Multimedia Fundamentals - Study Guide PDF

Summary

This document is a study guide or lecture notes on Multimedia Fundamentals. It covers the history of multimedia, basic concepts, types of multimedia products, and multimedia systems. The document discusses topics like linear vs. nonlinear multimedia, hardware and software components, and evaluation criteria for multimedia products.

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CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1A INTRODUCTION TO MULTIMEDIA LECTURE 1 HISTORY OF MULTIMEDIA HISTORY 1960s...

CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1A INTRODUCTION TO MULTIMEDIA LECTURE 1 HISTORY OF MULTIMEDIA HISTORY 1960s 1970s 1980s Text-based, command Mouse VideoWorks Atari – video interaction line arcade to Mouse + GUI = Macromedia Machine to solve Director (MM complex home users popular Multimedia authoring) mathematical (MM) calculations. Imagesfrom https://www.tumblr.com/search/70%27s%20video%20games, https://www.techspot.com/guides/477-xerox-parc-tech-contributions/, https://vintagemacmuseum.com/videoworks-and-vintage-memories/. HISTORY 1980s 1990s Intel: 80386 processors More technological advances – capable of handling MM better processing power, OS, applications memory, storage, audio and 1984 - CD-ROM devices video capabilities 1987 - Mac II colour monitor Cheaper 1988 - CD-R 1989 – Video Toaster: video SFX, computer animation and graphics & SoundBlaster: MIDI music Images from http://www.old-computers.com/, https://pc-museum.com/officewing.htm Multimedia (present) BASIC CONCEPTS OF MULTIMEDIA MULTIMEDIA Multi many medium of Media communication Multi Media Multimedia DEFINITION OF MULTIMEDIA Combination of multimedia elements such as text, graphics, audio, video and animation. Delivered interactively to the user by electronic /digitally MULTIMEDIA ELEMENTS GRAPHICS | TEXT | AUDIO | VIDEO | ANIMATION TYPES OF MULTIMEDIA Non - Linear Linear (passive) (interactive) Hypermedia (navigation) LINEAR VS. NONLINEAR Passive Linear Starting at the beginning and running through to the end Interactive User are given navigational Nonlinear control and can wander through the content Used to navigate the interactive Hypermedia multimedia LINEAR VS. NONLINEAR Passive Linear Starting at the beginning and running through to the end Interactive User are given navigational Nonlinear control and can wander through the content Used to navigate the interactive Hypermedia multimedia LINEAR VS. NONLINEAR Passive Linear Starting at the beginning and running through to the end Interactive User are given navigational Nonlinear control and can wander through the content Used to navigate the interactive Hypermedia multimedia TYPES OF MULTIMEDIA PRODUCT Some of these Briefing Reference products may overlap each other. Education Multimedia Database and Training Products Entertainment Kiosk and Games 1 BRIEFING PRODUCTS Small, straightforward, sequential used to present information quickly and concisely. Examples :- corporate presentations educational lectures sales presentations 1 BRIEFING PRODUCTS CHARACTERISTIC Short development cycle ( from few hours to few days) Limited use of graphics, audio & video due to the time constraint Limited number of usage where once the presentation was over the product is disposed / modified for future uses Have few navigational controls 1 BRIEFING PRODUCTS Good briefing presentation depends on: The understanding of the presented subject Seamless integration of content Consistent layout 2 REFERENCE PRODUCTS Most common form of commercial multimedia products Often used for answering specific questions/ for general browsing of information. Stored on CD/ DVD ROM / high-density storage device 2 REFERENCE PRODUCTS Examples are electronic forms of : Encyclopedia Dictionaries Cookbooks, Historical, Informative Scientific surveys. 2 REFERENCE PRODUCTS CHARACTERISTIC Used by wide range of user (small – adult / casual to very technical users) Have navigational menu, book marking, searching, printing utility 2 REFERENCE PRODUCTS 2 basic classes of reference product are: 1. Generalized Content (dictionary/encyclopedia) broad treatment of content at a limited depth 2. Detailed Content focus on specific area and provide extensive information. 3 DATABASE PRODUCTS Focus on storing and accessing actual data such as collections of fonts, pictures, sound and video clips. 3 DATABASE PRODUCTS Examples : Google Search Google Earth Library system Phone directory 3 DATABASE PRODUCTS CHARACTERISTIC Manages multimedia data (large data) Descriptive finding methods - content based search Simultaneous access - online database Relational consistency in data management 4 EDUCATION & TRAINING PRODUCTS Similar to textbook / training manuals but have added media such as audio, animation and video. Shares the same characteristics as Reference Product 4 EDUCATION & TRAINING PRODUCTS 3 general categories of education & training products are: Instructor support products – resource materials for instructors Standalone / self-paced products – Learning materials for students to study at their own pace Combination products 5 KIOSK PRODUCTS A product which is usually stationed at public places Allow the user to find information interactively & also other types of transaction 5 KIOSK PRODUCTS CHARACTERISTIC Limited target users and usage User friendly and easily used by user Fast response 6 ENTERTAINMENT & GAMES PRODUCTS CHARACTERISTIC Requires constant feedback & interaction with the user Challenging and sometimes intriguing for user Enabled online play for more than one user experience Example : arcade games computer games movies 6 ENTERTAINMENT & GAMES PRODUCTS MULTIMEDIA SYSTEMS MULTIMEDIA SYSTEMS Any system which is able to process multimedia data and application Characteristics: 🙐Contain digital 🙐Must be control 🙐information & data by computer 🙐Have an interactive 🙐Able to be interface. integrated COMPONENTS OF MULTIMEDIA SYSTEM 🙐 Multimedia Components 🙐Intangible 🙐Tangible Elements Elements 🙐Hardware 🙐Creativity 🙐Organization 🙐Software 🙐Communication CREATIVITY most important asset develop a sense of scope & content for the project being creative implies knowledge of hardware and software “What can I build that will look great, sound great and knock the socks off the viewer?? “ “ How creative am I” ORGANIZATION detailed plan for the project is critical have an organized outline/plan for the project COMMUNICATION Communication among workgroup members & clients Use quality equipment & software HARDWARE Interprets your instructions into computer activity Types: Capture devices, Storage Devices, Display devices, Computer systems, Communication networks HARDWARE Platforms Most popular platforms for producing and delivering multimedia projects: Apple Macintosh OS Microsoft Windows OS 🙐Affordabilit 🙐Software y availability 🙐World-wide obtainability SOFTWARE Should have all the basic features to create a good multimedia content More expensive software offer advance powerful features and require higher skill Save time and help to organize a project Freeware SOFTWARE Example types of software:- Project management software Multimedia authoring software Graphic editing software Sound editing software EVALUATING MULTIMEDIA PRODUCTS User 🙐Subject and Content 🙐Platform 🙐Usability 🙐Cost SUBJECT AND CONTENT To have a product that meet the area of interest Able to supply the information needed added with the entertainment value Satisfy education, training and learning objectives PLATFORM Focus on what type of equipment the user has and if it is compatible with a specific product. Criteria for evaluation: Hardware platforms Computer processor speed & data bus requirements Memory sizing USABILITY Usability means that the user can apply, learn, use the program efficiently. The key criteria here are: Learning/training time: how long does it take to learn how to use the product Error rate: how often mistakes made by the users & how simple is the mistake? Task Time: how long does it take to accomplish a task Retention: how difficult is for the user to operate & how attractive is the product to use. COST It is depending on how much is gained and the benefits. END OF LECTURE CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1B MULTIMEDIA ELEMENTS LECTURE 2 : TIME INDEPENDENT| GRAPHICS LEARNING OBJECTIVE Describe what graphics are Differentiate different graphic types & file formats. Define resolution of graphics. Before you create... Plan your approach Organize Your Tools Configure Your Computer Workspace GRAPHICS Digital representation of non-text information that contains NO movement. Used as backgrounds, content, navigational controls, etc. Graphics Bitmap Vector BITMAP GRAPHICS BITMAP GRAPHICS called raster graphics / pixelized graphics composed of individual elements called pixels that are arranged in grid. BITMAP GRAPHICS Photo-realistic images Bitmaps Complex Images that drawings require fine detail BITMAP GRAPHICS Increasing the size will affect the quality - resolution dependent. Raw bitmap files are large. INTERPOLATION Increase the Decrease the size of an size of an image image Estimate the colour values This process of new pixels is called based on the INTERPO- surrounding LATION a pixel is a group of pixels. mapped to a pixels is larger group mapped to a of pixels single pixel INTERPOLATION 2 2 4 4 2 4 2 2 4 4 6 2 6 6 2 2 6 6 2 2 INTERPOLATION Only smooth at the original size When enlarging the picture, the software has to estimate the new pixels INTERPOLATION Algorithms determines the quality of the results. Low-quality Medium-quality High-quality BITMAP GRAPHICS Popular bitmap editing software Microsoft Paint Adobe Photoshop Corel Paint Shop Pro CorelDraw Ulead PhotoImpact Paint.NET Gimp Bitmap Graphics Advantages Disadvantages Can have different textures on the Large file size drawings Not easy to make modification to Suitable for photorealistic image objects/drawings Graphics became blocky when the size is increased VECTOR GRAPHICS VECTOR GRAPHICS refers to object-oriented graphics the computer stores each objects as formula (equations) VECTOR GRAPHICS Created from geometric objects such as lines, rectangles, ovals, polygons using mathematical formulas. E.g. Adobe Illustrator & Macromedia Freehand Objects key points path CLASS ACTIVITY 1 SVG HTML5-capable browser. SVG VECTOR GRAPHICS CHARACTERISTICS OF VECTOR Suitable for logos, charts, graphs, 3D applications and line drawings. Resolution independent ( scalable to any size) Small file size Reusability factor Format example :.swf Vector Graphics Advantages Disadvantages Small file size Limited color capability Maintain quality as the graphics is Use more processing power increased Easy to edit- each object is independent AUTOTRACING Process used to convert bitmap images to vector-based or drawn object offered by vector software https://vectormagic.com https://www.autotracer.org RESOLUTION RESOLUTION Refer to quality capability (sharpness) of graphic output (monitor) / input device (scanner). 3 types of resolution: Color Resolution – number of colors for each pixel Image Resolution – dimension of an overall image Display Resolution – how many pixel can be displayed on the computer screen COLOR RESOLUTION Also called color depth Refer to the number of colors one pixel can represent It is measured in bits Color Depth Calculation Number of colors 1 bit 21 = 2 2 4 bits 24 = 16 16 8 bits (1 byte) 28 = 256 256 16 bits (2 bytes) 216 = 65,536 65,536 24 bits (3 bytes) 224 = 16,777,216 16, 777,216 The appearance and quality of an image on the computer screen will depend on the color resolution of the image and color resolution of the computer screen COLOR RESOLUTION Number of colors in 1 pixel = 2n 1 bit 8 bits 2 colors : black / 256 colors white (Monochrome) BMP – 16 KB BMP – 119KB COLOR RESOLUTION Number of colors in 1 pixel = 2n 16 bit 24 bits 65,536 colors 16,777,216 colors BMP – 234 KB BMP – 350KB Dithering Dithering - create the illusion of color depth/resolution in images with a limited color palette. Image from https://en.wikipedia.org/wiki/Dither#Digital_photography_and_image_processing Dithering 24-bit 8-bit 4-bit 8-bit gray scale 4-bit gray scale 1-bit COLOR RESOLUTION Table of color resolution Bits per Image type pixel Color Resolution GIF 8 (8 for each color-R, G, and B) JPEG /PNG /BMP 24 (8 for each color-R, G, and B) TIFF 48 (16 for each color-R, G, and B) IMAGE RESOLUTION The total number of pixels in an image. The spatial dimension of an image is measured in: width (horizontal pixels) x height (vertical pixels) E.g. 200 x 200 pixel image = 40,000 pixels. IMAGE RESOLUTION DISPLAY RESOLUTION Number of pixels on the monitor screen. Display resolution is measured as: horizontal pixels x vertical pixels E.g,: 1024 x 768, 1280 x 800 , etc. DISPLAY RESOLUTION Screen size: 15" Screen size: 21" Resolution: 1,366 x 786 Resolution: 1,366 x 786 Image from https://www.techdonut.co.uk/computer-hardware/what-is-screen-resolution-and-why-does-it-matter DISPLAY RESOLUTION Image from hhttps://www.benq.com/en-my/knowledge-center/knowledge/what-is-4k-uhd-full-hd.html FILE FORMAT Bitmap TIFF GIF File Format JPEG / PNG JPG BITMAP Platform independent Support up to 24-bit color depth No compression No transparency No animation GIF ( Graphics Interchange Format ) Advantages Disadvantages No color information lost Can only have a maximum of 256 Compress line art well colors Image can have transparent Does not compress photographs portion well Interlaced images possible Animation possible INTERLACING / PROGRESSIVE Image builds from a low-resolution to the exact image. Non-Interlaced Interlaced JPEG / JPG ( Joint Photographic Experts Group ) Advantages Disadvantages Support a maximum of 16.7 Losses some image information million colors No transparency Compress photographs well No animation Progressive (interlaced) images Degradation of image possible possible with repeated editing & saving PNG ( Portable Network Graphics ) Advantages Disadvantages No color information lost Didn’t support animation – (MNG Can use all color depth-supports support animation) more than 16.7 million colors Image:PNG transparency demonstration 1.png Image can have transparent portion TIFF Very high compression capability Good for black and white images Used in publishing and fax applications CLASS ACTIVITY 2 COLOR CODES Color Image from https://www.researchgate.net/publication/351785444_Diseno_implementacion_y_ensayo_de_un_lector_de_colores_de_bajo_costo_para_personas_ciegas_y_disminui das_visuales/figures?lo=1 COLOR http://hslpicker.com/ Image from https://www.opticallimits.com/images/7Digital/color/variations3.png RGB HEX HSL (255,0,0) #FF0000 (0,100%,50%) (0,255,255) #00FFFF (180,100%,50%) Find the codes of these colors END OF LECTURE CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1B MULTIMEDIA ELEMENTS LECTURE 3: TIME INDEPENDENT | TEXT LEARNING OBJECTIVES Understand the elements of text Explore different types & categories of fonts & typefaces Familiar with character set WHAT IS TEXT ? Basic multimedia elements – words, sentences & paragraphs The easiest to manipulate Usage … communicate convey information opinions, ideas & / describe abstract facts in nearly ideas that have no every aspect of our visual / aural lives component (emotion / feeling) Perspectives the way the text is what lies behind the presented text easy to read interactive link/hypertext well-designed (font, color & size) the meaning & importance it carries Special Alphabet characters Numbers characters Punctuation Sign/Symbols THREE CATEGORIES OF TEXT FONTS A collection of characters of a specific font size, font style of a typeface. N Cambria 72 point bold S Calibri 72 point underline CHARACTERISTICS OF FONT TYPEFACES Graphic representation / the shape of characters. Contains a series of fonts Example Calibri, Arial Narrow and Cambria Arial Typefaces Family Arial Arial Black Arial Narrow Arial Rounded MT Bold Arial Unicode MS FONTS STYLE include bold, italic, underline, shadow effects & outlining outlining - emphasizing with a text box with borders & shading font FONT SIZES the distance from the top of the capital letter to the bottom of the descenders in the letter measured in points one point = 0.138 inches or 1/72 of an inch Lea ADDITIONAL CHARACTERISTICS ding Des Tra cki cen Ker Asc der OF FONT ng nin end g er an upstroke on a character, can be found Ascender in the letters “h”, “b” and “d” a down stroke below a character, can be found Descender in the letters “p”, “q” and “y” Lea ADDITIONAL CHARACTERISTICS ding Des Tra cki cen Ker Asc der OF FONT ng nin end g er Leading spacing above (pronounced & below a font “ledding”) (line spacing) Reading Line One Leading Reading Line Two Lea ADDITIONAL CHARACTERISTICS ding Des Tra cki cen Ker Asc der OF FONT ng nin end g er spacing between characters Tracking the extra space uniformly applied to all letters Lea ADDITIONAL CHARACTERISTICS ding Des Tra cki cen Ker Asc der OF FONT ng nin end g er the space between pairs of characters (character Kerning spacing) certain pairs of letters will have more / less space than other pairs FONTS CASES Upper Intercap case Lowercase TYPES OF FONTS Font Serif types Sans- Serif Font Serif types Serif Text San- Serif Use decorative strokes/ flags at the end of a letter For printed copy Helps to improve readability by leading the eye along the line of type Best suited for body text For computer display More difficult to read in small scale Useful as Title / Headlines Font Serif types Sans Serif Text San- Serif It does not have decorative strokes/ flags at the end of a letter For printed copy Has to be read letter by letter Best suited for headlines & bold statements For computer display Display sharper contrast for the text – even for smaller size Font Serif types SERIF VS. SANS SERIF FONTS San- Serif For computer displays, Sans Serif fonts considered better because of the sharper contrast. Serif San Serif COMPUTER AND TEXT Software used to draw the shapes of the character / text thru computer display & printing PostScript TrueType Bitmap POSTSCRIPT Page Description Language Uses mathematical construct (Bezier curves) Allows the character to be scaled bigger/smaller; able to be finely printed. It is not focused on individual character of a font but the whole pages of text Needs licensing Needs special software to display Example: Adobe’s PostScript TRUETYPE Page Description Language TrueType is joint effort by Apple & Microsoft. Uses mathematical construct - quadratic curves outline No special software needed to display No licensing needed In 2007, they introduced OpenType which combine the best features of PostScript and TrueType BITMAP It is images of characters Each letter you type will actually insert an image representation of the letter The major disadvantage : it requires a lot of memory & the quality decreases when scaled BITMAPPED AND VECTOR FONTS Bitmaps require one bitmap for each size File size increases as more sizes are added. Require a lot of memory. Vector fonts can draw any size by scaling the vector drawing primitives mathematically File size is much smaller than bitmaps. TrueType and PostScript are vector font formats. BITMAPPED AND VECTOR FONTS A bitmapped font A vector font FONT APPEARANCE Rasterization Font is drawn on the screen one pixel at a time Jaggies are the jagged edges you see when a bitmapped image is resized It caused edges of the font will appear jagged & make it more difficult to read. HOW TO RESOLVE?? FONT APPEARANCE Anti-aliasing Technique Blend the font into the background color. This technique minimizes the jagged edges making for smoother overall appearance. It substitutes additional pixels in other colors to fool the brain into thinking it is seeing continuous lines FONT MAPPING A process of specifying which font should be the substitute WHY??? Fonts & characters are NOT cross-platform compatible Fonts may not be available on the user’s machine OTHER SOLUTION!! convert the text into bitmaps TEXT CODING & DECODING Data are represented as two discrete states :- on / 1 off / 0 Binary system is a number system that has just 2 unique digits 0 and 1 called bits. The combination of 0s and 1s (Byte) that represent characters TEXT CODING & DECODING CODING ASCII SCHEMES EBCDIC TEXT CODING & DECODING ASCII CHARACTER SET It is a 7-bit character coding system ASCII Number / value to 128 Lower & uppercase letters Punctuation marks Arabic numbers Math symbols Control / non-printed characters (carriage return, line feed, tab & form feed) Non-printed Character UNICODE 16-bit architecture for multilingual text and characters encoding It can accommodate more than 65000 characters including characters from all known languages & alphabets in the world UNICODE USING TEXT IN MULTIMEDIA The text elements used in multimedia are: Menus for navigation Interactive buttons Fields for reading HTML documents Symbols and icons USING TEXT IN MULTIMEDIA Basic guidelines : Be concise Use appropriate fonts Make it readable Consider type styles and colors Use restraint and be consistent USING TEXT IN MULTIMEDIA Choose fonts that are more readable e.g. sans serif fonts (versus serif fonts) Keep the number of font typefaces in a presentation to a minimum - too many fonts can be distracting Text should not be too close to a picture /video Consider color, font and sizing when placing text over graphics SOME ONLINE TOOLS https://coolsymbol.com/cool-fancy-text- generator.html 🅟🅜🅕⓿➊⓿➊ 🅜🅤🅛🅣🅘🅜🅔🅓🅘🅐 🅕🅤🅝🅓🅐🅜🅔🅝🅣🅐🅛 http://www.glyphrstudio.com/ https://fontark.net/farkwp/ CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1C MULTIMEDIA ELEMENTS LECTURE 5: TIME DEPENDENT |AUDIO LEARNING OBJECTIVE Understand what sound is & their characteristics Differentiate the different audio type & file format DEFINITION Sound consist of spoken word, voices, music, and even noise. Sound is measured in dB (decibel) Sound waves are known as waveforms Digitizing : analog signal can be converted into digital signal. WHAT IS SOUND? Vibrations in the air create pressure waves that are perceived as sound. VIBRATING PRESSURE RECEPTOR OBJECT WAVE WHAT IS SOUND? Alternate compression and expansion of the air molecules longitudinal wave DIGITAL AUDIO DIGITAL AUDIO Representation of sound is stored in the form of samples. Frequency Characteristics Sound Sound channel resolution FREQUENCY ( SAMPLING RATE ) The rate of sound which is stored in samples per second / Hertz (Hz) The higher the frequency, the clearer and sharper the sound. It measures the quality of the overall sound. Sampling rate defines the number of samples per second, taken from a continuous signal to make a discrete or digital signal. FREQUENCY ( SAMPLING RATE ) The differences in quality relative to sampling rate. Approximate of Sampling Rate Sound Quality one-second digital sound file size 44,100 Hz CD Audio Quality 175 KB 22,050 Hz FM Radio Quality 87 KB 11,025 Hz Telephone Quality 43 KB SOUND RESOLUTION Number of bits used to Also known as represent each sample. Bit Depth Determines the quality of each sample which will give a better precision in sound Either based on 8-bit/16- bit. SOUND CHANNEL Either mono / stereo recording. Stereo recordings - more lifelike & realistic sound because humans have two ears. Mono recordings - fine but tend to sound a bit “flat” and uninteresting. Image from https://wiki.fractalaudio.com/wiki/index.php?title=Mono_and_stereo SOUND CHANNEL BASIC CONCEPT MIDI MIDI MIDI (Musical Instrument Digital Interface) An encoding scheme / protocol used for recording & playing musical instruments on a computer Originally used as a standard for interchanging information between music synthesizers (violin, piano, guitar etc) MIDI A set of instruction to tell electronic devices how to generate certain sound Only record the instruction / notes to generate appropriate sound not the actual sound. Smaller file size Images from https://www.notation.com/Articles-WhatIsMIDI.php To make MIDI scores, you will MIDI need sequencer software and a sound synthesizer. The MIDI keyboard is also useful to simply the creation of musical scores. Simple MIDI setup: https://blog.landr.com/what-is-midi/ DAW - digital audio workstation, a software program used for composing, producing, recording, mixing and editing audio and MIDI. MIDI SYNTHESIZER & SEQUENCER Synthesizer: An electronic instrument that capable to generate sounds / duplicate other instruments. stores a list of imitative /copied sounds for the musical instruments Sequencer: A software that allow user to record, edit and save music generated from a MIDI keyboard or instrument and blend it with digital audio E.g.: Quartz AudioMaster, WinKaraoke Creator 1.2b, Anvil Studio DIGITAL AUDIO VS MIDI DIGITAL AUDIO VS MIDI Digital Audio MIDI A recording A score Bigger file size More compact file size Need computing resources and Embeds in web page load and bandwidth to handle digital files play more quickly Device independent – reproduce Device dependent – quality of the sounds identical to the source sound depends on the device regardless of the playback system used More suitable for spoken dialog Completely editable without degrading the quality Does not required knowledge of Requires musical knowledge of music theory music theory Red Book Standard Method for digitally encoding the high quality stereo of the consumer CD music market Red Book Standard - Instrument standard : ISO 10149 Specifications: sample size: 16 bits sampling rate: 44.1 KHz 2 channels “lossless audio that is capable of High-Resolution reproducing the full Audio range of sound from Definition according to recordings that have Digital Entertainment Group, Consumer been mastered from Electronics Association and The Recording better than CD quality Academy, together with record labels music sources" Definition from https://www.whathifi.com/advice/high-resolution-audio-everything-you-need-to-know Analog sound wave Low sampling rate High sampling rate Image from https://www.sony.com.my/electronics/hi-res-audio AUDIO FILE FORMATS FILE FORMAT Common audio formats: Format Extension Comment Most commonly use in normal PC, large file size (uncompressed), Best Quality, CDs are WAV audio (hi-res).wav encoded in this standard. Poor metadata support. Most commonly use in Apple computers AIFF (alternative to WAV with better metadata (Audio Interchange.aiff support), lossless and uncompressed (large File Format) (hi-res) file size) Increasingly popular format because of MPEG-2 Layer 3 (not compressed file size but maintain a high.mp3 hi-res) quality audio. Storing music on smartphones and iPods Ogg Vorbis (not hi- Lossy, open source alternative to mp3..ogg res) Used in Spotify streaming. END OF LECTURE CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1C MULTIMEDIA ELEMENTS LECTURE 6 : TIME DEPENDENT | VIDEO LEARNING OBJECTIVE Understand basic principles of analog & digital video Able to consider factors to be considered when creating digital video DEFINITION VIDEO Video is the technology of electronically capturing, processing, and transmitting a sequence of still images representing scenes in motion VIDEO CONCEPT Series of frames containing pictures & sound played at a certain rate Measured by the number of frames played in one second (fps) → FRAME RATES https://www.mediacollege.com/video/frame-rate/ VIDEO CONCEPT Series of frames containing pictures & sound played at a certain rate Measured by the number of frames played in one second (fps) Places the highest performance demand on a computer - the most expensive to produce BROADCAST VIDEO STANDARDS Used to transmit video signal Common broadcast and video standards: NTSC (National Television Standards Committee) PAL (Phase Alternate Line) SECAM (Sequential Color with Memory) HDTV (High Definition Television) NTSC Format used in United States & Japan Consists of 525 scan lines drawn on a screen every 1/30th second in one single frame It uses 30 fps Has 4:3 aspect ratios (640 x 480) for the viewing area NTSC Using technique - interlacing Consist of 2 passes (field) scan and drawn in even lines scan and drawn in odd lines Each pass is drawn every 1/60th of a second (60 Hz) 1/30 = 1/60 + 1/60 PAL Format used in United Kingdom, much of Europe and Commonwealth countries (Malaysia) Consist of 625 lines drawn every 1/25th second It uses 25 fps and interlaced at 50 Hz SECAM Format used in French, Russia and few other countries It has 625 scan lines and interlace at 50 Hz HDTV Consist of 1,125 scan lines drawn at 1/60th of a second It is played at 60 fps Has 16:9 aspect ratios (920x1080 or 1280x720) for the viewing area NTSC PAL SECAM HDTV ORIGINAL North and south Australia, most French, Russia, LOCATION America, japan, of western eastern Taiwan, etc Europe, Europe,etc. commonwealth countries, etc SCAN LINES 525 625 625 1125 SCAN TYPE INTERLACED INTERLACED INTERLACED PROGRESSIVE REFRESH 60 50 50 120 - 240 RATE (Hz) FPS 30 25 25 60 SCREEN 4.:3, 16:9, etc.. 4.:3, 16:9, etc.. 4.:3, 16:9, etc.. 16:9. etc.. RATIO VIDEO CAPTURING Process of converting analog video to digital video and saved into video files Requirements: Video capture card Hardware demanding process - fast CPU, high capacity VIDEO PLAYBACK TV sets displays video through the process called interlacing scan For computer monitor, it uses a process called progressive scan (non-interlaced video) Computer display each frame one line at a time from top to bottom The entire frame is displayed 30 times in one second INTERLACED VS. NON- INTERLACED Progressive-scan video describes a frame with Interlaced video describes a one pass of sequential frame with two passes of scan lines. alternating scan lines INTERLACED VS. NON-INTERLACED images from http://easyhdtv.blogspot.com CHARACTERISTICS OF VIDEO Colour Audio Frame Rate Frame Size Resolution Setting CHARACTERISTICS OF VIDEO Frame Rate Number of images displayed in specified amount of time - frames per second (fps) The higher the frame rate the smoother is the motion CHARACTERISTICS OF VIDEO Project 1.mp4 https://ipvm.com/reports/frame-rate-surveillance-guide CHARACTERISTICS OF VIDEO Images from https://ipvm.com/reports/training-frame-rates-for-ip-cameras CHARACTERISTICS OF VIDEO Frame rates < 10 fps - continuous movement can be barely seen 16 fps - silent movie effect (but looks choppy) 24 fps - standard use in cinema, most common 30 fps - live TV broadcast / Tv shows 60 fps - 4K videos, more detailed and realistic look, game capture 120 fps - use for slow-motion video, capture video game play (rapid movements) >120 fps - high-speed camera, seldom use CHARACTERISTICS OF VIDEO Frame Size The height & the width of each individual frame Most common frame size 640 by 480 320 by 240 240 by 180 160 by 120 CHARACTERISTICS OF VIDEO Color Resolution Determines the number of colors displayed on the screen at one time Color resolution range: 1 bit (2 colors) 8 bit (256 colors) 16 bit (65,535 colors) 24 bit (16.7 million colors) CHARACTERISTICS OF VIDEO Audio Setting Refer to the audio characteristics: sampling rate sound resolution channel FILE FORMAT FOR VIDEO Microsoft AVI (.avi extension) Used for windows and non-windows system Codec: Cinepak, Indeo, RLE etc Apple QuickTime (.mov extension) on Macintosh and Windows (QuickTime) FILE FORMAT FOR VIDEO MPEG (.mpg extension) common video file that uses a digital video format standardized by the Moving Picture Experts Group (MPEG) incorporate Mpeg-1, Mpeg-2 and video compression. MPEG Standard MPEG Standards MPEG-1 : coding progressive video at 1.2 Mbps (VCD) MPEG-2 : coding interlaced images at transmission rates above 4 million bits per second MPEG-4 : compression methods for low-bandwidth video and audio encoding Explaining Digital Video: Formats, Codecs & Containers Explaining Digital Video: Formats, Codecs Containers Digital video formats, codecs and containers explained, including MP4, MOV, MXF, H.264, H.265, ProRes, DNxHD, H.262, M-JPEG, 3GP, MTS, AVCHD, XAVC-I, XAVC-S, XF-AVC, AS-11 DPP and DCP. You may also be interested in my videos: DaVinci Resolve 17: The Best Free Video Editor - https://www.youtube.com/watch?v=_bVBa4vF69M Top 8 Free Video Editors 2020 - https://www.youtube.com/watch?v=GmHAiUcAPwk More videos on computing and related topics can be found at: http://www.youtube.com/explainingcomputers You may also like my ExplainingTheFuture channel at: http://www.youtube.com/explainingthefuture Chapters 00:00 Introduction 00:34 Formats, Codecs Containers 03:27 Codecs 07:47 Containers 10:32 Formats 12:55 Format Evolution https://www.youtube.com/watch?v=-4NXxY4maYc Shooting Video Equipments: camcorders, mobile devices, professional equipments Platform: avoid shaky camera work (use tripod /stable platform), electronic image stabiliser / steady-cam Use external microphone Aspect ratio (4:3 / 16:9) Images from https://www.movophoto.com/blogs/movo-photo-blog/how-to-use-lavalier-microphones-tips-tricks-and-more and https://pixabay.com/photos/tv-camera-video-movie-cinema-3753021/ Chroma Keys Color for background to become transparent Cost effective Image from https://img.movavi.com/online-help/videoeditor/9/images/drex_using_the_chroma_key_effect_custom.png End of Lecture CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 1C: MULTIMEDIA ELEMENTS LECTURE 8: TIME DEPENDENT |ANIMATION LEARNING OBJECTIVE Define what animation are Describe how animation can be used in multimedia Discuss the principles of animation Discuss how animation are created & edited INTRODUCTION PRINCIPLES OF ANIMATION Persistence of vision and phi Let’s try 1. Keep your gaze on the small dots in between the woman’s eyes for sound 30 seconds. (slide 5) 1. Then look at the white space and blink rapidly (slide 6) https://www.illusionsindex.org/ir/ negative-afterimages PRINCIPLES OF ANIMATION Simulation of movement created by displaying a series of images (illustration) in form of frames. Animation is about bringing things to life. WHAT ARE THE ADVANTAGES ABOUT ANIMATION? You can make anything happen You take total control over how things look You take total control over how things move More explanation - Watch This! Animation basics: The optical illusion of motion - TED-Ed View full lesson: http://ed.ted.com/lessons/animation-basics-the-optical-illusion-of-motion-ted-ed How do animators make still images come to life? Are the images really moving, or are they merely an optical illusion? TED-Ed takes you behind the scenes to reveal the secret of motion in movies. Lesson and animation by TED-Ed. https://www.youtube.com/watch?v=V8A4qudmsX0&t=304s ANIMATION VS. VIDEO Animation contains Video records real- a series of drawing life situations images ANIMATION SPACE 2-D space Animation can be 2½ -D space rendered in Using appropriate 3-D space software & techniques, you can animate visual images in many ways. 2-D SPACE 2-D animations are very simple & static Examples of 2-D animations:- blinking word color-cycling logo cel animation button that changes state on mouse rollover to let a user know it Images from tenor.com 2½ -D SPACE An illusion of depth (the z axis) is created through shadowing, highlighting & forced perspective, though in reality the image rests in two dimensions 3-D SPACE Complicated & realistic animations are done in 3-D space Example software : NewTek’s Lightwave AutoDesk’s Maya ANIMATION TECHNIQUES Cel Animation Kinematics ANIMATION TECHNIQUES Computer Inverse animation kinematics Morphing CEL ANIMATION CEL ANIMATION Technique in which a series of progressively different graphics are used on each frame of movie film. CEL ANIMATION Cel animation begins with keyframes. Keyframes refer to the first and the last frame of an action. The cel for each frame may consist of:- text title background foreground characters sounds Reference from https://www.youtube.com/watch?v=2y6aVz0Acx0 CEL ANIMATION The frames in between the keyframes are drawn in the tweening process. Tweening represents the action that takes place between keyframes. COMPUTER ANIMATION Very similar to cel animation The primary difference is in how much must be drawn by the animator and how much is automatically generated by the software. 3 types of computer animation :- Kinematics Inverse kinematics Morphing COMPUTER ANIMATION Kinematics The study of the movement & motion of structures that have joints COMPUTER ANIMATION Kinematics For example a walking man - you need to calculate the position, rotation, velocity, and acceleration of all the joints & articulated parts involved COMPUTER ANIMATION Inverse kinematics The process of linking objects & defining their relationship and limits. Available in high-end 3-D programs such as Lightwave and Maya. COMPUTER ANIMATION Inverse kinematics The process of linking objects & defining their relationship and limits. Available in high-end 3-D programs such as Lightwave and Maya. COMPUTER ANIMATION Morphing An effect in which a still / moving image is transformed into another. Key points are set to the objects to ensure smooth transition. FILE FORMATS USED IN ANIMATION Animation Tools File Format To deliver animation Adobe’s Flash / Director files -.dir & Animate.swf.dcr.Mpg / mpeg AutoDesk’s AnimatorPro files -.Avi Maya.fli &.flc.Wmv NewTek’s 3D Studio Max files -.max Lightwave Director files -.pics Papervision3D GIF89a files -.gif GreenSock’s Flash / animate files -.fla &.swf TweenMax SwishMax FILE FORMAT File compression is necessary for preparing animation files on the Web because file size is a critical factor when downloading animations to play on web pages. Some animation must be converted to Shockwave Flash files (.swf) in order to play on the Web (special plug-ins / players are required) End of Lecture CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 2A: CREATING MULTIMEDIA APPLICATION LECTURE 9: MULTIMEDIA AUTHORING LEARNING OBJECTIVE Describe what multimedia authoring system is Define types of multimedia authoring system Describe features of authoring tools INTRODUCTION A.D.D.I.E Model MULTIMEDIA AUTHORING SYSTEM Required 2 elements for the development: Authoring Tools Provide the framework for organizing and editing the multimedia elements Used to design the interactivity and the user interface Authoring Software Provides an integrated environment for binding together the content and functions of the project MULTIMEDIA AUTHORING METAPHORS Authoring Metaphors Scripting Language Metaphor Slide Show Metaphor uses a special a linear presentation language to enable but tools can allow interactivity and to jumps. allow conditionals, jumps, loops, Hierarchical Metaphor functions/macros, and user-controllable so on. elements that are organized into a tree structure. Authoring Metaphors Iconic/Flow-Control Metaphor Frames Metaphor graphical icons are user-controllable available in a toolbox, elements that are organized into a and authoring proceeds tree structure. by creating a flowchart with icons attached Images from https://books.google.com.my Image from https://www.shoplack.com/detail.aspx?id=1933 Authoring Metaphors Card/Scripting Metaphor simple index-card structure - time shown horizontally. Scripts are event procedures. Image https://www.alphr.com/adobe/27164/adobe-director-11-review/ TYPES OF AUTHORING TOOLS MULTIMEDIA AUTHORING TOOLS (based on the method used for sequencing / organizing multimedia elements) Card-based, page-based Icon-based, event-driven Time-based CARD OR PAGE – BASED TOOLS The multimedia elements are organized in sequence as pages of a book or a stack of card Suitable for content which consists of elements that can be viewed individually Users are allowed to navigate to any page / card in a structured pattern CARD OR PAGE – BASED TOOLS Examples include: HyperCard (Macintosh) - linked cards ToolBook (Windows) - each page is a screen HyperCard Toolbook Easy to understand Advantages 1 screen = 1 card = 1 page Provide template Easy to use Card- / page- Short development based tools time Some run only on one platform Disadvantages Tools not as powerful as equivalent stand-alones ICON AND OBJECT BASED TOOLS The elements are organized as objects in a structural framework / process It consists of a structure / flowchart of events, tasks, and decision - by dragging appropriate icons from a library ICON AND OBJECT BASED TOOLS Features: Simplify the organization of the project Display the flow diagrams of activities along branching paths Provide a visual programming approach to organize & presenting multimedia Authorware Easy to see structure, flow and branching Advantages Easy to edit and update Icon based tool Less intuitive Disadvantages Difficult to learn TIME-BASED TOOLS suitable for messages with a beginning and an end elements are organized along a timeline facilitate navigation and interactive control example Adobe Animate Wick Editor (https://www.wickeditor.com/) Adobe Animate Image from https://helpx.adobe.com/animate/using/workspaces.html OpenToonz Image from https://opentoonz.github.io/img/2019_2_natsuzora_3.jpg Wick Editor Good for creating animation Branching, user Advantages control interactivity Time – based tools Expensive Disadvantages Vertical learning curve for advanced features CHOOSING AN AUTHORING TOOL Editing Playback Organizing Authoring tool Internet Interactivity Playability Cross Programming Platform / Scripting EDITING FEATURES authoring tools are capable on text & image editing Editing ORGANIZING FEATURES flowcharting and storyboarding availability this will help on configuring interactivity Flowcharting / Storyboarding PROGRAMMING FEATURES Visual Scripting Support basic Document Programming programming programming Development Using icon, language for language Tools button, drag & authoring tools. C, BASIC drop graphic , Director = LINGO to make it more Authoring tools audio Flash = flexible that able to Authorware ActionScript merge documents, indexing, search engine & linking INTERACTIVITY FEATURES Simple Branching Ability to jump to any part of the Eg:- by mouse click / keyboard input product Conditional Branching Ability to jump to any part of products if agreed to certain condition (statement IF-THEN) Structured Language complex programming to enable the interactivity & navigation INTERACTIVITY FEATURES PLAYBACK FEATURES Ability to see and to test the ongoing or the completed project. Playback (timeline / movie tester) DELIVERY FEATURES Able to create a ‘RUN TIME’ mode. This will exclude the need of the authoring tools during execution. CROSS-PLATFORM FEATURES Ability to perform on all platforms including MAC and Windows. INTERNET PLAYABILITY Ability to create the output for web enabled application - HTML5 Elearning Authoring Tools From https://www.valamis.com/documents/10197/503390/authoring-tool-examples.png More softwares... Read here https://fixthephoto.com/adobe-animate-alternative.html End of lecture CMF1114 MULTIMEDIA FUNDAMENTALS TOPIC 2B: CREATING MULTIMEDIA APPLICATION LECTURE 10: MULTIMEDIA DESIGN & PRESENTATION LEARNING OBJECTIVE Describe the important elements of multimedia presentation. Describe the basis of interface design & navigation. Describe the use of icons in screen design. MULTIMEDIA PRESENTATION Elements of Multimedia Presentation Use of multimedia→ design and develop presentations content for various applications by appropriate integration of multimedia elements. Important effects to be considered: Graphics styles Color principles and guidelines Fonts Transitions Elements of Multimedia Presentation Graphics Styles Use of color schemes in presentation based on its impact on human visual dynamic. Color effects legibility more relaxed more energy Image from Griffey, Julia V.. Introduction to Interactive Digital Media : Concept and Practice, Taylor & Francis Group, 2020. Elements of Multimedia Presentation Color Principles and Guidelines Some color schemes and art styles suit certain theme or styles. Too many colors - distracting. Color : branding, meaning, culture Distracting colors Starbucks color branding Image from Griffey, Julia V.. Introduction to Interactive Digital Media : Concept and Practice, Taylor & Francis Group, 2020. Distracting colors Starbucks color branding Elements of Multimedia Presentation Fonts Large fonts : 18 - 36 points 6 - 8 lines per page maximum Serif vs sans serif Image from http://www.powerpointninja.com/images/2009/ 10/font_size.jpg MULTIMEDIA DESIGN QUESTIONS TO ASK YOURSELF What categories should the information be organized into? What are the priorities for these categories (what is the most important)? Can I make the chunks of information flow without repeating information? Are the categories logical & well organized so that the user can predict where to go to find what he wants? INTERFACES Different ways of allowing the user to navigate through the application Provide an infrastructure to link the parts together: what is the content how the information is organized what they need to do to Should be intuitive (natural & easy to use) MULTIMEDIA DESIGN Stage to combine Techniques of organizing the material can have an Skills Talent impact on the user and the content itself Resources Knowledge How to organize? Navigation Storyboard Structure Linear Designing the Structure Hierarchical Navigation structure Storyboard Non Linear Basic Structure for Multimedia Composite Designing the Projects multimedia interface Screen Design DESIGNING THE STRUCTURE NAVIGATION STRUCTURE Navigation map / site map Functions: Helps to outline the connections / links among content Provides table of contents & logical flowchart of the interactive surface Interactive CD Photography Editing Output Website SITE MAP EXAMPLE Smurf Universe The Smurfs Language Characters Smurf Comics Spirou magazine Marvel Comics Title & Intro Other Media Advertising Motion pictures. Main Menu Game titles Smurf: Rescue in Gargamel's Castle Smurf Play & Learn The Revenge of the Smurfs Exit/Credits Slide Linear Website Hierarchical NAVIGATION STRUCTURE Non Website Linear Slide Website Composite NAVIGATION STRUCTURE Linear Users need to navigate sequentially Known as ‘electronic turning page’ Examples: slides & video presentation Content 1 Content 2 Content 3 Content 4 LINEAR EXAMPLE Title Smurf The Smurfs Characters Comics NAVIGATION STRUCTURE Non Linear Users can navigate freely through the content of the project Examples: web sites Content Content Content 1 2 3 Content Content 5 4 NON LINEAR EXAMPLE NAVIGATION STRUCTURE Hierarchical (linear with branching) Users can make a choice to navigate along the menu according to the logic of the content Include options: Go down / up Exit/ Back to the main menu Main menu Menu 1 Menu 2 Sub Sub Sub Sub Sub Sub menu 1 menu 2 menu 3 menu 1 menu 2 menu 3 HIERARCHICAL EXAMPLE Main Menu Introduction to Getting Started Etiquette Game Play Paintball Take Lessons Attire Speedball History Read Books Pace of Play Scenario Health Course Practice Benefit Behavior Equipment Paintball on TV Do and Don’t NAVIGATION STRUCTURE Composite Users may navigate freely, but sometimes constrained to linear presentations Depends on the data/ info which is logically organized in a hierarchy COMPOSITE EXAMPLE Main Menu Introduction to Getting Started Etiquette Game Play Paintball The Take Lessons Attire Speedball End History Read Books Pace of Play Scenario Credits Health Course Practice Benefit Behavior Equipment Paintball on TV Do and Don’t STORYBOARD STORYBOARD Develop a story /sample page on paper Used to describe specific frame of time within a multimedia presentation Consists of: formatting layout of the content layout of the navigational controls interactivity information useful comments FUNCTIONS OF STORYBOARD It is a way to work out & discuss your ideas It is a visualization of how your project will look It is a description of how the project is sequenced & put together It is a step by step guide to developing your project SAMPLE STORYBOARD TEMPLATE SAMPLE STORYBOARD TEMPLATE Sample Storyboard Template Main Menu Albums Menu Album Info Menu Items Picture Menu Items (Pictures) Text Picture Biography Video Website & FAQ Credits Text Pictures Video Text Text SAMPLE STORYBOARD TEMPLATE Storyboards on the left, with finished screens on the right FINISHED SCREENS SAMPLE STORYBOARD TEMPLATE SAMPLE STORYBOARD TEMPLATE DESIGNING MULTIMEDIA INTERFACES MULTIMEDIA INTERFACE Combination of graphic elements & navigation Allow users to interact with the application system Able to create multi-sensory environment Characteristics: Straightforward Clear Easy to understand HOME Background & textures Buttons, icons & Feedback picons Interfaces Rollovers & Hotspots & sliders menus BACKGROUND & TEXTURES Provides theme to the multimedia application Elements need to considered: The choice of colors & textures must match the other graphic elements and text Consistent background Type of output display BACKGROUND & TEXTURES For example, if you plan to display it on the LCD projector, the best choice is to use a dark/light background with contrast text so that your content can be seen clearly. BUTTONS, ICONS & PICONS Buttons graphical representation of real buttons which can perform certain function combined with text – to provide info of what action it will perform HOME BUTTONS, ICONS & PICONS Icons pictorial symbols that allow access to data / trigger to an interactive reaction use without combining with text Icons are fundamental graphics objects symbolic of an activity or concept BUTTONS, ICONS & PICONS Picons similar to icons but higher quality graphics ROLLOVERS & SLIDERS Rollovers Similar to buttons except that they are more interactive to the mouse pointers LESSON 1 LESSON 1 ROLLOVERS & SLIDERS Sliders Any sliders that make changes to the application HOTSPOTS AND MENUS Hotspots A part of an image which when clicked invokes an action Can also be referred as: Link to Hyperlinks lesson3 Button Link to lesson4 HOTSPOTS AND MENUS Menu Most commonly used to display more menus or features FEEDBACK An immediate response triggered by the user’s action SCREEN DESIGN SCREEN DESIGN It must be a clearly designed screen Characteristics: Clear headings/ title Consistent use of color Careful with the usage of colors The length of text TIPS FOR SCREEN DESIGN The Do’s Plenty of “non-information areas,” or white space in the screens Navigational controls should have indication or visual cues of what are their function Navigation controls should be at the same place TIPS FOR SCREEN DESIGN The Do’s Make sure the information is readable - the size of text and graphics It should be simple and user-friendly Be consistent in the use of symbols and color Choose clarity over sophistication KEEP SCREEN CONTENT SIMPLE AND CLEAR GOOD USE OF MARGINS AND WHITE SPACE AVOID EXCESSIVE AND IMPROPER USE OF COLOR Uses of Type Uses of Type Serif type Serif type Ideal for large headlines Ideal for large headlines Difficult to read in long blocks of Difficult to read in long blocks of text text Looks best when surrounded by Looks best when surrounded by lots of white space. lots of white space. Sans-Serif type Sans-Serif type Works well in smaller sizes Works well in smaller sizes especially in body text especially in body text Looks busy and cluttered in Looks busy and cluttered in large size. large size. AN IMAGE SHOULD NOT DISTRACT FROM THE MAIN MESSAGE ON THE SCREEN Obtrusive images Unobtrusive images CAREFUL USE OF SPECIAL EFFECT CAREFUL USE OF DARK TYPE ON A LIGHT BACKGROUND Easier to read Harder to read Employ Consistent Layouts for Related Materials Don’t Change Formats in the Midst of a Concept USE EFFECTIVE CROPPING AND IMAGE PLACEMENT Uncropped image Most of the trees and part of the building are cropped, emphasizing the student TIPS FOR INTERFACE DESIGN The Don’ts Clashes of color - do not overuse color and limit the use of strong colors particularly red. Busy screens - do not put too much stuff in one place Requiring more than two button clicks to quit Too many numbers and words Too many substantive elements presented too quickly Avoid Hyphenation and Underlines Underlined and hyphenated EXAMPLE

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