval using CD-ROMs.
As laserbeamcan be focusedvery sharply, we can make very narrow tracks, typically in the order
of wavelength of the laser, so the storage size of a CD-ROM is much larger than that of a floppy
disk. We can store a lot of data like a whole movie or much software in a single CD-ROM. No
mechanical contactis required to read the data from a CD-ROMand it has a protective layer on it.
Q. Compare and contrast Macintosh and windows platform for multimedia.
=>
Macintosh Windows
1 Macintosh is based on Unix. 1 The windows are based on the DOS
programming language.
2 Macintosh is used only on Apple’s
hardware.
2 Windows is universally used.
3 It have more features then windows. 3 It has less features then windows.
4 Macintosh is focused on graphics and
multimedia functions.
4 Windows focuses on office function.
5 Macintosh has goodgraphic qualitythen
window.
5 Windows does not have graphic quality as
good as Macintosh.
6 Since Macintosh is less in use then
windows they are less likely to be
hacked.
6 Since windows are more in use they are
more likely to be hacked.
7 Macintosh is expensive. 7 Windowsislessexpensive thenMacintosh.
Input device
i. Keyboard
It isthe mostcommonlyused input device. It is used to type text and numbers into a word
processor, text editors or other program.
ii. Mouse
It is a pointing device that functions by detecting 2D motion relatively to its supporting
surface.Itsmotiontypicallytranslatesinto the motion of pointer on a display which allows
for fine control of GUI.
iii. Trackballs
It isalso a pointingdevice consisting of a ball held by a socket containing sensors to detect
the rotation of the ball about two axis.
iv. Touch screens
It is a monitor that usually has a textual coating across the glass face. The user can control
through gesture by touching the screen with fingers.
v. Magnetic card
A magnetic card contains data which are stored by modifying the magnetism of tiny iron
based magnetic particle on the card. The device used to read the card is called magnetic
card encoderand reader.Itisuseful whenaninterface isneeded for a database application
or multimedia project that tracks users.
vi. Graphic tablets
It isa stylusbase interface which consists of a flat surface upon which the user may draw a
trace and image usingstylus.The image generallydoesnotappears on the tablet but rather
isdisplayedonthe computer,monitor. It provides great control for edition finally detailed
graphics elements.
vii. Scanner
It isdevice thatopticallyscansimages,printedtext,handwritingoran objectand converts it
to a digital image. 3D scanners are used for industrial design, reverse engineering, gaming
and the application.
viii. OCR (Optical Character Recognition)
Conversion of scan images of handwritten, type written or printed text into machine
encoded form. It is a method of digitizing printed text so they can be electronically
searched, stored compactly, displayed online and copied easily. Example: book scanning
i.e making textual version of printed document.
ix. Infrared remote
Commonly used in television set, DVD player and home theater system for operating the
device wirelessly.IR remote use light, they require line of sight to operate the destination
device. However, the signal can be reflected by mirrors.
x. Voice recognition system
It translatesspokenwordsintotext.Itimplies that the computer can take the dictation but
it does not understand what is being side. It is a biometric system that uses a noise-
concealing microphone to automatically filter out background noise and then recognize
voice prints.
xi. Digital camera
It capturesstill imagesof agivennumberof pixel andthe images are stored in the camera’s
memoryto be uploadlatertoa computer.The resolutionof digitalcamera isdetermined by
the number of pixel on its chip.
Output Device
i. Audio device
The audiocomponentsrequiredformultimediaproject could be either internal or external
to the computer itself. These include sound chips, speakers and amplifiers. Laptops have
integratedspeakersthatproduce low qualitysound.However,whenthe audiooutputof the
computerisfedinto an external amplifier, the bass sound becomes deeper and richer and
even music sampled at low quality may sound good. Amplifiers can be used when the
project has to be presented to a large audience.
ii. Video device
Video creates maximum visual impact. Video devices are used for recording, copying and
broad casting of moving visual images. It includes video disk player and video card. Video
diskplayerprovidesprecise control overthe image beingviewed and video card enable the
user to place an image in a window on the computer monitor.
iii. Monitor
A monitorisan electronicvisual displayforcomputers.Traditional monitors used CRT while
newermonitorsusedLCDandLED. CRT monitorswere cheapandoffered viewing angels of
180o
. LCD monitorsconsume lesspower,are light weight and smaller in size. LCD monitors
provide higher contrast and better viewing angle then LCD.
iv. Projector
Projectors are used when there is a large audience that cannot be accommodate around a
computermonitor.The difference typesof projectorincludeLCOS(LiquidCrystal OnSilicon)
projectors. For larger project GLV (Grating Light Valve) technology are available that
generate very bright and color saturated images.
Communication device
i. Modem
Theymodulate analogsignal toencode digital informationandalsodemodulate ittodecode
the transmitted information. They provide connectivity through standard phone lines.
Modems can be internal or external and its speed should be at least 56 kbps.
ii. Network
A networkcould be characterized by it physical capacity or its organizational purpose. LAN
connectsdevicesinalimitedgeographical areasuchashome,school or office building. MAN
spans a city or a large university. WAN covers large geographical area such as a country or
intercontinental distance.Wiredtechnologyuse twistedpair,coaxial cableandoptical fiber.
Wireless technology use microwave infrared cellular and radio technologies.
4. Multimedia software
4.1 Basic Tools
i. Painting and drawing tools
The project should look attractive to the end user. These tools help to provide good graphical
impactto the multimedia project. Painting software such as Photoshop, fireworks and painter
are usedto produce craftedbitmapimages.Drawingsoftwaresuchas CorelDraw, freehand and
canvas are used to produce vector graphics.
Features
 GUI with pull down menus, status bar and dialog boxes.
 Scalable dimension which allows resizing and stretching the images.
 Customizable pen and brush shape of various size
 Tools to create geometric shapes (rectangle, circle, square etc)
 Eyedropper tool that sample color
 Ability to pour color pattern or gradient into any area
 Undo capabilities and history function to allow redoing
 Screen capturing facility
 Zooming and magnifying capabilities
 Painting features such as smoothing edges objects into background coarse with anti-
aliasing, air brushing, blending and masking
ii. 3D modeling and animation
As the name implies3dimensional graphicprogramare paintedI 3 axis i.e x-axis (width), y-axis
(height) and z-axis (depth). A series of rendered images make up an animation. With 3D
modeling software object appears more realistic by providing simulated 3D.
Features
 Multiple window that allow viewing the model from each dimension
 Ability to drag and drop shape into a scene
 Ability to create and sculpt objet from scratch.
 Lathe and extrude feature
 Color and texture mapping
 Ability to add realistic effect such as transparency, shadowing and fog
 Ability to draw spine based paths for animation
 Unlimited cameras
iii. OCR Software
It transform printed or hand printed text into electronic data. OCR start after the scanner
creates an electronic images of the text (usually bitmap). OCR software then examine the
scannedimage toidentifyletters,numbers andpunctuationmarkandfinallyproduce equivalent
text in a machine readable form which is electronically recognizable ASCII text.
iv. Image editing tools
It is a specialized and powerful tool for creating, enhancing and retouching existing bitmap
images.
Features
 Conversion of major image data type and industry standard file format.
 Employmentsof avirtual memory scheme that uses hard disk space as RAMfor images
that require large amount of memory.
 The ability to create images from scratch using line, paint brush, pencil, eraser, and
pocket fills etc.
 24 bit color, indexed color, fray scale black and white and customizable color pallets.
 Multiple windows that provide view of more than one image at a time
 Direct inputs of images from scanner and video scores.
 Selection tools such as rectangle lasso and magic wand for selecting and the want at
time
 Image and balance control for brightness, contrast and color balance
 Good masking features
 Multiple undo and restore capabilities
 Anti-aliasing capabilities, sharpening and smoothing control
 Color mapping control
 Ability to resample and resize an image
 Geometric transformation such as flip, skew, rotate and distorted
v. Sound editing tools
Sound editingtool for both digital and MIDI (Musical instrument digital interfaces). Sound lets
we see music as well hear it. By drawing the represent of sound in a wavelength we can cut,
copy paste and edit segment sound back.
vi. Animation video and digital move tools animation
Animationanddigital videomoviesare sequencesof bitmapped graphic scenes (frame) rapidly
playedback.Computerwithfire wire orUSB portscan impactsdigital videodirectly from digital
cam recorder.Movie makingtoolssuchas premiere,videoship and media shop pro lets us edit
and assemble video clips captured from camera, movie segments, animation, scanned images
and from digitized or MDIDI files.
4.2 Multimedia authoring tools
Authoring tool is a preprogram tool for the development of interactive multimedia that provides
important framework for organizing and editing elements of multimedia. They are used for designing
interactivity, user interface and assembling all the elements into a single project.
i. Card and page-bases authoring tools
In these authoringsystemelements are organized as pages of a book or stack of card. They
are basedusedwhenthe projectconsistof elementsthatcanbe viewed individually. It lets
us link these pages or cards in an organized sequence. We can jump on command to any
page we wish in the structured navigation pattern. It contains all the media objects like
buttonand textfields.Eachof these objects contain programming scripts which is activated
when an event occurs (like mouse click). Event triggers message to look for a matching
handler and then the system executes the task specified by the handler for example
livecode, toolbox etc.
ii. Icon-based authoring tools
In these authoring system, multimedia elements all interaction events are organized as
objects in a structural frame work are processed. First we build a structure or flowchart of
events, task and decisions by dragging appropriate icons from library. These icons include
menuchoice,graphicchoice,soundandcomputation.Then we can add our content such as
text,graphics,animation,soundandvideomovie.These toolsallow usto change sequence,
add option and re-structured interaction by simply dragging and dropping icons. For
example adobe author ware.
iii. Time-based authoring tools
In these authoringsystemelementsand events are organized along timeline. Sequentially
organized graphic frame are played back at a speed that we can save. It also allows us to
jumpto any locationina sequence hence addingnavigation an interactive control. In some
time basedtool visual timeline isusedforsequencingeventsby displaying layers of various
elements alongside the scale, in of one second. While in other time based tools long
sequences of graphic frames are arranged together by adjusting duration of play for each
frame. For example flash director etc.
iv. Object oriented tools
Here,the multimediaelements and events are treated as objects that live in a hierarchical
orderof parent-childrelationship. Each object is assigned with ‘properties’ and ‘modifier’.
Whena message issent,objectsdotheirtaskwithoutexternal procedures.Anobject-based
authoringprogramprovidesobjectspre-programmedwithsensible properties,message and
functions. For example, a video object will have duration property and will accept
commands from the system such as play and stop.
Examples of object oriented tools are: mTropolis, applemedia
4.3 Cross Platform Authoring
Crossplatformmeansthe abilitytoperformonall platformsincludingMacintoshandwindows.Itisvery
important to use tools that can be easily transferred from one platform to another. Though most
developers prefer to use Macintosh to create multimedia projects, 80% of the target market use
windows. So, it is important that the developers use Macintosh tools that have compatible tools in
windowsor offer runtime player for other platform. Developers should also avoid those features that
are not available in ether of the two platforms.
5. Multimedia Building Block
5.1. Text
 Typeface and Font
Typeface Font
A typeface is a family of graphical character
that usually includes many sizes and styles.
A fontisa collectionof charactersof a single
size and style belonging to a particular type
face family.
Example: Arial is a typeface Example: individual member of Arial family
like Arial Black, Arial Narrow, Arial Rounded
MT Bold, Arial Unicode MS
It is the creative work of designer. It is the delivery mechanism.
Typeface is a set of one or more fonts that
share common design features.
Font is a digital file that describes the
typeface.
Typeface is a group of related fonts which vary
only in weight, orientation, width but not
design.
Each font of a typeface hasa specificweight,
style, width and orientation.
 Design Issue
i. For small type use legible font as decorative ones are difficult to read.
ii. Use as few different faces as possible in the same work but vary in weight, size and style.
iii. In text blocks, adjust pleasing line spacing as too tightly packet lines are difficult to read.
iv. Vary the size of font according to the importance of the message.
v. Explore the effects of using different color fonts on various background
vi. Use anti-aliased texts for titles and heading
vii. Try drop caps as the first letter f a paragraph
viii. If we are usingcenteredtype in a text block, keep the number of lines and their width to a
minimum.
ix. Bold or emphasize text to highlight ideas and concepts.
x. Picks fonts that seem right for our messages, then double check our choice against other
opinions.
 Types of fonts
i. Bitmap: A bitmap font is essentially a image file containing b bunch of characters and
control file detailing the size and location of each character within the image. Each
characters isrepresentedbyanumberof dotsof pixelsrenderedinaparticular font and
size.
Advantage: Very simple to render which make them extremely fast
Easier to create than other types
Disadvantage: The usual quality tends to be poor when sealed or zoomed
ii. Postscript
It is an outline font developed b Adobe System , which uses postscript file format to
encode fontinformation. Each postscript character is a mathematical formula, so it can
be easilyscaledbiggerorsmaller.These are mainlytwokindsof postscript fonts. type 3
and type 1
Type 3 allowsspecifyingshading,colorandfillingpatternswhileonlyType 1can support
font hinting.
Advantage: High quality, high resolution
Disadvantage: Takes longer time to computer
iii. True type
Since postscript font was adobe’s product, apple and Microsoft made a joint effort to
develop a better and faster technology that give rise to true type fonts. It consists of
two components: True Type Rasterizer and True Type Fonts
True Type Rasterize is software thatunderstandsthe mathematical datasuppliedby the
font and translated it into a form that the display can render. True type font contains
data that describes the outline of each character in the typeface.
 The Jaggies
These are the stair-like lines that appear on the edges of the fonts. it often occurs when a
bitmapfontisconvertedtoa differentresolution. Itcanbe avoidedbyanti-aliasingthe edges of
the text. It smooths out the jagged lines by surrounding the jaggies with shaded pixels.
 Fontographer, Font Monger, Font Chameleon
i. Fontographer
It is a software application to create digital fonts. Its features includes a free-hand
drawing tools to create precise inline and outline drawings of calligraphic and script
characters.It allowsthe creationof multiple fontsfromtwoexistingtypefaces. It allows
adding of symbols and foreign characters to our fonts. It lets you edit both PostScript
and TrueType fonts and also allows importing bitmap files.
ii. Font Monger
It converts Macintosh or Windows font to either platform as well as in any direction
between PostScript Type1, Type3 and TrueType formats. To create new fonts or to
manipulate existing ones Font Monger includes a free hand drawing tools; a scissors
toolsand a gizmotoolsthatrotates, slants and skew character outline. It was a product
of Ares Software. Since the company’s acquisition by Adobe, this product has been
discontinued.
iii. Font Chameleon
It was a font-generatingtool.Basedonthe description about the weight, width, height
and blendprovidedbythe user,a setof genericcharacter shape template wasmodified
to generate desired font. It was also a product of Ares Software and was discontinued
after Adobe took over the company.
 Symbols and Icons
Symbols are concentrated text in the form of stand-alone graphic constructs. It conveys
meaningful messages. E.g. windows Hourglass Cursor tells us to wait while the computer is
processing.Icons are pictogramdisplayedonacomputerscreeninorderto help user navigate a
computer system. User can activate them using a mouse, pointer, touch or voice commands.
Both symbols and icons represent other things but icon is a pictorial representation of the
product it stands for where as a symbol does not resemble what it stands for. Icons are
restrictedtographical representationof object and one can easily understand what they stand
for. On the other hand one has to learn what a symbol stands for as it is not similar to what it
stands for.
 Animating text and 3D effects
Text can be animated to catch viewer’s attention. We can make our text fly from right to left,
zoomin our zoomout. A headline may grow one character at a time. Flash important texts in a
timed automated sequence. Fly a word, dissolve others, rotate or spine others until it is
interesting to watch. We can also make our message stand out by applying 3D effects to text.
Withthe helpof 3D programs suchas Typestryand Logo Motionwe can make our texts have 3D
effects of various shape, size, angle, color and shadow.
 Typestry and Logo Motion
i. Typestry
It was a 3D software programreleasedbyPixar.Itrendered and animated text entered
by the userin different fonts. The fonts were extruded into 3 dimensions with various
bevel stylesandtexturesappliedduring rendering. It had a rubber sheet feature which
allowsgeneratingtextsasif theywere writtenonaflag.We can also specify how windy
it is. Anotherfeature wasthe Tube featureswhere textwaswrittenasif itwas wrapped
around a tube. It also allowed rotating the text in shape.
 ASCII standard only 0-127
American standard code for information interchange is a character coding system. It encodes
128 characters into 7 bit binary integer. These characters include number form 0-9, letters a-z
and A-Z,punctuationsymbols,blankspace and some control codes. ASCII codes represent text
in computer, MODEM, printers and other devices that use text. E.g. To a computer working on
ASCII character set, the number 65 always represent an upper case letter A.
 Cross platform problems (For text)
Fonts are one of the greatest cross platform concerns. When multimedia project build on
windows is played on Macintosh platform and a specified font doesn’t exist on the target
machine,asubstitute fontmustbe providedonit.This iscalled font substitution. In many cross
platform savvy application, font mapping can be defined explicitly.
E.g. Win -> Mac
Arial -> Helvetica
MS Serif -> New York
Chicago -> System
To avoid font displays problems, especially for headlines, we can use picture of the text or
bitmaps instead of texts.
5.2 Sound and music
 The power of sound
When something vibrates in the air by moving back and forth, it creates waves of pressure,
when they reach our eardrum we experience the changes of pressure or vibrations as sound.
The branch of physicswhichstudiesaboutsoundisAcoustics.Soundpressure level (loudness or
volume) ismeasuredindecibels(dB) whilefrequency is measure in Hertz. The frequency range
of humanhearingisfrom20Hz-20KHz. Asa multimediaprojectdeveloper we neednotknowthe
in-depth knowledge about sound such as harmonics and sine wave but we must know how to
record and edit sound on our computer and incorporate them into our multimedia project.
 Multimedia System Sound (Sound control panel)
Computerhas sound control panel to customize system sound. In windows system sounds are
wav file which reside in ~windowsmedia. When window start up Microsoft sound. war is
played. We can also add our own sound file and install them so that they play when a system
event occurs. In Macintosh system sound are in AIF format and are stored in:
~/system/library/sound.
 Digital audio
Digital audioiscreatedwhenwe represent the characteristics of a sound wave using numbers.
Sound can be digitized from a microphone, synthesizer, existing recording, live radio and
televisionbroadcast,CD&DVD. Digitizedsoundissampledsound.Everynth
fractionof a second,
a sample of sound is taken and stored as digital information in bits and bytes. The quality of
digital recordingdepends upon how often the samples are taken (sample rate) and how many
numbersare usedto representthe value of each sample (sample size). The more the sampling
rate and sample size the finer is the resolution and quality of the sound. Since the quality of
audiodependsonthe qualityof recordingandnot the device itisplayedon,digital audio is said
to be device independent.
 MIDI audio (Musical Instrument Digital Interface)
MIDI is a communicationstandarddevelopedforelectronicmusical instrument and computers.
It providesthe quickestandeasiesttool forcomposingourown original musical score. MIDI is a
score whichdependonthe qualityandcapabilitiesof the musical instrumentsandsoundsystem
on which it is played, hence MIDI audio is said to be device dependent. The advantage is the
ease of editingdata.For e.g. is we have a music created using violin and our client decide that
he wants the sound of harmonica instead. In case of digital audio we would have to re-record
and re-digitized the music but in MIDI data there are unique values that designate each
instrument which can be easily changed.
 MIDI Audio vs. Digital Audio
In contrastto MIDI Data, Digital Audiodataisthe actual representationof sound,whileMIDI is a
communicationstandard.MIDIdata are smallerinsize than Digital Audio data; hence they load
quicklywhenembeddedonweb pages.MIDI audio is easy to edit by simply changing the value
of instruments,incontrastto digital audiowhichneedstobe re-recordedand re-digitized to be
edited.Since MIDIdoesnotrepresentsoundbutmusical instrumentsplaybackisaccurate only if
the MIDI playback device is same as the device used for production. Hence MIDI is device
dependent while digital audio depends on the quality of recording and not the device
independent. While preparing digital audio, deep knowledge of music theory is not essential
however, MIDI data requires good knowledge about musical scores and notations.
 Notation Interchange File Format (NIFF)
It is a music notation file format used primarily for transferring music notation between
differentscore writer.Itisan openformatthat allowsexchange of musicbetweenvariousmusic
OCR, editing and typesetting programs. NIFF is based upon RIFF (Resource Interchange File
Format), a file structure in which data is divided into lists, chunks and tags. NIFF is now
considered out of data, since it has been replace by music XML format.
 Professional sound standard (Red Book Standard)
Red Book is the audio standard for CDs to ensure that all the music following these guidelines
will play on majority of the CD players. It is named after one of the Rainbow book services,
which was Red in color. The basic guidelines are:
o Allow up to 74 min of digital sound
o Sample rate of 44.1 KHz
o Transfer rate of 150 kbps
o Contain up to 99 tracks
The standard is n0t freely available and must be licensed by Philips.
5.3 Color Theory
 Electromagnetic Spectrum
Coloris a phenomenonthatresultsfromthe wayoureyesprocesseselectromagnetic radiation.
Light energy propagates through air as a series of waves. Electromagnetic spectrum extends
formveryshort wavelengthtoverylongwavelength. There is an inverse relationship between
wavelength and frequency.
Wavelength 10-4
10-2
10 102
104
106
108
1010
(In nanometer)
Frequency 1021
1019
1017
1015
1013
1011
109
107
The visibility wavelength is the wavelength that our eyes are sensitive to this region extends
from 400nm to 700nm.
 ROYGBIV
The wavelengthwithinthe visible spectrumisknownasvisible length.There are seven colors in
the visible regionof the spectrumthatcorrespondstodifferent wavelength of radiation. These
seven colors are red, orange, yellow, green, blue, indigo and violet.
 Additive Color –RGB
In additive color method, a new color is created by combining colored light sources in three
primarycolors red, green and blue (RGB). The process is used for CRT, LCD and plasma display.
The red, green and blue dots light up when hit by electron beam. We see the combination of
red, green and blue light and interpolate it to create other colors.
Rule of Additive color method
o Nothing -> black
o Red + Green -> Yellow
o Blue + Red -> Magenta
o Green +Blue -> Cyan
o Red + Green + Blue -> white
 Subtractive Color – CMYK
In subtractive colormethod,coloriscreatedbycombiningcoloredmediumsuchas paints or ink
that absorb(or subtract) same parts of the colorspectrumof lightand reflectsother back to the
eye.This processisusedforprintingwhere the printedpage ismade up of tiny halftone dots of
three primary color cyan, magenta, yellow (CMYK) and the fourth one is black (K), which is
technically not a color but rather the absence of color. Subtractive color mixing:
o White – Red -> Cyan
o White – Green -> Magenta
o White – Blue -> Yellow
Color model
1. RGB
RGB color model is an additive color model in which Red, Green and Blue lights are added
together in various ways to reproduce a broad array of color. In the 24 bit RGB model, we can
specify a color by setting each amount of red, green, and blue to a value in a range of 256
choices form 0 to 255. Using 8 bit for each color a total of 24 bits of memory are needed to
describe the exactcolor,whichis one of millions (256 X 256 X 256 = 16 millions approximately).
In HTML a hexadecimal pair is used to represent each color.
e.g. # 00 FF 00 is a pure green
2. HSB and HSL
HSB: Hue, Saturation, Brightness
HSL: Hue, Saturation, Lightness
 Hue: It is the actual color which is measured in angular degrees, so red=0 or 360o
, green =120o
and blue=240o
.
 Saturation: It is the purity of the color which is measure in percent. At 0% saturation, hue is
meaningless.
 Brightness:itisthe relative lightness or darkness of a particular color expressed in percentage
from 0to 100.
 Lightness: it is the perceived reflection of surface. It ranges from 0=black, 100=white and pure
color is at 50%.
3. CIE and YUV
Othercolor modelsincludeCIEandYUV. While CIEdescribescolorvaluesintermsof frequency,
saturation and luminance, YUV is based on luminance and chrominance.
Perception of color
red
Green
Blue
Color can only exist when 3 components are present: a viewer, an object and light. Human perceive
colorwhenthe differentwavelengthscomprisingwhitelightare selectivelyinterferedwithbymatteron
their way to the eye. We can only perceive color with wavelength ranging from 400 to 700 nm to the
electromagneticspectrum, whichisalsoknownasvisible spectrum.Whenlightfromanexternal objetis
refractedas itmovesthroughthe corneaand on to the pupil,itisagainreflected by lens which projects
upside image on retina. There it is absorbed by pigments in light sensitive cells called rods and cones.
Cones are active at high levels and allow us to see the color.
Palettes and color depth
Palettes and mathematics tables that define the color of a pixel displayed on the screen. The most
common palettes are 1,4,8,16 and 24 bits deep.
Color depth Color available
1-bit Black and white
4-bit 16 color
8-bit 256 color
16-bit Thousand of color
24-bit More than 10 million color
5.4 Graphics and Imaging
 Types of images
i. Bitmaps
A bitmap is an information matrix describing the individual dots that are the smallest
demands of resolution called pixels on a computer screen or printing device. A one
dimensional matrix of 1-bit depth is used to display monochrome images where pixel
can be either on or off, most commonly set to black or white. By using more bits to
describe pixels they can represent varying shades of color with submits representing
more than 16 millions color.
Morphing: An effective used to manipulate still images or to create interesting and
oftenbizarre transformation.Morphing allows to smoothly lending two images so that
one image screen to melt into the next, often producing a musing results.
ii. Vector Drawing
Vectordrawingisthe use of geometricprimitivessuchaslines,curves,rectangles, ovals
and polygons to represent images in computer graphics. A vector is a line that is
described by the location of its two end points. Vector drawing uses Cartesian co-
ordinates where a pair describes a point in the 2-D space as the intersection of
horizontal and vertical lines(x and y)
e.g. <rect x=’0’ width=’200’ height=”150” fill=”#00ff00”/>
iii. 3-D Drawing and rendering
3-D rendered graphics arts have become very popular since it provides more life like
substance and feel to projects. For 3-D the depth (z-dimension) of cubes or spheres
mustbe calculatedanddisplayedsothatthe perspective of the rendered object scenes
correct to the eye. We can use programs like Google’s sketch up or Blender to
experimentwith 3D drawing applying 3D effect to images of various shape, size, angle
and color.
Image file formats
1. Macintosh format
PICT is an image format developed by Apple for Macintosh. On Macintosh, every image
applicationcanimportandexportPICTfiles.InPICTfile,bothbitmapsandvector-drawnobjects
can live side by side and programs such as supercard or canvas can be used for editing both
drawn and bit mapped graphics.
2. Windows format
Windows uses device independent bitmap (DIB) as its common image file format, usually
writtenas.BMP, files.RIFF(Resource interchange file format) is the most preferred file format
for multimedia development in windows, because this format was designed to contain many
typesof filesincludingbitmap,MIDI score and formatted text. Bitmap format used in windows
include DIB, BMP, PCX (personal computer exchange) and TIFF (Tagged image file format).
3. Cross-platform format
JPEG, PNG and GIF are the most common formats used in the web and are considered cross-
platform as the entire browser will display them.
5.5 Animation
It is the visual change over time which adds great impact to multimedia projects
 Power of Motion
We can animate our whole project as just here and there, adding spices. For brief product
demonstrationwithlittleuserinteraction, we candesignthe entire project as a video and keep
the presentationalwaysinmotion.Forspeakersupport,we can make texts fly onto the screen,
or we can make charts grow. For parts assembly training manual, we can show each
componentsexplodingintoexpandedview. We can also use other visual effects such as zooms
and dissolves.
 Principle of animation
Animation is possible because of a biological phenomenon called persistence of vision and a
psychological phenomenon called phi. An object seen y the human eye remains chemically
mapped on the eye’s retina for a brief time after viewing. Combined with the human mind’s
needtoconceptuallycomplete aperceived action, this makes it possible for a series of images
that are changed one after another to seemingly blend together into visual illusion of
movement.
While creating an animation, organize it’s execution into a series of logical steps.
a. First gather up all the activities you wish to provide in the animation on your mind or
write a script on paper.
b. Choose the best suited animation tool for the required job.
c. Then build and tweak your sequences.
d. Allow plenty of time when you are experimenting and testing.
e. Finally, post-process your animation, doing any special rendering and adding sound
effects.
Animation Technique
 Cel Animation
ThisTechnique usesaseriesof progressivelydifferentgraphicsorcelson each frame of a movie
filmwhichplaysat24 framespersecond. The term cel isderivedfromclearcelluloidsheetsthat
were usedfordrawingeachframe,whichhave beenreplacedtodaybylayersof digital imagery.
Cel animationartworkbeginswith keyframes(the firstandlastframe of an action).The series of
framesinbetweenthe keyframes are drawn in a process called tweening. Tweening an action
requires calculating the number of frames between keyframes, and the path the action takes,
and thenactuallysketchingontoacell withpencil,the seriesof progressivelydifferent outlines.
 Computer Animation
Thistechnique typicallyemploysthe same logic and procedural concept as cel animation, using
layers,keyframesand tweeningtechniques.While in cel-based 2D animation, each frame of an
animation is provided by an animator, and the frames are then composted into a single file of
images to be played in sequence; In path-based 2D animation, the animator simply creates an
object and describes a path for the object to follow. For 3D animation, models of individual
objectsare createdand the characteristicsof shapesandsurfacesare designed. The movement
of the objects within the 3-D space is then computed and hence each frame is rendered and
stitched together in a digital output file.
Kinematics and morphing
i. Kinematics
It is the study of the movement and motion of structures that have joints, such as a
walking man. Animating a walking step is tricky as we need to calculate the position,
rotation,velocityandaccelerationof all the jointsandarticulatedpartsinvolved such as
– knees bend, hips flex shoulders swing and head bobs. Smith Micro’s Poser, a 3-D
modeling program provides pre-assembled adjustable human models in many poses.
Inverse kinematics is the process in which we link objects such as hands to arms, and
define their relationship and limits then drag these parts around and let the computer
calculate the result.
ii. Morphing
Morphingis a populareffectinwhichone imagesis transformed into another. It allows
to smoothlyblendtwoimagessothatone image seemstomeltintothe next. Morphing
applicationsallowsthe transitionof notonlystill images but also moving images. Some
popularmorphingsoftware are Avid’s Elastic Reality, BlackBelt’s Win Images and Meta
Tool’s Digital Morph etc.
Animation File Formats
File formats that are designed specifically to contain animations along with their platform are
Director(.dirand . dcr), animatorPro (.fli and .flc), 3D Studio Max (.max) GIF 89a (.gif) and flash
(.fla and .swf). File compression is an essential parts of preparing animation files for the web.
Hence, Director’s native movie file (.dir) is pre-processed and compressed into shockwave
animationfile (.dcr) forthe web.Similarly,Flash’s native file (.fla) is converted into Shockwave
Flashfile (.swf)in ordertoplayon web.For3-D animation,the individual rendered frames of an
animation are put together into one of the standard digital video file containers, such as
windowsAudioVideoInterleavedFormat(.avi), QuickTime(.qt, .mov) or Motion Picture Expert
Group Video (.mpeg or .mpg). HTML5 is animation build within .svg file.
5.6 Video
 How video works?
Whenlightreflectedfroman object passes through a video camera lens that light is converted
into an electronic signal by a special sensor called charge-coupled device (CCP). Most video
cameras have 3 CCDs to enhance the resolution of the camera and the quality of the image.
Analog video has a resolution measured in the number of horizontal scan lines, each of those
linesrepresentcontinuousmeasurementsof the color and brightness along the horizontal axis
in a linear signal. In an analog system, the output of the CCD is processed by the camera into
three channels of color information and synchronization pulses and the signals are recorded
onto magnetic tape. The Analog Broadcast Video Standards are NTSC, PAL and SECAM.
Digital video: signals consist of a discrete color and brightness value for each pixel. In a digital
system, the output of the CCD is digitized by the camera into a sequence of single frames and
the audio-video data are compressed before being digitally stored to a disc. The digital
broadcast video standard is HDTV.
 Broadcast Video Standards
i. NTSC (National Television Standards Committee)
Many North American countries (USA, Mexico, Canada) including Japan used a system
for broadcastinganddisplayinganalogvideobasedonspecifications set by NTSC. Here,
a single frame of videowasmade up of 525 horizontal scan lines drawn onto the inside
face of a phosphor-coated picture tube every 1/30th
second by a fast moving electron
beam.The electronbeammakestwopassesasit draws a single video –frame. At first it
laid down all the odd-numbered lines and then all the even-numbered lines. Each of
these passespaintedafield,andthe twofieldswere combined to create a single frame
at a rate of 30 frames per second.
ii. PAL (Phase Alternate Line)
Western Europe, South America, South Africa, Australia, UK and China used this
standard. PAL increased the screen resolution to 625 horizontal lines but slowed the
scan rate to 25 frames per second. Just like NTSC, here also even and odd lines were
combined to create a single frame. This process is called interlacing.
iii. SECAM (Sequential Color and Memory)
France, Russia and Easter Europe used this standard. Like PAL, it also had screen
resolutionof 625 horizontal lines and scan rate of 25 frames per second, however they
different in terms of technology.
iv. HDTV (High Definition Television)
It provides very high resolution. It uses both interlacing and progressive-scan
technologies. It is available in the following formats:
1920 X 1080 interlaced format (1080i)
1280 X 720 progressive-scan (720i)
 Integrating Computer and television
Integration
Computerpresentationof informationbenefitsfromthe color,motionandsoundthattelevision
offers. Similarlytelevisionbenefitsfrom the control and personalization provided by computer
technology including computer games and internet access. A television and computer
integration is possible due to coupler module which is electronically coupled to both the
television and computer along with keyboard and mouse.
Difference
Computerdisplaysare designedforclose viewingoftenasasolitaryactivitywhiletelevisionsare
designedfordistantviewing often as a group activity. Traditionally, television uses interlacing
method where two fields, odd and even are combined to form a single frame whereas
computers implement progressive scan method where the entire frame is drawn in a single
pass. Television screen are usually divided into scan lines while computer images are divided
into dots or pixels.
 Video recording formats
Analog recording formats are M-II, EBV-C, Beta can SP, U-Matic SP, S-VHS. Digitally Recording
formats are D-1, D-2, D-3,D-4,D-6, Digitally Beta Can, Digital S, Ampex DCT, DV/DVC PRO, DVC
PRO 5.0 and Beta Can SX
 Video compression
Videotakesalotof space approximately 17MB per second. So it must be compressed before it
is put as web.
Two types of compression are:
i. Lossy compression
It meansthe compressedfilehas less data in it than the original file. Since information
has been lost, in some cases, files are of low quality.
ii. Lossless compression
It means compression where none of the information is lost.
1. JPEG
Standard set by joint photographic experts group. It is a commonly used method of lossy
compression. It achieves 10:1 compression with little percepable less in quality.
2. MPEG
Standard set by Moving Picture Experts Group.
MPEG-1: Used for CD-ROM, it could deliver 1.2 mps of video.
MPEG-2: Usedfor DVDs,it providedbroaderscope andwiderappeal supporting interlacing and
high definition.
MPEG-4: Used for Blue Ray, it also supports 3D view.
3. DVI Indeo
Developed by Intel in 1992, I was used for the compression of television quality video onto
compact discs. It was later replaced by MPEG.
Optimizing video files for CD-ROM
CD-ROMprovidesanexcellentdistributionmediumforvideos. CD-ROMplayer offers slow data
transferrates, but adequate video transfer can be achieved by taking care to properly prepare
the digital video files:
i. Limit the amount of synchronization required between video and audio by
interlacing the audio and video segments where needed.
ii. Use regularly spaced key frames (10 to 15 frames apart) that can correct seek time
delays (time required to search specific data on CD).
iii. The performance depends on the size of the video window (pixel) and frame rate,
the bigger the size and faster the rate, the better is the performance.
iv. Defragment the files before burning the master
v. Specialized application such as Media Cleaner Pro can automatically optimize the
digital video file for playback from CD-ROM.
6. The Internet and the World Wide Web
6.1 How the internet works
The internet is a global system of interconnected computer networks that use the standard protocol
suite to server billions of users worldwide. It is a network of networks linked by a broad array f
electronic, wireless and optical networking technologies.
 Internetworking
A network is a cluster of computer, with one computer acting as a server to provide network
services such as file transfer, email and document printing to the client computer of that
network. Using gateways and routers, a Local Area Network (LAN) can be connected to other
LANs to form a Wide Area Network (WAN). These LANs and WANs can be connected to the
Internet through a server that provides both the necessary software for the internet and the
physical dataconnection. Individualcomputernotpermanentlypartof a networkcanaccess the
internet servers through dial up or broadband access and with proper identification and
onboard client software, can obtain an IP address on the Internet.
 Internet Address
Everymachine onthe internethas aunique numberassignedtoitcalledthe IPaddress.Without
a unique IPaddressonour machine,we will notbe able to communicate with other devices on
the Internet. It makes sure that we are not lost during our Endeavour. The current IP Address
usedon the networkare IPv4(InternetProtocol version4) whichuses32-bitaddresses and IPv6
(Internet Protocol version 6) which uses 128-bits addresses. An example of how an IP address
appears is 192.168.1.10. The IP address can further be broken down into classes A,B,C,D and E.
Class Start Address Finish Address
A
B
C
D
E
0.0.0.0
128.0.0.0
192.0.0.0
224.0.0.0
240.0.0.0
126.255.255.255
191.255.255.255
223.255.255.255
239.255.255.255
255.255.255.255
Class A: This class is allocated to very large networks such as Multinational Companies
Loopback:Reservedasa loopbacktoour own computer,itisusedfortestinganddebugging our
programs and hardware. (127.0.0.0 to 127.255.255.255)
Class B: This class is allocated to ISPs and large networks like college, hospitals
Class C: This class is given to small to mid-sized companies.
Class D: The IP addresses in this class are reserved for reserved called multicast. It is a
mechanismfordefininggroupsof nodesandsendingIPmessagesonlytothat group rather than
every node on LAN (broadcast) or just one other node (unicast).
Class E: The IP address in this class are reserved for future or experimental purpose.
 The bandwidth bottleneck
Bandwidth is how much data we can send from one computer to another in a given amount of
time, expressed in bits per second. Bottleneck in a communication context is a point in the
enterprise where the flow of data is impaired or stopped entirely. Effectively there is not
enoughdatahandlingcapacityto handle tocurrentvolume of traffic.Asa resultdataflow slows
down to the slowest point in the data path which consequently affects the application
performance andmayevencrash the application.Bottleneck usually arises from poor network,
mismatchedhardware selectionorpoorconfigurationof switches.Bottleneck can be identified
by systematicallytestingnetworkperformance atvariousdevicesalongadata path andisolating
devices performing noticeably slower than other points. Bottleneck can be resolved by
reconfiguring, upgradingorreplacingthe offendingdevice.Atlow bandwidth,bottleneckcauses
a 24bit colorimage to upload/downloadslowerthanapage of text.A multimediadeveloper can
avoid bottleneck by
 Compressed the data very tightly before transmitting
 Design very compact multimedia elements such as avoiding greater color depth
 The user can download data only once and then store it in a local hard disk cache
 Implements streaming method that allow data to be transferred and displayed as it
comes in
 Internet services (MIME-types)
The various internet services along with their respective protocol includes Email(SMTP), File
Transfer (FTP), real-time chatting (IRC), capability to log into remote computers (telnet),
participating in discussion groups (Usenet) and World Wide Web (HTTP).
MIME –Types
To indentify the nature and purpose of the data transmitted, the internet uses a
standardlistof filename extensionscalledmultipurpose internet mail extension. MIME
type has two parts: a type and a sub-type which are separated by a slash. E.g. MIME
type for Microsoft Word files is application and the subtype is ms-word, together the
complete MIME type is application/ms-word.
Other examples of MIME types:
Type Common file extension Purpose
Text/html
Image/png
Image/jpeg
Audio/mpeg
.html
.png
.jpeg
.mpeg
Web page
PNG-format image
JPEG-format image
MPEG audio file

 Multimedia on the web
Multimedia experience on the internet access on World Wide Web programmed with HTML
along with enhanced capabilities provided by XML, Javascript, AJAX, and special plug-ins like
Flashand QuickTime.Todesignandmake effective multimedia for this environment develops
needtounderstandhowtocreate,editand deliverthe multimediaelements or HTML browsers
and plug-ins.A wellcrafted,professionallyrenderedsite onthe webincludestext, image, audio
and animationpresentedinauserfriendlyinterface thatbalancesthe bandwidthdeficit against
user patience.
6.2 Tools for the World Wide Web
 Web server
A web server is a computer program or machine that distributes web pages as they are
requested.Whenwe enteranaddressinthe internetbrowserfromyourcomputer,the browser
sends a request off into the internet asking to view the web page found at that address. The
webserveristhe program or machine thatresponds to the request and delivers the content of
the page back to the user. This is possible because every computer or device that connects to
the internet has a unique IP address while every web page on the internet has a unique URL
(UnifiedResource Locator). Web servers are sometime slowed down by inadequate resources
and large number of requests being received in a very short time. To ensure that all the web
ages and server communicate effectively, the data being transferred should comply with the
standard protocol HTTP. The most common web server software used today is Apache (more
than 50% of all websites) and IIS-Internet Information Services (nearly 25%).
 Web browsers
It is a software application used to enable computer users t locate and access web pages. It is
withthe helpof browsersthatwe can contact withthe webserverandrequest for information.
Browser translates the HTML code into different web pages. Some of the common web
browsers are Microsoft Internet Explorer, Mozilla Firefox, Google Chrome, Opera etc. every
browser features a toolbar that allows performing function like
o Go back to the first page called home
o Bookmark favorite websites
o Check web history
o We can go forward and backward to see the sites we viewed
 Website markers and editors
Theyare the toolsthat allowthe construction of websites. They could be used either online or
offline.Online website buildersrequirethe customertosignup with the web hosting company.
The company provides a range of services from creating basic personal WebPages or social
content to making complete business/e-commerce websites, either template based or more
flexible platformwhichare totallydesign free. It is ideal for beginners as it is quick and easy to
use.Sitesare generallycreatedusingeitherHTML or Adobe Flash.Offline website makers work
on the WYSIWYG (What You See Is What You Get) word processor editors. It is mostly used by
professional web designers who have basic knowledge about HTML and CSS code. It is more
flexible as it allows direct edition of the source code.
 Plug-ins and delivery vehicles
Plug-ins is software programs that work with the web browser to display media. When the
browserencountersamultimediafile,ithandsoff the datato the plug-ins to play or display the
file.Plug-insisdesignedtoperform special tasks which won’t be available if the plug-ins is not
installed.
Text: The most populartextanddocumentplug-insis Adobe Acrobat Reader which can
show special fonts.
Images: Plug-ins like flash is very useful to display highly compressed vector image.
Sound: Soundcan be embeddedinto QuickTime, windowsmediaandMPEG movie files.
They may be either received on streaming, play back or fully downloaded.
Animation video and presentation
Animationandvideocontainingbothimages and synchronized sound are commonly packed as
Apple, QuickTime, Microsoft’s video for windows (AVI) and MPEG files. Also data rich are the
files for proprietary formats such as Microsoft payment.
 Virtual reality modeling language (VRML)
This is a standard language which is used for 3D interactive simulation with the World Wide
Web. VRML flies are commonly called world and have the *.wrl extensions. VRML is a text file
format where vertices are edges for 3D graphics can be specified along with surface color, UV
mapped textures, shininess and transparency. Using VRML, we can build a sequence of visual
image intowebsettingwithwhichausercan interactby viewingmovingrotatingandotherwise
interacting with a 3D scene. E.g. we can view a room and use controls to move the room as we
would experience it if we were walking through it in real space.
6.4 Designing for the World Wide Web
i. Text for the web
We can specifyafontand evenalternate fontsusing CSS but browsers can only use it if
it is installed o the end user’s computer. Times Roman, verdana and courier are the
most commonly used fonts on the web as they move across platforms. Using <TABLE>
tag of HTML we can create columns to display us contents like a newspaper of
magazine.
ii. Images for the web
Browser recognizes four image formats GIF, PNG, JPEG and SVG without resorting to
special plug-ins. For other graphics format such as CGM, CMX, DXF, special creation
software and browser plug-in may be required. Various tools such as Adobe’s
Photoshopare usedforcreating imagesforuse on the WorldWide Web.Most browsers
allowusto specifyan image or color to place in the background of our page. To make a
graphic image clickable so that it links to another document, simply include the image
tag inside the bounding tags of an HTML anchor that points to that document’s URL.
iii. Sound for the web
Most browsers allow embedding of sounds into documents using the <AUDIO> tag.
Inside thistag,the autoplayattribute,itpresent,startsthe audio playing as soon as it is
ready.If controlsare present,a play/pause and other controls will be displayed. When
preload is present, the audio will load when the page does and be ready to run.
iv. Animation for the web
JavaScriptwithXML features,combinedintoAJAX(Asynchronous JavaScriptand XML) is
usedforpowerful interactive applications. It is possible to make simply animations by
putting multiple images or frames into a single GIF89a file and display them with
programmable delays. When we use the <IMG> tag to embed a GIF89a multiframe
image,the browserdownloadsthe file andstoresitinthe cache folder of our local hard
disk. Once fully downloaded, the browser plays each frame of the image quickly and
smoothly.
7. Assembling and delivering a project
7.1 Planning and Costing
Beginning with the ideas, allow the project to take shape in our head as we think through the various
methods available to express our message to the viewer.
As we thinkthroughthe ideawe mustcontinuouslyweigh the purpose and goals against the feasibility
of the project and the cost required.
Analyze the need of the project as to why it is needed; also analyze the market to understand who
needsthe developed project.Analyze the technologyandthe deliverymediumtoknow the feasibilityof
the project under budget.
Plan out each task including the various multimedia elements and the expert skills required for the
project.
Create prototype totestour ideasand mock up interfaces against different technology (will it work on
proposedplatform) market(canwe sell it),cost(canwe finishitwithinbudget) and human interface (is
it easy to use).
Prepare a schedule by estimating the total time required task and then allocate this time among the
number of people working on the project.
Prepare a budget plan to estimate the cost requirement to develop and deliver the project.
7.2 Designing and Producing
Here,eachof the plannedtasks isfulfilledtocreate a finishedproduct.The designers must work closely
with producers to ensure that their ideas can be properly realized and the producers need to confirm
the resultsof theirworkwith the designers. Prepare a stray board; it could be either in great details or
justa roughone.However,the more planningonpaper the better and easier it will be to construct the
project.Designthe structure of yourproject.A navigationmapoutlines the connections or links among
variousareas of your content and helps to organized them. It could be either linear, hierarchical, non-
linearorcomposite.Designthe userinterfacewhichisconsistentinbothlookandbehavior.Multimedia
authoringsystemprovidestoolstodesignandimplementyourowngraphical userinterface.Production
isthe phase when the multimedia project is actually rendered. Check the development hardware and
software and review the organizational and administrative setup. The product should be revised by
taking client feedback, however provide a management oversight to avoid endless feedback loops.
7.3 Content and talent
The informationandmaterial thatdefinesthe projectiscalledcontent.Contentscould be photographs,
graphics, sound, music, text, video and animation. Content may be our own or from third parties. It is
necessarytospecifythe formatand quality of the content in the project plan. Pre-existing content can
come from a variety of sources such as photo library, sound library and stock footage house. Some
materialsinthe publicdomaindo notrequire alicense while some need to have permission to use the
copyrighted materials. It is important to get the permission or buy the ownership rights before using
them else we might get into legal troubles. Finding the right talent for the particular purpose is very
important. Acquiring talents involve getting the perfect actor, model or narrator’s voice. It is also
important to check their contract concerning any limitations on future use.
Justified_rt@yahoo.com
Working with sound on mac with window
Interlace color by SDSC
Importing graphics
7.4 Delivery
Alpha testing, beta testing and polishing to gold
1. Alpha testing
Alpha releases are typically circulated internally among a selected group of mock users for
testing. We should remain flexible to the changes in design and behavior of the project
accordingto user’sfeedback.Insteadof friends,itisbest toinclude aggressive people, who can
provide criticism to our work. In this testing, we will uncover bugs that we might have over
looked.
2. Beta testing
The beta testing groups includes representations of real users and avoids people who are
involved in the project’s production. Beta testers should provide a detailed description of the
hardware and problem, so that we can re-create it, analyze it and repair it.
3. Polishing to gold
While moving through alpha and beta testing and through the debugging process towards the
final release,several termsare usedtoindicate the currentversionstatusof the project. Bronze
is used when the project is close to being finished. Gold in used when there is nothing left to
change or correct in the project and it is ready to reproduce copies of the final product.
Compressing and file archives
Files containing sound and video information are usually large in size. File compression is the
technique of reducing the size of the file by cutting out most of the duplication of data in the
files.Filesmayneed tobe compressedwhile sendingthemelectronically via mail or just to save
diskspace. Some of the commonlyusedfile compressionsoftware are WinZip, peazip etc. Files
are compressed or packed into a single file called an archive. When that archive is
decompressedorthe filesare extracted,eachfile inthe archive isreconstituted. Self-extracting
files allow the user to run the executable archive where compressed files are automatically
decompressed and placed on the hard disk.

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Multimedia Technology in computer

  • 1. 1. Introduction to multimedia..............................................................................................................3 1.1 Definitions................................................................................................................................3 1.2 CD-ROMand Multimedia Highway .............................................................................................3 Virtual reality..............................................................................................................................3 1.3 Use of Multimedia.....................................................................................................................4 2. Introduction to making multimedia..................................................................................................5 2.1 Stages of a project.....................................................................................................................5 i. Planning and costing............................................................................................................5 ii. Designing and producing......................................................................................................5 iii. Testing................................................................................................................................5 iv. Delivery...............................................................................................................................5 2.2 Requirement.............................................................................................................................5 i. Creativity.............................................................................................................................5 ii. Organization........................................................................................................................5 iii. Hardware............................................................................................................................5 iv. Software .............................................................................................................................6 2.3 Multimedia team.......................................................................................................................6 i. Project manager..................................................................................................................6 ii. Multimedia designer............................................................................................................6 iii. Writer.................................................................................................................................7 iv. Audio specialist....................................................................................................................7 v. Video specialist....................................................................................................................7 vi. Multimedia programmer......................................................................................................7 3. Multimedia hardware......................................................................................................................8 3.1 Macintosh andwindows production platform.............................................................................8 3.2 Hardware peripherals................................................................................................................8 Connection devices .....................................................................................................................8 Memory and storage device.........................................................................................................9 Input device..............................................................................................................................12 Output Device...........................................................................................................................13 Communication device..............................................................................................................13 4. Multimedia software.....................................................................................................................15
  • 2. 4.1 Basic Tools..............................................................................................................................15 4.2 Multimedia authoring tools......................................................................................................16 4.3 Cross Platform Authoring.........................................................................................................17 5. Multimedia Building Block.............................................................................................................18 5.1. Text.......................................................................................................................................18 5.2 Sound and music.....................................................................................................................21 5.3 Color Theory...........................................................................................................................22 5.4 Graphics and Imaging..............................................................................................................24 5.5 Animation...............................................................................................................................25 5.6 Video......................................................................................................................................26 6. The Internet and the World Wide Web...........................................................................................29 6.1 How the internet works...........................................................................................................29 6.2 Tools for the World Wide Web.................................................................................................31 6.4 Designing for the World Wide Web ..........................................................................................32 7. Assembling and delivering a project...............................................................................................33 7.1 Planning and Costing...............................................................................................................33 7.2 Designing and Producing..........................................................................................................34 7.3 Content and talent ..................................................................................................................34 7.4 Delivery..................................................................................................................................34
  • 3. 1. Introduction to multimedia 1.1 Definitions A woven combination of digitally manipulated text, photograph, graphical art, sound, animation and videoelementsiscalledmultimedia. It is the integrationof multiple formsof media.This includes text, graphics,audio,video,etc. Multimediaisthe fieldconcernedwith 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. Multimedia includes a combination of text, audio, still images, animation, video, and interactivity contentforms. Interactive isone of the keyfeatures of multimedia.The userdetermineswhatcontentis delivered,whenitisdeliveredand how. Multimedia presentations can be live or recorded. A recorded presentationmayallowinteractivity byanavigationsystem. A live multimedia presentation may allow interactivity by an interaction with the presenter or performer.  Linear: No navigational control from the viewer for the content to progress. E.g cinema  Non-linear: user interactivity to control program. E.g video games Due to the advancements in computer speeds and storage space, multimedia is commonplace today. 1.2 CD-ROM and Multimedia Highway i. CD-ROM CD ROM isa pre-presscompactdiscwhichispopularlyusedtoholdmultimediaapplication. It is cheap and cost effective distribution medium with the help of CD-Burner. We can convert the disk into 18 minutes of audio, video and data. ii. DVD Theyare optical diskofferinghigher storage capacity than CD. Single sided, single layered DVD has 4-7 GB capacity. Double sided, double layered DVD has 17.08 GB capacity. iii. Multimedia highway Since telecommunicationnetworkare global,informationelement link up online as distributed resources on a data high way. Copper wire, glass fiber cables and cellular technology serve as means for delivering multimedia files across a network. E.g Features Film display Lectures from different university Virtual reality Virtual reality is a computer simulated 3D world that a user can manipulate while feeling as if he/she was inthat world.Itrequirescomputinghorsepowertobe realistic.The cyberspace is made up of many thousands of geometric objects plotted in 3D space. The more object and the more points to describe the objects, the high is the resolution, to make the view more realistic. When you move about, each actionrequiresthe computertorecalculate the position,angle,size andshape of all the objects. Hence, virtual realityisaninteractive multimedia to the fullest as it requires instrumented feedback from the user. Virtual reality modeling language (VRML) have file extension .wr.
  • 4. E.g. Flightsimulation,3D games 1.3 Use of Multimedia i. Multimedia in business Business application for multimedia include presentations, training, marketing, advertising, product demos, simulations, database, catalogs, instant messaging and networked communication. Voice mail and videoconferencing are provided on many local and wide area networks (LANs and WANs) using distributed networks and internet protocols. ii. Medicine In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it. iii. Engineering Software engineers may use multimedia in Computer Simulations for anything from entertainment to training such as military or industrial training. Multimedia for software interfaces are often done as collaboration between creative professionals and software engineers. iv. Industry In the Industrial sector, multimedia is used as a way to help present information to shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technology. v. Entertainment and fine arts In addition, multimedia is heavily used in the entertainment industry, especially to develop special effects inmoviesand animations.Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Some video games also use multimediafeatures.Multimediaapplicationsthatallow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia. vi. Education In education, multimedia is used to produce computer-based training courses and reference books.
  • 5. 2. Introduction to making multimedia 2.1 Stages of a project There are four stage of a multimedia project: i. Planning and costing Before beginning development, plan out the writing skills, graphic art, music, video and other multimedia expertise required. Analyze the need of the project by outlining tits objectives. Create a simple prototype to demonstrate whether the idea is feasible or not. Estimate the time needed to do all the elements then prepare a budget. ii. Designing and producing Performeachof the plane taskto rate a finishedproduct.Inthisstage the productis revised by taking clients feedback to improve the program according to wish iii. Testing Testthe programto ensure thatit meets all the objects. Make sure that the program is bug free and runs smoothly on the intended delivery platform. The program should meet the needs of the client or end user iv. Delivery Package and deliver the project to the end user. Make follow ups overtime for repair and upgrade. 2.2 Requirement i. Creativity Develop a sense of scope and content of the multimedia project. The idea in our mind shouldshape upas a projectwhichcan deliveritsmessage tothe viewers.Creativity cannot be learned, we have to be born with it however, we must know about the hardware and software tools in details to generate a product that will look good and sound good. Creativitydoesnotalwaysmean generating a new idea, it could be reverse engineering as taking inspiration from existing products. ii. Organization Developanorganizedplanthatdetailsthe skills, time, budget, tools and resources needed for the project. Files should be kept safe and organized so that it can be quickly retrieved whenever required. iii. Hardware The hardware requirement for multimedia development includes:  Input devices such as keyboard, optical card reader, voice recognition system etc  Output devices such as monitor projectors etc  Memory and storage device such as RAM, QROMetc  System devices such as DVD, microprocessor, motherboard etc
  • 6.  Connection such as IDE, SCSI(small computer system interface) etc  Communication such as modem, network etc iv. Software Multimedia software provides specific instruction to the hardware for performing tasks. Various software tools are required.  Multimedia authoring tools (such as card and page based authoring tools, icon based authoring tools, time based authoring tools)  Otherbasictools(suchas paintinganddrawingtools,3D modelingandanimation tools, image editing tools, sound edition tools) 2.3 Multimedia team i. Project manager Project manager is responsible for:  the overall development and implementation of the project as well as the day to day operation  over seeing project timeline, resources, finances and priorities  conveying information between the team and the client  He/she is the glue that hold the team  the design of the project (creating a vision and working out he complete functionality with designer)  the development of the project (making sure each milestone is understood and complete on time) ii. Multimedia designer This sub-team consists of: i. Graphics designer They are the animator and image processing specialist who deals with visual, thereby making the project appealing and aesthetic. ii. Instructional designer Theymake sure that the subjectmatteris presentedclearlyforthe target audience. iii. Interface designer Theydevise the navigational path wayandcontentmapsand provide auserfriendly interface. iv. Information designer They structured the content, determine user pathway and select the presentation media
  • 7. iii. Writer Writer is responsible for:  creating character, action and point of view  writing proposals  scripting voice-over and actors narration iv. Audio specialist Audio specialist is responsible for:  Locating and selecting suitable music talent  Scheduling recording session  Digitizing and edition recorded materials into computer files v. Video specialist Video specialist is responsible for:  Quality management of video  Editing the footage for final product using editing system  Transferring video footage to a computer  Delivering video files on CD,DVD or the web vi. Multimedia programmer Multimedia programmer is responsible for:  Integrates all the multimedia elements into a project using authoring system or programming language  Writes code for display of multimedia elements
  • 8. 3. Multimedia hardware 3.1 Macintosh and windows production platform Macintosh Lunch by Apple in 1984 it has had multimedia capabilities since then. It makes multimedia project developmenteasierandsmoothersince ithasgoodbuilt-inaudioandhighqualitygraphics capabilities. It also includes hardware and software for digitizing and editing video and production DVDs. Windows It isa collectionof differentvendorneutral componentthatare tighttogetherbythe requirementof the windows OS. Initially focused on business computing it was not previously suitable for multimedia. Howeverwiththe lunchof windows3.0 in 1990 itis easier to find hardware and software for windows. Network To establish communication between Macintosh and windows Ethernet system and client/server software is required. Ethernet system is a method of wiring up computers where as client/server software isrequiredforcommunicationandtransferof files.Macintoshhasbuilt-inEthernetnetworking while windows PC require additional Ethernet card. Macintosh needs DAVE to communicate with windows while window need MACLAN to communicate with Macintosh. 3.2 Hardware peripherals Connection devices i. SCSI (Small Computer System Interface) It is a set of standards for physically connecting and transferring data between computer and peripheral devices.Itiscommonlyused forharddisksand tape drives and a wide range of other devices including scanner and CD drives. SCSI cards can be installed on both Macintosh and windows platform. SCSI is preferred in real-time videos edition network serves and situations that require mirroring. ii. IDE (Integrated Drive Electronic) It is also known as ATA (Advance Technology Attachment). It is used to connect internal peripherals such as hard disks and CD-ROM drives that are mounted inside the PC. Its circuitry is much cheaper than of SCSI. iii. USB (Universal Serial Bus) It isa standardfor connectingdevicestoa computerusingthe ‘plugandplay’system i.e the devicesare installedwithouthe use needing to install an special cards or without the need of turning off the computer. USB connections are popularly used to connect camera, cell phones, television, mp3 player, GPS locator etc.
  • 9. iv. Firewire It was introducedbyApple andisthe industrystandardthatsupports high bandwidth serial data transfer, particularly for digital video and mass storage. It can connect multiple computers and peripheral devices using P2P (peer-to-peer) connection. Ti is the most commonmethodsforconnectingandinterconnectingprofessional digital videoequipment. Memory and storage device i. RAM (Random Access Memory) It enablesthe simultaneousrunningof manyapplications.The programsthatare beingused by the computersandthe data that are beingused with those programs are stored in RAM. It isa volatile memorybecause its contents are lost when the power is switched off. Types of RAMare Static RAMand Dynamic RAM. ii. ROM (Read Only Memory) It is a memory whose contents cannot be altered. It holds BIOS program which is responsible forbootingupof computer.Itisa non-volatilememoryas its content is not lost even when the power is switched off. Types of ROMare PROM, EPROM, and EEPROM. iii. Hard Disk It is a data storage device used for storing and retrieving digital information using rapidly rotatingdiskcoatedwithmagnetic material. It has very high data storage capacity and data transfer rate. iv. SyQuest It is a removable hard disk responsible for storing and transferring data intensive applications such as desktop publishing, internet information management, multimedia digital photography, backup archiving. v. Optical storage device Storage method in which data is written and react with a laser for archival and backup process.
  • 10. Q. Explain the working principle of CD-ROM and DVD => The full form of CD-ROM is Compact Disc-Read Only Memory.It is a read only information storage device. Mainly there are three layers in CD-ROM. It has transparent layer as its base. On the base there is a reflective metal layer which carries information. On top of it, there is a protective coating.We knowthat information like sound, graphics and computer software can be digitized, that is the data can be represented by binary numbers which are made up of a series of 1 and 0 digits. This informationisrecorded on the metal layer. If we magnify the surface of metal layer we can see pits and lands in circular direction.The CDandDVDhave a single track of data form of a spiral, which starts at the center going outwards. The data is stored on the pits which are then read by the CD/DVD layer. The pits on DVD are much smaller than on CD, allowing the DVD to stored more data. DVD also comes with more storage layers compared to CDs. Laser beam is used to read the data. When the beam travels fromthe direction of the base and reaches the pits, the pits on the metal layer reflects the beam like a mirror. The depth of the pits is one-fourth of the wavelength of the laser. The laser rays reflected by the pits and the lands have a path difference of half the wavelength. It leads to destructive interference, that is, the two rays cancel each other and no reflected ray is resulted, and thisproduces a '1' digit. The path difference is zero for two rays both reflected by the pits, or bothby the lands.Nodestructive interference occursandwe sayit is a '0' digit.Therefore we have digit '1' at the edge of pits and digit '0' elsewhere. This is the basic mechanism of information storage and retrieval using CD-ROMs. As laserbeamcan be focusedvery sharply, we can make very narrow tracks, typically in the order of wavelength of the laser, so the storage size of a CD-ROM is much larger than that of a floppy disk. We can store a lot of data like a whole movie or much software in a single CD-ROM. No mechanical contactis required to read the data from a CD-ROMand it has a protective layer on it.
  • 11. Q. Compare and contrast Macintosh and windows platform for multimedia. => Macintosh Windows 1 Macintosh is based on Unix. 1 The windows are based on the DOS programming language. 2 Macintosh is used only on Apple’s hardware. 2 Windows is universally used. 3 It have more features then windows. 3 It has less features then windows. 4 Macintosh is focused on graphics and multimedia functions. 4 Windows focuses on office function. 5 Macintosh has goodgraphic qualitythen window. 5 Windows does not have graphic quality as good as Macintosh. 6 Since Macintosh is less in use then windows they are less likely to be hacked. 6 Since windows are more in use they are more likely to be hacked. 7 Macintosh is expensive. 7 Windowsislessexpensive thenMacintosh.
  • 12. Input device i. Keyboard It isthe mostcommonlyused input device. It is used to type text and numbers into a word processor, text editors or other program. ii. Mouse It is a pointing device that functions by detecting 2D motion relatively to its supporting surface.Itsmotiontypicallytranslatesinto the motion of pointer on a display which allows for fine control of GUI. iii. Trackballs It isalso a pointingdevice consisting of a ball held by a socket containing sensors to detect the rotation of the ball about two axis. iv. Touch screens It is a monitor that usually has a textual coating across the glass face. The user can control through gesture by touching the screen with fingers. v. Magnetic card A magnetic card contains data which are stored by modifying the magnetism of tiny iron based magnetic particle on the card. The device used to read the card is called magnetic card encoderand reader.Itisuseful whenaninterface isneeded for a database application or multimedia project that tracks users. vi. Graphic tablets It isa stylusbase interface which consists of a flat surface upon which the user may draw a trace and image usingstylus.The image generallydoesnotappears on the tablet but rather isdisplayedonthe computer,monitor. It provides great control for edition finally detailed graphics elements. vii. Scanner It isdevice thatopticallyscansimages,printedtext,handwritingoran objectand converts it to a digital image. 3D scanners are used for industrial design, reverse engineering, gaming and the application. viii. OCR (Optical Character Recognition) Conversion of scan images of handwritten, type written or printed text into machine encoded form. It is a method of digitizing printed text so they can be electronically searched, stored compactly, displayed online and copied easily. Example: book scanning i.e making textual version of printed document. ix. Infrared remote Commonly used in television set, DVD player and home theater system for operating the device wirelessly.IR remote use light, they require line of sight to operate the destination device. However, the signal can be reflected by mirrors.
  • 13. x. Voice recognition system It translatesspokenwordsintotext.Itimplies that the computer can take the dictation but it does not understand what is being side. It is a biometric system that uses a noise- concealing microphone to automatically filter out background noise and then recognize voice prints. xi. Digital camera It capturesstill imagesof agivennumberof pixel andthe images are stored in the camera’s memoryto be uploadlatertoa computer.The resolutionof digitalcamera isdetermined by the number of pixel on its chip. Output Device i. Audio device The audiocomponentsrequiredformultimediaproject could be either internal or external to the computer itself. These include sound chips, speakers and amplifiers. Laptops have integratedspeakersthatproduce low qualitysound.However,whenthe audiooutputof the computerisfedinto an external amplifier, the bass sound becomes deeper and richer and even music sampled at low quality may sound good. Amplifiers can be used when the project has to be presented to a large audience. ii. Video device Video creates maximum visual impact. Video devices are used for recording, copying and broad casting of moving visual images. It includes video disk player and video card. Video diskplayerprovidesprecise control overthe image beingviewed and video card enable the user to place an image in a window on the computer monitor. iii. Monitor A monitorisan electronicvisual displayforcomputers.Traditional monitors used CRT while newermonitorsusedLCDandLED. CRT monitorswere cheapandoffered viewing angels of 180o . LCD monitorsconsume lesspower,are light weight and smaller in size. LCD monitors provide higher contrast and better viewing angle then LCD. iv. Projector Projectors are used when there is a large audience that cannot be accommodate around a computermonitor.The difference typesof projectorincludeLCOS(LiquidCrystal OnSilicon) projectors. For larger project GLV (Grating Light Valve) technology are available that generate very bright and color saturated images. Communication device i. Modem Theymodulate analogsignal toencode digital informationandalsodemodulate ittodecode the transmitted information. They provide connectivity through standard phone lines. Modems can be internal or external and its speed should be at least 56 kbps.
  • 14. ii. Network A networkcould be characterized by it physical capacity or its organizational purpose. LAN connectsdevicesinalimitedgeographical areasuchashome,school or office building. MAN spans a city or a large university. WAN covers large geographical area such as a country or intercontinental distance.Wiredtechnologyuse twistedpair,coaxial cableandoptical fiber. Wireless technology use microwave infrared cellular and radio technologies.
  • 15. 4. Multimedia software 4.1 Basic Tools i. Painting and drawing tools The project should look attractive to the end user. These tools help to provide good graphical impactto the multimedia project. Painting software such as Photoshop, fireworks and painter are usedto produce craftedbitmapimages.Drawingsoftwaresuchas CorelDraw, freehand and canvas are used to produce vector graphics. Features  GUI with pull down menus, status bar and dialog boxes.  Scalable dimension which allows resizing and stretching the images.  Customizable pen and brush shape of various size  Tools to create geometric shapes (rectangle, circle, square etc)  Eyedropper tool that sample color  Ability to pour color pattern or gradient into any area  Undo capabilities and history function to allow redoing  Screen capturing facility  Zooming and magnifying capabilities  Painting features such as smoothing edges objects into background coarse with anti- aliasing, air brushing, blending and masking ii. 3D modeling and animation As the name implies3dimensional graphicprogramare paintedI 3 axis i.e x-axis (width), y-axis (height) and z-axis (depth). A series of rendered images make up an animation. With 3D modeling software object appears more realistic by providing simulated 3D. Features  Multiple window that allow viewing the model from each dimension  Ability to drag and drop shape into a scene  Ability to create and sculpt objet from scratch.  Lathe and extrude feature  Color and texture mapping  Ability to add realistic effect such as transparency, shadowing and fog  Ability to draw spine based paths for animation  Unlimited cameras iii. OCR Software It transform printed or hand printed text into electronic data. OCR start after the scanner creates an electronic images of the text (usually bitmap). OCR software then examine the scannedimage toidentifyletters,numbers andpunctuationmarkandfinallyproduce equivalent text in a machine readable form which is electronically recognizable ASCII text. iv. Image editing tools It is a specialized and powerful tool for creating, enhancing and retouching existing bitmap images.
  • 16. Features  Conversion of major image data type and industry standard file format.  Employmentsof avirtual memory scheme that uses hard disk space as RAMfor images that require large amount of memory.  The ability to create images from scratch using line, paint brush, pencil, eraser, and pocket fills etc.  24 bit color, indexed color, fray scale black and white and customizable color pallets.  Multiple windows that provide view of more than one image at a time  Direct inputs of images from scanner and video scores.  Selection tools such as rectangle lasso and magic wand for selecting and the want at time  Image and balance control for brightness, contrast and color balance  Good masking features  Multiple undo and restore capabilities  Anti-aliasing capabilities, sharpening and smoothing control  Color mapping control  Ability to resample and resize an image  Geometric transformation such as flip, skew, rotate and distorted v. Sound editing tools Sound editingtool for both digital and MIDI (Musical instrument digital interfaces). Sound lets we see music as well hear it. By drawing the represent of sound in a wavelength we can cut, copy paste and edit segment sound back. vi. Animation video and digital move tools animation Animationanddigital videomoviesare sequencesof bitmapped graphic scenes (frame) rapidly playedback.Computerwithfire wire orUSB portscan impactsdigital videodirectly from digital cam recorder.Movie makingtoolssuchas premiere,videoship and media shop pro lets us edit and assemble video clips captured from camera, movie segments, animation, scanned images and from digitized or MDIDI files. 4.2 Multimedia authoring tools Authoring tool is a preprogram tool for the development of interactive multimedia that provides important framework for organizing and editing elements of multimedia. They are used for designing interactivity, user interface and assembling all the elements into a single project. i. Card and page-bases authoring tools In these authoringsystemelements are organized as pages of a book or stack of card. They are basedusedwhenthe projectconsistof elementsthatcanbe viewed individually. It lets us link these pages or cards in an organized sequence. We can jump on command to any page we wish in the structured navigation pattern. It contains all the media objects like buttonand textfields.Eachof these objects contain programming scripts which is activated when an event occurs (like mouse click). Event triggers message to look for a matching
  • 17. handler and then the system executes the task specified by the handler for example livecode, toolbox etc. ii. Icon-based authoring tools In these authoring system, multimedia elements all interaction events are organized as objects in a structural frame work are processed. First we build a structure or flowchart of events, task and decisions by dragging appropriate icons from library. These icons include menuchoice,graphicchoice,soundandcomputation.Then we can add our content such as text,graphics,animation,soundandvideomovie.These toolsallow usto change sequence, add option and re-structured interaction by simply dragging and dropping icons. For example adobe author ware. iii. Time-based authoring tools In these authoringsystemelementsand events are organized along timeline. Sequentially organized graphic frame are played back at a speed that we can save. It also allows us to jumpto any locationina sequence hence addingnavigation an interactive control. In some time basedtool visual timeline isusedforsequencingeventsby displaying layers of various elements alongside the scale, in of one second. While in other time based tools long sequences of graphic frames are arranged together by adjusting duration of play for each frame. For example flash director etc. iv. Object oriented tools Here,the multimediaelements and events are treated as objects that live in a hierarchical orderof parent-childrelationship. Each object is assigned with ‘properties’ and ‘modifier’. Whena message issent,objectsdotheirtaskwithoutexternal procedures.Anobject-based authoringprogramprovidesobjectspre-programmedwithsensible properties,message and functions. For example, a video object will have duration property and will accept commands from the system such as play and stop. Examples of object oriented tools are: mTropolis, applemedia 4.3 Cross Platform Authoring Crossplatformmeansthe abilitytoperformonall platformsincludingMacintoshandwindows.Itisvery important to use tools that can be easily transferred from one platform to another. Though most developers prefer to use Macintosh to create multimedia projects, 80% of the target market use windows. So, it is important that the developers use Macintosh tools that have compatible tools in windowsor offer runtime player for other platform. Developers should also avoid those features that are not available in ether of the two platforms.
  • 18. 5. Multimedia Building Block 5.1. Text  Typeface and Font Typeface Font A typeface is a family of graphical character that usually includes many sizes and styles. A fontisa collectionof charactersof a single size and style belonging to a particular type face family. Example: Arial is a typeface Example: individual member of Arial family like Arial Black, Arial Narrow, Arial Rounded MT Bold, Arial Unicode MS It is the creative work of designer. It is the delivery mechanism. Typeface is a set of one or more fonts that share common design features. Font is a digital file that describes the typeface. Typeface is a group of related fonts which vary only in weight, orientation, width but not design. Each font of a typeface hasa specificweight, style, width and orientation.  Design Issue i. For small type use legible font as decorative ones are difficult to read. ii. Use as few different faces as possible in the same work but vary in weight, size and style. iii. In text blocks, adjust pleasing line spacing as too tightly packet lines are difficult to read. iv. Vary the size of font according to the importance of the message. v. Explore the effects of using different color fonts on various background vi. Use anti-aliased texts for titles and heading vii. Try drop caps as the first letter f a paragraph viii. If we are usingcenteredtype in a text block, keep the number of lines and their width to a minimum. ix. Bold or emphasize text to highlight ideas and concepts. x. Picks fonts that seem right for our messages, then double check our choice against other opinions.  Types of fonts i. Bitmap: A bitmap font is essentially a image file containing b bunch of characters and control file detailing the size and location of each character within the image. Each characters isrepresentedbyanumberof dotsof pixelsrenderedinaparticular font and size. Advantage: Very simple to render which make them extremely fast Easier to create than other types Disadvantage: The usual quality tends to be poor when sealed or zoomed
  • 19. ii. Postscript It is an outline font developed b Adobe System , which uses postscript file format to encode fontinformation. Each postscript character is a mathematical formula, so it can be easilyscaledbiggerorsmaller.These are mainlytwokindsof postscript fonts. type 3 and type 1 Type 3 allowsspecifyingshading,colorandfillingpatternswhileonlyType 1can support font hinting. Advantage: High quality, high resolution Disadvantage: Takes longer time to computer iii. True type Since postscript font was adobe’s product, apple and Microsoft made a joint effort to develop a better and faster technology that give rise to true type fonts. It consists of two components: True Type Rasterizer and True Type Fonts True Type Rasterize is software thatunderstandsthe mathematical datasuppliedby the font and translated it into a form that the display can render. True type font contains data that describes the outline of each character in the typeface.  The Jaggies These are the stair-like lines that appear on the edges of the fonts. it often occurs when a bitmapfontisconvertedtoa differentresolution. Itcanbe avoidedbyanti-aliasingthe edges of the text. It smooths out the jagged lines by surrounding the jaggies with shaded pixels.  Fontographer, Font Monger, Font Chameleon i. Fontographer It is a software application to create digital fonts. Its features includes a free-hand drawing tools to create precise inline and outline drawings of calligraphic and script characters.It allowsthe creationof multiple fontsfromtwoexistingtypefaces. It allows adding of symbols and foreign characters to our fonts. It lets you edit both PostScript and TrueType fonts and also allows importing bitmap files. ii. Font Monger It converts Macintosh or Windows font to either platform as well as in any direction between PostScript Type1, Type3 and TrueType formats. To create new fonts or to manipulate existing ones Font Monger includes a free hand drawing tools; a scissors toolsand a gizmotoolsthatrotates, slants and skew character outline. It was a product of Ares Software. Since the company’s acquisition by Adobe, this product has been discontinued. iii. Font Chameleon It was a font-generatingtool.Basedonthe description about the weight, width, height and blendprovidedbythe user,a setof genericcharacter shape template wasmodified
  • 20. to generate desired font. It was also a product of Ares Software and was discontinued after Adobe took over the company.  Symbols and Icons Symbols are concentrated text in the form of stand-alone graphic constructs. It conveys meaningful messages. E.g. windows Hourglass Cursor tells us to wait while the computer is processing.Icons are pictogramdisplayedonacomputerscreeninorderto help user navigate a computer system. User can activate them using a mouse, pointer, touch or voice commands. Both symbols and icons represent other things but icon is a pictorial representation of the product it stands for where as a symbol does not resemble what it stands for. Icons are restrictedtographical representationof object and one can easily understand what they stand for. On the other hand one has to learn what a symbol stands for as it is not similar to what it stands for.  Animating text and 3D effects Text can be animated to catch viewer’s attention. We can make our text fly from right to left, zoomin our zoomout. A headline may grow one character at a time. Flash important texts in a timed automated sequence. Fly a word, dissolve others, rotate or spine others until it is interesting to watch. We can also make our message stand out by applying 3D effects to text. Withthe helpof 3D programs suchas Typestryand Logo Motionwe can make our texts have 3D effects of various shape, size, angle, color and shadow.  Typestry and Logo Motion i. Typestry It was a 3D software programreleasedbyPixar.Itrendered and animated text entered by the userin different fonts. The fonts were extruded into 3 dimensions with various bevel stylesandtexturesappliedduring rendering. It had a rubber sheet feature which allowsgeneratingtextsasif theywere writtenonaflag.We can also specify how windy it is. Anotherfeature wasthe Tube featureswhere textwaswrittenasif itwas wrapped around a tube. It also allowed rotating the text in shape.  ASCII standard only 0-127 American standard code for information interchange is a character coding system. It encodes 128 characters into 7 bit binary integer. These characters include number form 0-9, letters a-z and A-Z,punctuationsymbols,blankspace and some control codes. ASCII codes represent text in computer, MODEM, printers and other devices that use text. E.g. To a computer working on ASCII character set, the number 65 always represent an upper case letter A.  Cross platform problems (For text) Fonts are one of the greatest cross platform concerns. When multimedia project build on windows is played on Macintosh platform and a specified font doesn’t exist on the target machine,asubstitute fontmustbe providedonit.This iscalled font substitution. In many cross platform savvy application, font mapping can be defined explicitly. E.g. Win -> Mac Arial -> Helvetica
  • 21. MS Serif -> New York Chicago -> System To avoid font displays problems, especially for headlines, we can use picture of the text or bitmaps instead of texts. 5.2 Sound and music  The power of sound When something vibrates in the air by moving back and forth, it creates waves of pressure, when they reach our eardrum we experience the changes of pressure or vibrations as sound. The branch of physicswhichstudiesaboutsoundisAcoustics.Soundpressure level (loudness or volume) ismeasuredindecibels(dB) whilefrequency is measure in Hertz. The frequency range of humanhearingisfrom20Hz-20KHz. Asa multimediaprojectdeveloper we neednotknowthe in-depth knowledge about sound such as harmonics and sine wave but we must know how to record and edit sound on our computer and incorporate them into our multimedia project.  Multimedia System Sound (Sound control panel) Computerhas sound control panel to customize system sound. In windows system sounds are wav file which reside in ~windowsmedia. When window start up Microsoft sound. war is played. We can also add our own sound file and install them so that they play when a system event occurs. In Macintosh system sound are in AIF format and are stored in: ~/system/library/sound.  Digital audio Digital audioiscreatedwhenwe represent the characteristics of a sound wave using numbers. Sound can be digitized from a microphone, synthesizer, existing recording, live radio and televisionbroadcast,CD&DVD. Digitizedsoundissampledsound.Everynth fractionof a second, a sample of sound is taken and stored as digital information in bits and bytes. The quality of digital recordingdepends upon how often the samples are taken (sample rate) and how many numbersare usedto representthe value of each sample (sample size). The more the sampling rate and sample size the finer is the resolution and quality of the sound. Since the quality of audiodependsonthe qualityof recordingandnot the device itisplayedon,digital audio is said to be device independent.  MIDI audio (Musical Instrument Digital Interface) MIDI is a communicationstandarddevelopedforelectronicmusical instrument and computers. It providesthe quickestandeasiesttool forcomposingourown original musical score. MIDI is a score whichdependonthe qualityandcapabilitiesof the musical instrumentsandsoundsystem on which it is played, hence MIDI audio is said to be device dependent. The advantage is the ease of editingdata.For e.g. is we have a music created using violin and our client decide that he wants the sound of harmonica instead. In case of digital audio we would have to re-record and re-digitized the music but in MIDI data there are unique values that designate each instrument which can be easily changed.  MIDI Audio vs. Digital Audio In contrastto MIDI Data, Digital Audiodataisthe actual representationof sound,whileMIDI is a communicationstandard.MIDIdata are smallerinsize than Digital Audio data; hence they load
  • 22. quicklywhenembeddedonweb pages.MIDI audio is easy to edit by simply changing the value of instruments,incontrastto digital audiowhichneedstobe re-recordedand re-digitized to be edited.Since MIDIdoesnotrepresentsoundbutmusical instrumentsplaybackisaccurate only if the MIDI playback device is same as the device used for production. Hence MIDI is device dependent while digital audio depends on the quality of recording and not the device independent. While preparing digital audio, deep knowledge of music theory is not essential however, MIDI data requires good knowledge about musical scores and notations.  Notation Interchange File Format (NIFF) It is a music notation file format used primarily for transferring music notation between differentscore writer.Itisan openformatthat allowsexchange of musicbetweenvariousmusic OCR, editing and typesetting programs. NIFF is based upon RIFF (Resource Interchange File Format), a file structure in which data is divided into lists, chunks and tags. NIFF is now considered out of data, since it has been replace by music XML format.  Professional sound standard (Red Book Standard) Red Book is the audio standard for CDs to ensure that all the music following these guidelines will play on majority of the CD players. It is named after one of the Rainbow book services, which was Red in color. The basic guidelines are: o Allow up to 74 min of digital sound o Sample rate of 44.1 KHz o Transfer rate of 150 kbps o Contain up to 99 tracks The standard is n0t freely available and must be licensed by Philips. 5.3 Color Theory  Electromagnetic Spectrum Coloris a phenomenonthatresultsfromthe wayoureyesprocesseselectromagnetic radiation. Light energy propagates through air as a series of waves. Electromagnetic spectrum extends formveryshort wavelengthtoverylongwavelength. There is an inverse relationship between wavelength and frequency. Wavelength 10-4 10-2 10 102 104 106 108 1010 (In nanometer) Frequency 1021 1019 1017 1015 1013 1011 109 107 The visibility wavelength is the wavelength that our eyes are sensitive to this region extends from 400nm to 700nm.  ROYGBIV The wavelengthwithinthe visible spectrumisknownasvisible length.There are seven colors in the visible regionof the spectrumthatcorrespondstodifferent wavelength of radiation. These seven colors are red, orange, yellow, green, blue, indigo and violet.
  • 23.  Additive Color –RGB In additive color method, a new color is created by combining colored light sources in three primarycolors red, green and blue (RGB). The process is used for CRT, LCD and plasma display. The red, green and blue dots light up when hit by electron beam. We see the combination of red, green and blue light and interpolate it to create other colors. Rule of Additive color method o Nothing -> black o Red + Green -> Yellow o Blue + Red -> Magenta o Green +Blue -> Cyan o Red + Green + Blue -> white  Subtractive Color – CMYK In subtractive colormethod,coloriscreatedbycombiningcoloredmediumsuchas paints or ink that absorb(or subtract) same parts of the colorspectrumof lightand reflectsother back to the eye.This processisusedforprintingwhere the printedpage ismade up of tiny halftone dots of three primary color cyan, magenta, yellow (CMYK) and the fourth one is black (K), which is technically not a color but rather the absence of color. Subtractive color mixing: o White – Red -> Cyan o White – Green -> Magenta o White – Blue -> Yellow Color model 1. RGB RGB color model is an additive color model in which Red, Green and Blue lights are added together in various ways to reproduce a broad array of color. In the 24 bit RGB model, we can specify a color by setting each amount of red, green, and blue to a value in a range of 256 choices form 0 to 255. Using 8 bit for each color a total of 24 bits of memory are needed to describe the exactcolor,whichis one of millions (256 X 256 X 256 = 16 millions approximately). In HTML a hexadecimal pair is used to represent each color. e.g. # 00 FF 00 is a pure green 2. HSB and HSL HSB: Hue, Saturation, Brightness HSL: Hue, Saturation, Lightness  Hue: It is the actual color which is measured in angular degrees, so red=0 or 360o , green =120o and blue=240o .  Saturation: It is the purity of the color which is measure in percent. At 0% saturation, hue is meaningless.  Brightness:itisthe relative lightness or darkness of a particular color expressed in percentage from 0to 100.  Lightness: it is the perceived reflection of surface. It ranges from 0=black, 100=white and pure color is at 50%. 3. CIE and YUV Othercolor modelsincludeCIEandYUV. While CIEdescribescolorvaluesintermsof frequency, saturation and luminance, YUV is based on luminance and chrominance. Perception of color red Green Blue
  • 24. Color can only exist when 3 components are present: a viewer, an object and light. Human perceive colorwhenthe differentwavelengthscomprisingwhitelightare selectivelyinterferedwithbymatteron their way to the eye. We can only perceive color with wavelength ranging from 400 to 700 nm to the electromagneticspectrum, whichisalsoknownasvisible spectrum.Whenlightfromanexternal objetis refractedas itmovesthroughthe corneaand on to the pupil,itisagainreflected by lens which projects upside image on retina. There it is absorbed by pigments in light sensitive cells called rods and cones. Cones are active at high levels and allow us to see the color. Palettes and color depth Palettes and mathematics tables that define the color of a pixel displayed on the screen. The most common palettes are 1,4,8,16 and 24 bits deep. Color depth Color available 1-bit Black and white 4-bit 16 color 8-bit 256 color 16-bit Thousand of color 24-bit More than 10 million color 5.4 Graphics and Imaging  Types of images i. Bitmaps A bitmap is an information matrix describing the individual dots that are the smallest demands of resolution called pixels on a computer screen or printing device. A one dimensional matrix of 1-bit depth is used to display monochrome images where pixel can be either on or off, most commonly set to black or white. By using more bits to describe pixels they can represent varying shades of color with submits representing more than 16 millions color. Morphing: An effective used to manipulate still images or to create interesting and oftenbizarre transformation.Morphing allows to smoothly lending two images so that one image screen to melt into the next, often producing a musing results. ii. Vector Drawing Vectordrawingisthe use of geometricprimitivessuchaslines,curves,rectangles, ovals and polygons to represent images in computer graphics. A vector is a line that is described by the location of its two end points. Vector drawing uses Cartesian co- ordinates where a pair describes a point in the 2-D space as the intersection of horizontal and vertical lines(x and y) e.g. <rect x=’0’ width=’200’ height=”150” fill=”#00ff00”/> iii. 3-D Drawing and rendering 3-D rendered graphics arts have become very popular since it provides more life like substance and feel to projects. For 3-D the depth (z-dimension) of cubes or spheres mustbe calculatedanddisplayedsothatthe perspective of the rendered object scenes correct to the eye. We can use programs like Google’s sketch up or Blender to experimentwith 3D drawing applying 3D effect to images of various shape, size, angle and color.
  • 25. Image file formats 1. Macintosh format PICT is an image format developed by Apple for Macintosh. On Macintosh, every image applicationcanimportandexportPICTfiles.InPICTfile,bothbitmapsandvector-drawnobjects can live side by side and programs such as supercard or canvas can be used for editing both drawn and bit mapped graphics. 2. Windows format Windows uses device independent bitmap (DIB) as its common image file format, usually writtenas.BMP, files.RIFF(Resource interchange file format) is the most preferred file format for multimedia development in windows, because this format was designed to contain many typesof filesincludingbitmap,MIDI score and formatted text. Bitmap format used in windows include DIB, BMP, PCX (personal computer exchange) and TIFF (Tagged image file format). 3. Cross-platform format JPEG, PNG and GIF are the most common formats used in the web and are considered cross- platform as the entire browser will display them. 5.5 Animation It is the visual change over time which adds great impact to multimedia projects  Power of Motion We can animate our whole project as just here and there, adding spices. For brief product demonstrationwithlittleuserinteraction, we candesignthe entire project as a video and keep the presentationalwaysinmotion.Forspeakersupport,we can make texts fly onto the screen, or we can make charts grow. For parts assembly training manual, we can show each componentsexplodingintoexpandedview. We can also use other visual effects such as zooms and dissolves.  Principle of animation Animation is possible because of a biological phenomenon called persistence of vision and a psychological phenomenon called phi. An object seen y the human eye remains chemically mapped on the eye’s retina for a brief time after viewing. Combined with the human mind’s needtoconceptuallycomplete aperceived action, this makes it possible for a series of images that are changed one after another to seemingly blend together into visual illusion of movement. While creating an animation, organize it’s execution into a series of logical steps. a. First gather up all the activities you wish to provide in the animation on your mind or write a script on paper. b. Choose the best suited animation tool for the required job. c. Then build and tweak your sequences. d. Allow plenty of time when you are experimenting and testing. e. Finally, post-process your animation, doing any special rendering and adding sound effects. Animation Technique  Cel Animation ThisTechnique usesaseriesof progressivelydifferentgraphicsorcelson each frame of a movie filmwhichplaysat24 framespersecond. The term cel isderivedfromclearcelluloidsheetsthat were usedfordrawingeachframe,whichhave beenreplacedtodaybylayersof digital imagery.
  • 26. Cel animationartworkbeginswith keyframes(the firstandlastframe of an action).The series of framesinbetweenthe keyframes are drawn in a process called tweening. Tweening an action requires calculating the number of frames between keyframes, and the path the action takes, and thenactuallysketchingontoacell withpencil,the seriesof progressivelydifferent outlines.  Computer Animation Thistechnique typicallyemploysthe same logic and procedural concept as cel animation, using layers,keyframesand tweeningtechniques.While in cel-based 2D animation, each frame of an animation is provided by an animator, and the frames are then composted into a single file of images to be played in sequence; In path-based 2D animation, the animator simply creates an object and describes a path for the object to follow. For 3D animation, models of individual objectsare createdand the characteristicsof shapesandsurfacesare designed. The movement of the objects within the 3-D space is then computed and hence each frame is rendered and stitched together in a digital output file. Kinematics and morphing i. Kinematics It is the study of the movement and motion of structures that have joints, such as a walking man. Animating a walking step is tricky as we need to calculate the position, rotation,velocityandaccelerationof all the jointsandarticulatedpartsinvolved such as – knees bend, hips flex shoulders swing and head bobs. Smith Micro’s Poser, a 3-D modeling program provides pre-assembled adjustable human models in many poses. Inverse kinematics is the process in which we link objects such as hands to arms, and define their relationship and limits then drag these parts around and let the computer calculate the result. ii. Morphing Morphingis a populareffectinwhichone imagesis transformed into another. It allows to smoothlyblendtwoimagessothatone image seemstomeltintothe next. Morphing applicationsallowsthe transitionof notonlystill images but also moving images. Some popularmorphingsoftware are Avid’s Elastic Reality, BlackBelt’s Win Images and Meta Tool’s Digital Morph etc. Animation File Formats File formats that are designed specifically to contain animations along with their platform are Director(.dirand . dcr), animatorPro (.fli and .flc), 3D Studio Max (.max) GIF 89a (.gif) and flash (.fla and .swf). File compression is an essential parts of preparing animation files for the web. Hence, Director’s native movie file (.dir) is pre-processed and compressed into shockwave animationfile (.dcr) forthe web.Similarly,Flash’s native file (.fla) is converted into Shockwave Flashfile (.swf)in ordertoplayon web.For3-D animation,the individual rendered frames of an animation are put together into one of the standard digital video file containers, such as windowsAudioVideoInterleavedFormat(.avi), QuickTime(.qt, .mov) or Motion Picture Expert Group Video (.mpeg or .mpg). HTML5 is animation build within .svg file. 5.6 Video  How video works? Whenlightreflectedfroman object passes through a video camera lens that light is converted into an electronic signal by a special sensor called charge-coupled device (CCP). Most video cameras have 3 CCDs to enhance the resolution of the camera and the quality of the image.
  • 27. Analog video has a resolution measured in the number of horizontal scan lines, each of those linesrepresentcontinuousmeasurementsof the color and brightness along the horizontal axis in a linear signal. In an analog system, the output of the CCD is processed by the camera into three channels of color information and synchronization pulses and the signals are recorded onto magnetic tape. The Analog Broadcast Video Standards are NTSC, PAL and SECAM. Digital video: signals consist of a discrete color and brightness value for each pixel. In a digital system, the output of the CCD is digitized by the camera into a sequence of single frames and the audio-video data are compressed before being digitally stored to a disc. The digital broadcast video standard is HDTV.  Broadcast Video Standards i. NTSC (National Television Standards Committee) Many North American countries (USA, Mexico, Canada) including Japan used a system for broadcastinganddisplayinganalogvideobasedonspecifications set by NTSC. Here, a single frame of videowasmade up of 525 horizontal scan lines drawn onto the inside face of a phosphor-coated picture tube every 1/30th second by a fast moving electron beam.The electronbeammakestwopassesasit draws a single video –frame. At first it laid down all the odd-numbered lines and then all the even-numbered lines. Each of these passespaintedafield,andthe twofieldswere combined to create a single frame at a rate of 30 frames per second. ii. PAL (Phase Alternate Line) Western Europe, South America, South Africa, Australia, UK and China used this standard. PAL increased the screen resolution to 625 horizontal lines but slowed the scan rate to 25 frames per second. Just like NTSC, here also even and odd lines were combined to create a single frame. This process is called interlacing. iii. SECAM (Sequential Color and Memory) France, Russia and Easter Europe used this standard. Like PAL, it also had screen resolutionof 625 horizontal lines and scan rate of 25 frames per second, however they different in terms of technology. iv. HDTV (High Definition Television) It provides very high resolution. It uses both interlacing and progressive-scan technologies. It is available in the following formats: 1920 X 1080 interlaced format (1080i) 1280 X 720 progressive-scan (720i)  Integrating Computer and television Integration Computerpresentationof informationbenefitsfromthe color,motionandsoundthattelevision offers. Similarlytelevisionbenefitsfrom the control and personalization provided by computer technology including computer games and internet access. A television and computer integration is possible due to coupler module which is electronically coupled to both the television and computer along with keyboard and mouse. Difference Computerdisplaysare designedforclose viewingoftenasasolitaryactivitywhiletelevisionsare designedfordistantviewing often as a group activity. Traditionally, television uses interlacing method where two fields, odd and even are combined to form a single frame whereas computers implement progressive scan method where the entire frame is drawn in a single
  • 28. pass. Television screen are usually divided into scan lines while computer images are divided into dots or pixels.  Video recording formats Analog recording formats are M-II, EBV-C, Beta can SP, U-Matic SP, S-VHS. Digitally Recording formats are D-1, D-2, D-3,D-4,D-6, Digitally Beta Can, Digital S, Ampex DCT, DV/DVC PRO, DVC PRO 5.0 and Beta Can SX  Video compression Videotakesalotof space approximately 17MB per second. So it must be compressed before it is put as web. Two types of compression are: i. Lossy compression It meansthe compressedfilehas less data in it than the original file. Since information has been lost, in some cases, files are of low quality. ii. Lossless compression It means compression where none of the information is lost. 1. JPEG Standard set by joint photographic experts group. It is a commonly used method of lossy compression. It achieves 10:1 compression with little percepable less in quality. 2. MPEG Standard set by Moving Picture Experts Group. MPEG-1: Used for CD-ROM, it could deliver 1.2 mps of video. MPEG-2: Usedfor DVDs,it providedbroaderscope andwiderappeal supporting interlacing and high definition. MPEG-4: Used for Blue Ray, it also supports 3D view. 3. DVI Indeo Developed by Intel in 1992, I was used for the compression of television quality video onto compact discs. It was later replaced by MPEG. Optimizing video files for CD-ROM CD-ROMprovidesanexcellentdistributionmediumforvideos. CD-ROMplayer offers slow data transferrates, but adequate video transfer can be achieved by taking care to properly prepare the digital video files: i. Limit the amount of synchronization required between video and audio by interlacing the audio and video segments where needed. ii. Use regularly spaced key frames (10 to 15 frames apart) that can correct seek time delays (time required to search specific data on CD). iii. The performance depends on the size of the video window (pixel) and frame rate, the bigger the size and faster the rate, the better is the performance. iv. Defragment the files before burning the master v. Specialized application such as Media Cleaner Pro can automatically optimize the digital video file for playback from CD-ROM.
  • 29. 6. The Internet and the World Wide Web 6.1 How the internet works The internet is a global system of interconnected computer networks that use the standard protocol suite to server billions of users worldwide. It is a network of networks linked by a broad array f electronic, wireless and optical networking technologies.  Internetworking A network is a cluster of computer, with one computer acting as a server to provide network services such as file transfer, email and document printing to the client computer of that network. Using gateways and routers, a Local Area Network (LAN) can be connected to other LANs to form a Wide Area Network (WAN). These LANs and WANs can be connected to the Internet through a server that provides both the necessary software for the internet and the physical dataconnection. Individualcomputernotpermanentlypartof a networkcanaccess the internet servers through dial up or broadband access and with proper identification and onboard client software, can obtain an IP address on the Internet.  Internet Address Everymachine onthe internethas aunique numberassignedtoitcalledthe IPaddress.Without a unique IPaddressonour machine,we will notbe able to communicate with other devices on the Internet. It makes sure that we are not lost during our Endeavour. The current IP Address usedon the networkare IPv4(InternetProtocol version4) whichuses32-bitaddresses and IPv6 (Internet Protocol version 6) which uses 128-bits addresses. An example of how an IP address appears is 192.168.1.10. The IP address can further be broken down into classes A,B,C,D and E. Class Start Address Finish Address A B C D E 0.0.0.0 128.0.0.0 192.0.0.0 224.0.0.0 240.0.0.0 126.255.255.255 191.255.255.255 223.255.255.255 239.255.255.255 255.255.255.255 Class A: This class is allocated to very large networks such as Multinational Companies Loopback:Reservedasa loopbacktoour own computer,itisusedfortestinganddebugging our programs and hardware. (127.0.0.0 to 127.255.255.255) Class B: This class is allocated to ISPs and large networks like college, hospitals Class C: This class is given to small to mid-sized companies. Class D: The IP addresses in this class are reserved for reserved called multicast. It is a mechanismfordefininggroupsof nodesandsendingIPmessagesonlytothat group rather than every node on LAN (broadcast) or just one other node (unicast). Class E: The IP address in this class are reserved for future or experimental purpose.
  • 30.  The bandwidth bottleneck Bandwidth is how much data we can send from one computer to another in a given amount of time, expressed in bits per second. Bottleneck in a communication context is a point in the enterprise where the flow of data is impaired or stopped entirely. Effectively there is not enoughdatahandlingcapacityto handle tocurrentvolume of traffic.Asa resultdataflow slows down to the slowest point in the data path which consequently affects the application performance andmayevencrash the application.Bottleneck usually arises from poor network, mismatchedhardware selectionorpoorconfigurationof switches.Bottleneck can be identified by systematicallytestingnetworkperformance atvariousdevicesalongadata path andisolating devices performing noticeably slower than other points. Bottleneck can be resolved by reconfiguring, upgradingorreplacingthe offendingdevice.Atlow bandwidth,bottleneckcauses a 24bit colorimage to upload/downloadslowerthanapage of text.A multimediadeveloper can avoid bottleneck by  Compressed the data very tightly before transmitting  Design very compact multimedia elements such as avoiding greater color depth  The user can download data only once and then store it in a local hard disk cache  Implements streaming method that allow data to be transferred and displayed as it comes in  Internet services (MIME-types) The various internet services along with their respective protocol includes Email(SMTP), File Transfer (FTP), real-time chatting (IRC), capability to log into remote computers (telnet), participating in discussion groups (Usenet) and World Wide Web (HTTP). MIME –Types To indentify the nature and purpose of the data transmitted, the internet uses a standardlistof filename extensionscalledmultipurpose internet mail extension. MIME type has two parts: a type and a sub-type which are separated by a slash. E.g. MIME type for Microsoft Word files is application and the subtype is ms-word, together the complete MIME type is application/ms-word. Other examples of MIME types: Type Common file extension Purpose Text/html Image/png Image/jpeg Audio/mpeg .html .png .jpeg .mpeg Web page PNG-format image JPEG-format image MPEG audio file 
  • 31.  Multimedia on the web Multimedia experience on the internet access on World Wide Web programmed with HTML along with enhanced capabilities provided by XML, Javascript, AJAX, and special plug-ins like Flashand QuickTime.Todesignandmake effective multimedia for this environment develops needtounderstandhowtocreate,editand deliverthe multimediaelements or HTML browsers and plug-ins.A wellcrafted,professionallyrenderedsite onthe webincludestext, image, audio and animationpresentedinauserfriendlyinterface thatbalancesthe bandwidthdeficit against user patience. 6.2 Tools for the World Wide Web  Web server A web server is a computer program or machine that distributes web pages as they are requested.Whenwe enteranaddressinthe internetbrowserfromyourcomputer,the browser sends a request off into the internet asking to view the web page found at that address. The webserveristhe program or machine thatresponds to the request and delivers the content of the page back to the user. This is possible because every computer or device that connects to the internet has a unique IP address while every web page on the internet has a unique URL (UnifiedResource Locator). Web servers are sometime slowed down by inadequate resources and large number of requests being received in a very short time. To ensure that all the web ages and server communicate effectively, the data being transferred should comply with the standard protocol HTTP. The most common web server software used today is Apache (more than 50% of all websites) and IIS-Internet Information Services (nearly 25%).  Web browsers It is a software application used to enable computer users t locate and access web pages. It is withthe helpof browsersthatwe can contact withthe webserverandrequest for information. Browser translates the HTML code into different web pages. Some of the common web browsers are Microsoft Internet Explorer, Mozilla Firefox, Google Chrome, Opera etc. every browser features a toolbar that allows performing function like o Go back to the first page called home o Bookmark favorite websites o Check web history o We can go forward and backward to see the sites we viewed  Website markers and editors Theyare the toolsthat allowthe construction of websites. They could be used either online or offline.Online website buildersrequirethe customertosignup with the web hosting company. The company provides a range of services from creating basic personal WebPages or social content to making complete business/e-commerce websites, either template based or more flexible platformwhichare totallydesign free. It is ideal for beginners as it is quick and easy to use.Sitesare generallycreatedusingeitherHTML or Adobe Flash.Offline website makers work
  • 32. on the WYSIWYG (What You See Is What You Get) word processor editors. It is mostly used by professional web designers who have basic knowledge about HTML and CSS code. It is more flexible as it allows direct edition of the source code.  Plug-ins and delivery vehicles Plug-ins is software programs that work with the web browser to display media. When the browserencountersamultimediafile,ithandsoff the datato the plug-ins to play or display the file.Plug-insisdesignedtoperform special tasks which won’t be available if the plug-ins is not installed. Text: The most populartextanddocumentplug-insis Adobe Acrobat Reader which can show special fonts. Images: Plug-ins like flash is very useful to display highly compressed vector image. Sound: Soundcan be embeddedinto QuickTime, windowsmediaandMPEG movie files. They may be either received on streaming, play back or fully downloaded. Animation video and presentation Animationandvideocontainingbothimages and synchronized sound are commonly packed as Apple, QuickTime, Microsoft’s video for windows (AVI) and MPEG files. Also data rich are the files for proprietary formats such as Microsoft payment.  Virtual reality modeling language (VRML) This is a standard language which is used for 3D interactive simulation with the World Wide Web. VRML flies are commonly called world and have the *.wrl extensions. VRML is a text file format where vertices are edges for 3D graphics can be specified along with surface color, UV mapped textures, shininess and transparency. Using VRML, we can build a sequence of visual image intowebsettingwithwhichausercan interactby viewingmovingrotatingandotherwise interacting with a 3D scene. E.g. we can view a room and use controls to move the room as we would experience it if we were walking through it in real space. 6.4 Designing for the World Wide Web i. Text for the web We can specifyafontand evenalternate fontsusing CSS but browsers can only use it if it is installed o the end user’s computer. Times Roman, verdana and courier are the most commonly used fonts on the web as they move across platforms. Using <TABLE> tag of HTML we can create columns to display us contents like a newspaper of magazine. ii. Images for the web Browser recognizes four image formats GIF, PNG, JPEG and SVG without resorting to special plug-ins. For other graphics format such as CGM, CMX, DXF, special creation software and browser plug-in may be required. Various tools such as Adobe’s Photoshopare usedforcreating imagesforuse on the WorldWide Web.Most browsers
  • 33. allowusto specifyan image or color to place in the background of our page. To make a graphic image clickable so that it links to another document, simply include the image tag inside the bounding tags of an HTML anchor that points to that document’s URL. iii. Sound for the web Most browsers allow embedding of sounds into documents using the <AUDIO> tag. Inside thistag,the autoplayattribute,itpresent,startsthe audio playing as soon as it is ready.If controlsare present,a play/pause and other controls will be displayed. When preload is present, the audio will load when the page does and be ready to run. iv. Animation for the web JavaScriptwithXML features,combinedintoAJAX(Asynchronous JavaScriptand XML) is usedforpowerful interactive applications. It is possible to make simply animations by putting multiple images or frames into a single GIF89a file and display them with programmable delays. When we use the <IMG> tag to embed a GIF89a multiframe image,the browserdownloadsthe file andstoresitinthe cache folder of our local hard disk. Once fully downloaded, the browser plays each frame of the image quickly and smoothly. 7. Assembling and delivering a project 7.1 Planning and Costing Beginning with the ideas, allow the project to take shape in our head as we think through the various methods available to express our message to the viewer. As we thinkthroughthe ideawe mustcontinuouslyweigh the purpose and goals against the feasibility of the project and the cost required. Analyze the need of the project as to why it is needed; also analyze the market to understand who needsthe developed project.Analyze the technologyandthe deliverymediumtoknow the feasibilityof the project under budget. Plan out each task including the various multimedia elements and the expert skills required for the project. Create prototype totestour ideasand mock up interfaces against different technology (will it work on proposedplatform) market(canwe sell it),cost(canwe finishitwithinbudget) and human interface (is it easy to use). Prepare a schedule by estimating the total time required task and then allocate this time among the number of people working on the project. Prepare a budget plan to estimate the cost requirement to develop and deliver the project.
  • 34. 7.2 Designing and Producing Here,eachof the plannedtasks isfulfilledtocreate a finishedproduct.The designers must work closely with producers to ensure that their ideas can be properly realized and the producers need to confirm the resultsof theirworkwith the designers. Prepare a stray board; it could be either in great details or justa roughone.However,the more planningonpaper the better and easier it will be to construct the project.Designthe structure of yourproject.A navigationmapoutlines the connections or links among variousareas of your content and helps to organized them. It could be either linear, hierarchical, non- linearorcomposite.Designthe userinterfacewhichisconsistentinbothlookandbehavior.Multimedia authoringsystemprovidestoolstodesignandimplementyourowngraphical userinterface.Production isthe phase when the multimedia project is actually rendered. Check the development hardware and software and review the organizational and administrative setup. The product should be revised by taking client feedback, however provide a management oversight to avoid endless feedback loops. 7.3 Content and talent The informationandmaterial thatdefinesthe projectiscalledcontent.Contentscould be photographs, graphics, sound, music, text, video and animation. Content may be our own or from third parties. It is necessarytospecifythe formatand quality of the content in the project plan. Pre-existing content can come from a variety of sources such as photo library, sound library and stock footage house. Some materialsinthe publicdomaindo notrequire alicense while some need to have permission to use the copyrighted materials. It is important to get the permission or buy the ownership rights before using them else we might get into legal troubles. Finding the right talent for the particular purpose is very important. Acquiring talents involve getting the perfect actor, model or narrator’s voice. It is also important to check their contract concerning any limitations on future use. Justified_rt@yahoo.com Working with sound on mac with window Interlace color by SDSC Importing graphics 7.4 Delivery Alpha testing, beta testing and polishing to gold 1. Alpha testing Alpha releases are typically circulated internally among a selected group of mock users for testing. We should remain flexible to the changes in design and behavior of the project accordingto user’sfeedback.Insteadof friends,itisbest toinclude aggressive people, who can provide criticism to our work. In this testing, we will uncover bugs that we might have over looked.
  • 35. 2. Beta testing The beta testing groups includes representations of real users and avoids people who are involved in the project’s production. Beta testers should provide a detailed description of the hardware and problem, so that we can re-create it, analyze it and repair it. 3. Polishing to gold While moving through alpha and beta testing and through the debugging process towards the final release,several termsare usedtoindicate the currentversionstatusof the project. Bronze is used when the project is close to being finished. Gold in used when there is nothing left to change or correct in the project and it is ready to reproduce copies of the final product. Compressing and file archives Files containing sound and video information are usually large in size. File compression is the technique of reducing the size of the file by cutting out most of the duplication of data in the files.Filesmayneed tobe compressedwhile sendingthemelectronically via mail or just to save diskspace. Some of the commonlyusedfile compressionsoftware are WinZip, peazip etc. Files are compressed or packed into a single file called an archive. When that archive is decompressedorthe filesare extracted,eachfile inthe archive isreconstituted. Self-extracting files allow the user to run the executable archive where compressed files are automatically decompressed and placed on the hard disk.