Name:
Information Processes and Technology
See I.T and Hear I.T 9.4.4
Option 4: Multimedia Systems
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(reproduced from the Board of Studies IPT Syllabus)
Multimedia systems are information systems that combine the different types of media. Professional multimedia systems, especially when being created, involve many participants with a wide breadth of experience. Multimedia systems encompass the entire information process. This topic emphasises the information process of displaying. Outcomes A student: H1.1 H1.2 H2.1 H2.2 H3.1 H3.2 H4.1 H5.1 H5.2 H6.1 H6.2 H7.1 H7.2
applies and explains an understanding of the nature and function of information technologies to a specific practical situation explains and justifies the way in which information systems relate to information processes in a specific context analyses and describes a system in terms of the information processes involved develops and explains solutions for an identified need which address all of the information processes evaluates and discusses the effect of information systems on the individual, society and the environment demonstrates and explains ethical practice in the use of information systems, technologies and processes proposes and justifies ways in which information systems will meet emerging needs justifies the selection and use of appropriate resources and tools to effectively develop and manage projects assesses the ethical implications of selecting and using specific resources and tools, recommends and justifies the choices analyses situations, identifies needs, proposes and then develops solutions selects, justifies and applies methodical approaches to planning, designing or implementing solutions implements and explains effective management techniques uses methods to thoroughly document the development of individual and team projects.
Students learn about: characteristics of multimedia systems multimedia systems – information systems that include combinations of the following media, including: – text and numbers – audio – images and/or animations – video – hyperlinks the differences between print and multimedia, including: – different modes of display – interactivity and involvement of participants in multimedia systems – ease of distribution – authority of document the demands placed on hardware by multimedia systems, including: – primary and secondary storage requirements as a result of: - bit depth and the representation of colour data - sampling rates for audio data – processing as a result of: - video data and frame rates - image processing, including morphing and distorting - animation processing, including tweening – display devices as a result of: - pixels and resolution
Students learn to: use multimedia systems in an interactive way and to identify how they control the presentation of information identify multimedia software appropriate to manipulating particular types of data
compare and contrast printed and multimedia versions with similar content
summarise current information technology requirements for multimedia systems
distinguish between different approaches to animation including path-based and cell-based through practical investigations
Information Processes and Technology
See I.T and Hear I.T the variety of fields of expertise required in the development of multimedia applications, including: – content providers – system designers and project managers – those skilled in the collection and editing of each of the media types – those skilled in design and layout – those with technical skills to support the use of the information technology being used examples of multimedia systems the major areas of multimedia use, including: – education and training – leisure and entertainment – information provision, such as information kiosk – virtual reality and simulations such as flight simulator – combined areas such as educational games advances in technology which are influencing multimedia development (See Course Specifications Document)
displaying in multimedia systems hardware for creating and displaying multimedia (See Course Specifications Document)
software for creating and displaying multimedia (See Course Specifications Document)
other information processes in multimedia systems processing: – the integration of text and/or number, audio, image and/or video – compression and decompression of audio, video and images – hypermedia – the linking of different media to one another
organising presentations using different storyboard layouts,
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describe the roles and skills of the people who design multimedia systems
identify participants, data/information and information technology for one example of a multimedia system from each of the major areas describe the relationships between participants, data/information and information technology for one example of a multimedia system from each of the major areas discuss environmental factors that will influence the design of a multimedia system for a given context, and recommend ways of addressing them critically evaluate the effectiveness of a multimedia package within the context for which it has been designed interpret developments that have led to multimedia on the World Wide Web discuss multimedia systems that address new technological developments compare and contrast multimedia presentations
describe how relevant hardware devices display multimedia and use a variety of devices implement features in software that support the displaying of multimedia and explain their use use available hardware and software to display multimedia and interact with it summarise the techniques for collecting, storing and displaying different forms of media and implement these in practical work create samples of the different media types suitable for use in a multimedia display
describe the process of analog to digital conversion plan a multimedia presentation using a storyboard diagrammatically represent an existing multimedia presentation with a storyboard design and create a multimedia presentation combine different media types in authoring software design and create a multimedia World Wide Web site that includes text and numbers, hypertext, images, audio and video identify standard file formats for various data types recommend an appropriate file type for a specific purpose
Information Processes and Technology
See I.T and Hear I.T including: – linear – hierarchical – non-linear – a combination of these storing and retrieving: – the different file formats used to store different types of data (See Course Specifications Document) – compression and decompression collecting: – text and numbers in digital format – audio, video and images in analog format – methods for digitising analog data
issues related to multimedia systems copyright: the acknowledgment of source data and the ease with which digital data can be modified appropriate use of the Internet and the widespread application of new developments the merging of radio, television, communications and the Internet with the increase and improvements in digitisation the integrity of the original source data in educational and other multimedia systems • current and emerging trends in multimedia systems (See Course Specifications Document)
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describe the compression of audio, image and video data and information decide when data compression is required and choose an appropriate technique to compress data and later retrieve it capture and digitise analog data such as audio or video
evaluate and acknowledge all source material in practical work use Internet based multimedia presentations in a responsible way predict and debate new technological developments based on advancements in multimedia systems cross-reference material supplied in multimedia presentations to support its integrity
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Multimedia Systems A multimedia system is an information system that combines different types of digital media to produce a product to achieve a purpose. Professional multimedia systems, when under construction, can involve many participants working together, with a wide breadth of experience. Whilst the creation of multimedia systems can involve all of the information processes (COASPTD), the topic focuses primarily on the information process of displaying.
The types of media used in multimedia systems include text/numbers, Hyperlinks, audio, images, and Video.
Text
Hyperlinks (inc hypertext)
Video
Multimedia Data Types
Images/Animation
Audio
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Characteristics of Multimedia Systems Think of a device, website or any multimedia item you‘ve accessed in the last 24 hours. List the different types of media contained in the information system. ..................................................................................................................................................... ..................................................................................................................................................... ..................................................................................................................................................... ..................................................................................................................................................... .....................................................................................................................................................
Media Types Text/Numbers: refers to letters, numbers and other characters, generally represented using ASCII (American Standard Code for Information Interchange) - for example the decimal number 65 is equivalent to ―A‖, which is equivalent to the seven digit binary number. In multimedia systems, text and numbers are displayed as images using fonts. Each font describes how each character will be rendered or displayed. Fonts can be downloaded for free or purchased through sites like http://www.dafont.com/ and http://www.1001freefonts.com/ . When multimedia designers are creating the product, they must consider available fonts for the viewers of their products. Using a ASCII table look up the decimal number and 7 digit binary equivalent for the letters “C” and “m” Hyperlinks including Hypertext: is the organisation of hypermedia based on hyperlinks. Hyperlinks and hypertext allow the user to navigate to different pages in a non-sequential manner. The World Wide Web has made popular the use of HTML to create links to other files either located locally on the user‘s computer or on the otherside of the world on a webserver. Create a html tag to link to the word ―Google‖ to the following website http://www.google.com
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Audio: is sound that has been digitised. All sounds are transmitted through the air as compression waves; vibrations in the air cause the molecules in the air to compress and then decompress with the sound wave travelling through the air. Audio files tend to be large and may be very slow to store and transmit in standard WAV format. The development of the MP3 format has greatly improved the sharing of this data type in multimedia systems. Images: are pictures, such as clip art, photographs and text which is rendered for display on a screen, projector or printer. Bit-mapped or Raster graphics treat each pixel on the screen and represent this by bits in memory. Bit-mapped images require large amounts of storage and are often stored in compressed formats such as JPEG and GIF.. The disadvantage of raster images is that, when disproportionately resized, pixelisation occurs and therefore a loss of resolution. Vector graphics are made up of objects such as a straight line, curve or a shape. Each object is defined by its position. This data is stored as co-ordinates. Common formats for Vector graphics include CGM, EPS, WMF. Consequently, when they are resized, the co-ordinates simply change, resulting in no loss of clarity or resolution.
This image combines both a Bit mapped image (jpg) with a Vector image (the glasses) Animation: is the movement of a graphic. It is the result of a series of still images or frames presented in rapid succession. Each frame is called a cel or frame. If the images are displayed at an appropriate speed, then the human brain merges the images together in such a way that we perceive continuous movement. The two types of animation are cel-based animation and path based animation. Using http://gickr.com/, create an animated gif from 5 images.
Video: combines pictures and sounds displayed over time. MPEG is a family of formats for many applications. QuickTime is a video and animation format. Others include AVI and the more popular FLV used in video sharing sites like Youtube.
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The differences between print and multimedia Compare and contrast the print version of a newspaper in hard copy with the on-line version of the same newspaper. Investigate both modes of display including the involvement of participants in both versions. You can use any of the following newspapers: The Sydney Morning Herald (www.smh.com.au) Daily Telegraph Mirror (www.news.com.au) The Leader http://www.theleader.com.au/ On-line Advantages
Disadvantages
Discuss the modes of display
Discuss the interactivity and involvement of participants in multimedia displays Ease of Use/Portability
Social and Ethical Issues involved
Hard Copy
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Identify the participants, data/information and the information technology for each of the systems. On-line
Hard Copy
Participants
Data/Information
Information Technology
In the development of a multimedia system there is a variety of expertise required including: – – – – –
content providers system designers and project managers those skilled in the collection and editing of each of the media types those skilled in design and layout those with technical skills to support the use of the information technology being used
Discuss the roles and skills of the people involved in the newspaper website, giving specific examples for what is produced by this person. Complete the following table: Role Content Provider
Description of the role in the context of the newspaper Rep
Output
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Role
Description of the role in the context of the newspaper
Output
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The demands placed on hardware by multimedia systems Images Images place extra demands on storage of multimedia presentations. The current image being displayed is stored in the section of memory called the FRAME BUFFER. You may have noticed a slight delay when manipulating images whilst the Frame Buffer (RAM) deals with the large amounts of data to be processed. The computer controls the colour and brightness of every pixel (picture element). When selecting images to include in a presentation, it is important to consider the format and resolution. An image with a high resolution will require more memory than an image with low resolution. Example: What is the file size in kilobytes of a black & white image with a resolution of 640 x 400 pixels? Answer: File size = Horizontal x vertical x bit depth 8 x 1024 bits (= 1Kb) = 640 x 400 x 1 8 x 1024 = 31.25 Kb
Activities Calculate the following graphics (express your answer in Kb to the nearest whole number) 1 A black and white graphic with a resolution of 640*480 and 2 tones.
680 pixels 480 pixels
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Bit depth or bits per pixel 1 2 3 4 6 8 16 24 32
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Numbers of colours or tones 2 4 8 16 64 256 65,536 16,777,216 4,294,967,296
Colour Graphics Colour graphics and graphics with tones increase the number of bits per pixel and require more storage. The colours are generated from the RGB (red, green & blue) and the colours are made from a combination of these. A colour table is often used to display colours on a monitor. When an image is loaded, colours are looked up from the colour table to ascertain the RGB (Red, Green and Blue) values for the visual display unit. An RGB display can also use HSL, (Hue, Saturation and Lightness/Luminance) to describe a colour in memory. The minimum number of colours is 8. The palette is the number of available colours that can be used in an image. A bit depth of 8 colours allows a graphic to contain 256 colours, or 64 colours each with 4 tones (64 x 4=256) or 32 colours each with 8 tones (32 x 8 = 256) Photo realistic images require at least 24 bit colours, that is 224 = 16,777,216 colours. Example: What is the file size in kilobytes of a 256 colour image with a resolution of 1024 x 768 pixels? Answer: File size = Horizontal x vertical x bit depth 8 x 1024 = 1024 x 768 x 8 8 x 1024 =
768Kb
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Activities Calculate the following graphics (express your answer in Kb to the nearest whole number) 1 2 3 4
A colour graphic with a resolution of 1024*768 containing 64 colours A colour graphic with a resolution of 1600*1200 and 1024 colours each with 64 tones An 8 bit colour graphic with a resolution of 1280 by 1024 A 32 bit colour graphic with a resolution of 1152 by 864
Format
Size
Comments
JPEG GIF
481 KB 541 KB
BMP
2900 KB
24 bit – common high quality web image format 8 bit colour – common lower quality web image format 24 bit – common paint format
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What image..where?? If you've ever wondered why the formats of graphics on the Web are different from those used in documents, presentations, or spreadsheets, you're not alone. With TIFFs, GIFs, BMPs, and PNGs, it's hard to know which format to use and which program to use it with. Knowing what formats are out there and learning about the advantages and disadvantages of each can help you create lively documents, presentations, and Web pages. Popular raster graphic formats BMP (bitmap), GIF (Graphics Interchange Format), JPEG (Joint Photographic Experts Group), PNG (Portable Network Graphics), and TIFF (Tagged Image File Format) are raster image formats. A raster image is also known as a bitmap and is created from rows of small dots called pixels ("picture elements") or "bits." Because a raster format uses a fixed method of specifying an image, the image cannot always be immediately rescaled without losing definition. Bitmap (BMP) The Microsoft Windows速 BMP format (.bmp file extension) can display millions of colors. Because it is supported by several programs, it is an extremely practical file format to use when you are providing an image to someone who may not have the program in which you created the image. Graphics Interchange Format (GIF) The GIF format (.gif file extension) is one of the two most common file formats for images on the World Wide Web, because it is supported by almost all Web browsers. Because this format can only display a maximum of 256 colors, it is best used for black-and-white line drawings, color clip art, and pictures with large blocks of solid colors. The GIF89a format also supports both transparency and animation. Use GIF files for: Images that contain transparent areas. A limited number of colors, such as 256 or less. Colors in discrete areas. Black-and-white images. A small-size image, such as a button on a site. Images in which sharpness and edge clarity are important, such as line drawings or cartoons. Images containing text. Animations.
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Joint Photographic Experts Group (JPEG) The JPEG format (.jpg or .jpeg file extension) is the other most common file format for images on the Web. It is not limited to 256 colors, so you can use it to display high-quality photographs, or pictures containing millions of colors. Because it is designed as an image storage format, it can efficiently compress large, high-quality photos into very compact files, so it is very useful when you want to send a large image in e-mail. However, the more you reduce your image's file size (or modify and re-save the image), the more image information is discarded— and quality is decreased. Moreover, this format does not support transparency or animation. Use JPEG files for: Photographs. Natural-looking images. A large number of colors, such as in the millions. A great deal of detail, such as a photograph of a house on a real estate site. An image with large dimensions. Portable Network Graphics (PNG) The PNG format (.png file extension) can display millions of colors. Because it is such a new format, however, fewer browsers currently support it (although it is quickly gaining support). Images saved in this format will not degrade in quality, even if the file is compressed. It supports transparency, but it does not support animation because it cannot contain multiple images. Tagged Image File Format (TIFF) The TIFF format (.tif or .tiff file extension) produces very high-quality images and is therefore used in publishing quite often. It can display millions of colors (although grayscale images are limited to 256 colors or shades), and typically results in larger image files than the GIF or JPEG formats. If you plan to edit an image in a program other than the one in which you created it, saving it in this format is helpful because it is widely recognized by various programs. The most common graphic file formats that Office supports Program BMP EMF EPS GIF JPEG PNG TIFF TGA WMF Microsoft Word X X X X X X X X Microsoft Excel X X X X X Microsoft FrontPage® X X X X X X X X X Microsoft PowerPoint® X X X X X X X X Note Depending on the program you're using, you'll need a graphics filter installed to insert any other graphic file formats. If you didn't install the filter when you installed Office or your specific Office program, you can run Setup again and add the graphics filter. For more information about graphics filters, see Help for your particular program.
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Figure out the best file format for your task When you save your document, data and workbooks, or presentation as a Web page in Hypertext Markup Language (HTML) format, all graphics (including drawing objects and pictures) are saved in GIF, JPEG, or PNG format so that they can be viewed in a Web browser. If you reopen the Web page in Word, Excel, or PowerPoint, the graphics will be in their original file formats so that you can still edit them as you normally would. Action BMP GIF JPEG PNG TIFF Post an image on a Web page X X Export easily to other computer imaging programs X X Compress a large image to create a small file to send in e-mail X X Use transparent areas in images X X Create animation files X Decompress images without loss of quality X X Create highest quality images (for publishing, etc.) X Display millions of colors in an image X X X X Retain image quality through numerous saves X X X X Note The formats that are generally used for Web pages are GIF and JPEG. When you add a graphic other than a GIF or JPEG to a page and then save it, FrontPage automatically converts the graphic to a GIF if it has 8 bits of color or less, or to a JPEG if it has more than 8 bits of color.
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Audio Storage Sound travels through the air in waves with a particular volume and pitch. A sound wave is analog data. Analogue data is represented by waves, whereas digital data is represented by binary digits or numbers. Analog to digital conversion creates sampled digital sound, generally producing large file sizes. When a piece of music is sampled or a voice is recorded, the user must select a sample rate.The sample rate is the number of samples of the amplitude pf sound wave taken each second (usually 255.05 kHz but 44.1kHz for CD quality music) – the waveform is ‗sliced‘ and an average value for each amplitude is assigned. Sampling is carried out by an Analog to Digital Converter (ADC) Sample size is the number of bits (usually 8 is sufficient, however 16 for cd quality) assigned to describe each sample amplitude. To calculate an uncompressed file size, you would use the following formula
File size = sample rate x sample size x time x (1 for mono, 2 for stereo)
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Analogue waves
Digital signal
Factors affecting uncompressed size and quality of Wave Files Sampling Rate 44.1 kHz 22.05 kHz 22.05 kHz
Bits 16 16 8
Stereo Mono Stereo
Size for 60 seconds 10.5 mb 2.6mb 2.6mb
8
Mono
1.3 mb
22.05 kHz
Stereo
Comments Audio CD Good choice for voice Popular choice for stereo TV quality
Audio File types Wave MP3 – MPEG Layer 3 Ogg Vorbis WMA (Windows Media Audio) VQF AAC MIDI (Musical Instrument Digital Interface) – contains digital descriptions of actual instruments which are part of either hardware or software. These digital descriptions contain the instrument, pitch and duration/timing of each note
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Activities Calculate the size of the following audio files (answer in MB, correct to two decimal places) 1 Sampling rate of 22.05 kHz with an 8 bit sound for two minutes in stereo 2 Sampling rate of 44.1 kHz with a 16 bit sound for three minutes in stereo 3 Sampling rate of 22.05 kHz with a 16 bit sound for one minute in mono 4 Sampling rate of 11kHz with an 8 bit sound for four minutes in mono 5 Sampling rate of 44.1kHz with a 16 bit sound for ten minutes in stereo
Compression of audio data There are two types of compression methods lossy and losless. lossy Lossy compression algorithms discard data in order to compress it better than would normally be possible. Examples include JPEG, Vorbis, and MP3 compression. lossless Lossless compression algorithms produce compressed data that can be decoded to output that is identical to the original. Zip is a common general-purpose lossless compression format; FLAC is a lossless compression format that is specifically designed for audio. The large file size of CD quality audio has been a problem which MP3 (short for MPEG version 3, Moving Pictures Expert Group) format has solved because it compresses the data. In general, one minute of music equals 1 Mb in an MP3 file.
Audio Track time 4.11 mins 3.33 mins 8.16 mins
WAV 42.4Mb 36Mb 83.5Mb
MP3 3.5Mb 3Mb 6.95Mb
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Sound - Multimedia 1.Sound is (1)_____________________ data as it consists of continuous waves. 2. Sound must be converted into (2)_____________________ data to be stored on a computer. 3. There are three main types of sound file; (3)_____________________, (4)_____________________ and (5)_____________________. 4. Sound is converted from digital to analogue using a (6)_____________________. 5. The four things that affect the size of sound files are (7)_____________________, (8)_____________________, (9)_____________________ and (10)_____________________ . 6. MIDI files require the (11)_____________________ amount of storage of sound files. 7. The (12)_____________________ is the spacing between waves that gives the sound its note. 8. The (13)_____________________ is the wave height that gives the sound its volume. 9. A MIDI file contains digital (14)_____________________ for musical instruments. 10. MP3 is able to (15)_____________________ a waveform file to about one-tenth of its original size.
amplitude analogue compress digital instructions least length of recording MIDI MP3 sample size sampling rate sound card stereo/mono recording waveform wavelength Explain each of the following terms: 1. Sampling rate 2. Sample Size 3. Stereo Recording
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Video Processing Video can be an excellent medium to explain concepts, however it places extra demands on a multimedia system, in terms of processing & storage. Processing demands are huge because the screen monitor has to refresh the image 30 times a second to show movement, and storage as data about each moving pixel has be stored. Video differs from animation in that there is a continuous stream of data that is first created and then broken down into separate cells. Video signals can also contain sound that is held on a separate track and synchronized by the control signals (picked up by video editing software). Dubbing is the process of adding sound to a video and titling is the process of adding titles(text) to frames or overlaying titles on existing frames. During video editing, frames may be added and removed or spliced into the track. Video cameras capture images in analog or digital, but the analog signals need to be converted to digital by using a video capture card. When displaying a video image, we need to consider the speed at which the image is shown on a monitor. The speed of a video image is called the ‗Frame Rate‘ and is measured by frames per second. The higher the frame rate, the smoother the video or animation. A full screen video requires a fast processor and lots of RAM. There are ways in which video file size can be reduced in order to reduce processing requirements. These include: Using compression techniques such as AVI or MPEG compression based on scientific findings that the human eye can only distinguish a limited range of colours and cannot detect minimal image distortion. Streaming – this method allows video frames to be loaded and played before later frames are loaded. As the frames are loaded, some are being played, others are being discarded from memory and others are being loaded into RAM. The user believes the whole video is loaded, but the memory only retains a few frames at a time.
Frames Per Second 30 25 24 12 8
Examples Screen refresh rate of monitors Video speed for PAL systems Film speed for motion pictures Cartoon animation speed Minimum speed for illusion of motion
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Storage Large videos and animations can also require large storage. For example – calculate the file size in kilobytes of a 90 minute movie at 24 frames per second. Each frame has 2048 x 872 pixels with 32 bits per pixel. Number of frames = frame rate x time in seconds = 24 x 90 x 60 = 129,600 frames file size for each frame = = horizontal x vertical x bit depth 8 x 1024 = 2048 x 872 x 32 8 x 1024 = 6,976 Kb File size for movie = 129,600 x 6,976 = 904,089,600 Kb = 862 Gb (1 Gb = 1,048,576Kb)
Activities Calculate the size of the following video files (answer in GB, correct to two decimal places) 1 Frame rate of 25 fps, 120 minutes, frame resolution of 1024 by 768 pixels with 16 bits per pixel 2 Frame rate of 30 fps, 75 minutes, frames resolution of 1600 by 1200 pixels with 32 bits per pixel
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Animation Processing Animation is the creation and playing of images /graphics which are connected together and intended to be played in sequence. Animation is set at 30 frames per second, pr 9000 frames for a 5 minute animation (30x60x5). Animation is created using 2 methods: Cell based animation Path based animation Cell based involves drawing and displaying individual frames. Each frame is stored separately and is the traditional method of animation. Each frame contains images which gradually change position from frame to frame. The frames need to be displayed rapidly so that images change without the frames being obvious. A small animated series may need to process 30 frames per second. This equates to large file sizes without some form of compression (eg. animated gif) Path based involves displaying the movement of objects onto a fixed background. This saves time and memory. An object that appears over the background (sprite) follows a pre-defined path without the background changing. The sprites are then displayed on the background, ‘wiped’ and displayed in the next position on the path. This continues until the sprite has finishes the path. Animation has been made simpler by the increase in processing speeds of computers and the increase storage capacities. Animators use a process called tweening ..which comes from the words In-betweening. Tweening allows the animator to create the first and the last scene of the animation. The program then creates all the frames in between. Morphing Morphing is the smooth change between two different images. It results in one image merging into another. A good example of this was Michael Jackson‘s Black
Warping Involves transforming or distorting a portion on an image. Example, a sad face could be given a smile with the remainder of the face staying the same. Warping involves one image, whereas Morphing involves two images.
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Flash Shape Tween Today we are going to make a shape tween. This is a kind of morphing effect, where you create a starting shape and an end shape and Flash does all the work for you in between to turn one into the other. We will start with a square morphing into your initial(s). Once you have mastered this you can experiment with different shapes and colours. Open a new Flash document and create a square.
Next go to Frame 15 on the timeline and press the F7 key. This will create a new blank keyframe.
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Create the shape you want to morph your square into. For your first try, use the brush tool to write your initial(s).
Now click on Frame 15 in the timeline and select ‗Shape‘ from the Tween menu in the properties.
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Click on Frame 1 in the timeline and select ‗Shape‘ from the Tween menu in the properties. The space between Frame 1 and Frame 15 should turn green and an arrow should appear.
Go to the Control menu at the top of the desktop and select ‗Test movie‘.
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If you want the morph to stop once it is completed instead of looping endlessly, insert a stop command into the last keyframe. To do this, right-click the last frame and select ‗Actions‘. This will open the ‗Actions-Frame‘ section just above the properties inspector. Click once on ‗Global Functions‘ and once on ‗Timeline Control‘, the twice on ‗Stop‘. The panel on the right should look like the one below.
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Memory and Storage Requirements for Multimedia Systems The increase in the processing speeds of personal computers has resulted in multimedia becoming more accessible to the home user. The processing power required to render frames in a video production is also demanding on the memory requirements ie. RAM. Once the video has been rendered, it then has to stored requiring large hard disk size, with fast access rates. (80 gb hard drive with 7200rpm) Once the video is rendered, you may wish to show your friends – an easy way to do this is to create a DVD project. A single layer DVD (Digital Versatile Disk) is capable of storing 4.7 gb (133 minutes of video) , which can be played on a domestic DVD player.
Examples of multimedia systems
Multimedia has developed into a major industry and is being applied to most areas of our society. The four areas are: Education & training Leisure & entertainment Information Virtual reality & simulations
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Electronic Books (Source: ‘The Horizon Report 2010’- http://www.nmc.org/) Time-to-Adoption Horizon: Two to Three Years As the technology underlying electronic readers has improved and as more titles have become available, electronic books are quickly reaching the point where their advantages over the printed book are compelling to almost any observer. The convenience of carrying an entire library in a purse, pocket, or book bag appeals to readers who find time for a few pages in between appointments or while commuting. Already firmly established in the public sector, electronic books are gaining a foothold on campuses as well, where they serve as a cost-effective and portable alternative to heavy textbooks and supplemental reading selections.
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Information Multimedia is used to provide information in an interesting and interactive manner, using a variety of media. Multimedia is widely used in information services, providing the viewer an effective presentation of information. Typically the use of multimedia presentations to present information allows the user to navigate simply through basic information. Information on demand:An Information Kiosk can be used anywhere to provide information to users where no human assistants can be available. For example at Tourist centre‘s, like the powerhouse which has placed computers with multimedia presentations at the entrance to the museum. Visors can use this information to decide upon which displays they might like to view and how to get to the correct area. Some buildings in Sydney‘s CBD are utilising touch screen multimedia presentations in the foyer to provide guests to the building a directory of companies in the building. These multimedia presentations usually incorporate text, hypertext, icons, graphics and occasionally sound/video. Business advertising and marketing can use a kiosk browser, that presents multimedia on certain topics to, for instance to distribute samples of products to customers via free CDROM‘s. Presentations can be quickly produced to give a lecture or seminar in an interesting manner. A demonstration of a product could be made via a multimedia presentation. Gambling, banking, and sales are all growth areas in using multimedia presentation to attract more customers via a more user friendly, interactive presentation of the information. Activity: Construct a storyboard depicting a multimedia e-Book for a child aged between 2 and 5 years. The storyboard should depict both linear and non-linear paths, and contain:
text blocks, graphics, navigation buttons, media navigation paths titles, whitespace and font types, colours etc
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Storyboards A storyboard used to represent systems will show the various interfaces (screens), present in a system as well as the links between them. The representation of each interface should be detailed enough for the reader to identify the purpose, contents and design elements. Areas used for input, output and navigation should be clearly identified and labelled. Any links shown between interfaces should originate from the navigational element that triggers the link. Storyboards can be used in a variety of contexts. They can show the relationship between data entry screens in a database, or scenes in a movie, or slides in a presentation, or pages in a website. The storyboard example below shows the relationship between three pages of information aimed at promoting a school canteen on a website. Elements of each screen are clearly identified and the links between screens shown. School Canteen Home Page 2 Page 3
This is the main home page. It will contain a brief description of the services offered by the canteen and personnel information. It will also have an image of the canteen workers. There will be links to other screens.
Information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Exit
~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~
Image of Canteen
Food and Drink Prices Home
The food and drinks screen will be maintained monthly. The price list will have two columns: one for food and one for drinks. The page will contain links to ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ other canteen pages. ~~~~~~~~~~~~~
Page 2 Page 3
~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~
Price List ~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~~~ ~~~~~~ ~`~~~ ~~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~
~~~~~~~~ ~~~~~ ~~~~ ~~~~~~~~~ ~~~~~~~~~~ ~`~~~ ~~~~ ~~~~~~~~~~ ~~~~~
Exit Weekly Specials
Home
Description of Specials
Image 1
Page 2 Page 3
~~~~~~ ~~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~~`
Exit
Image 2
The weekly specials screen will be updated each week with new specials and new images to promote healthy foods. The page will contain back links to other canteen pages.
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Education and Training Education is a large growth area of the use of multimedia presentations. The are used to allow the learner to participate in a total learning environment, utilising all media. Widely used in education, at home, in schools, universities, libraries, museums, computer based training, remote distance learning and performance support. A well designed presentation will keep the learners attention via an interesting use of the available media, the biggest attraction is that the presentation is interactive, the learner can read, understand and choose topics all at their own pace. It provides a cost effective mechanism to train staff, where they can run through work practice and procedures at their own pace. There are many tutorials available with screen shots, picture, sound, and video all combining to train people in all manner of tasks. The benefits of multimedia education are:Consistency and adaptability Self paced and self directed learning Increases retention rates Customisation of student programs One on one tuition Cost saving Can be taught by an expert in that field – e.g a specialist doctor in USA creating a CDROM for university medical students in Sydney Review: http://www.adobe.com/misc/training.html http://www.atomiclearning.com/uk/en/home username:sdceo password:learn
Leisure and Entertainment Multimedia systems such as computer games and other leisure activities. The leisure and entertainment area is incredibly fast growing, with huge profits for the leading companies of computer games. Multimedia games provide video clips, animation , integrated sound and advanced 3D graphics that replicate real situations or fantasy with a great deal or realism and excitement. Computer games provide a high level of interactivity. The users of these entertainment presentations traditionally use a joystick, mouse or trackball to interact with the game. The large memory requirements of these presentations stems from the large amount or graphics and video. With little text being desired by the users. This demand of memory has seen the heavy use of CDROM‘s to distribute the games. A computer also does need a good deal of Ram, with a graphics card, sound card etc to take full advantage of the multimedia. There is a huge range of online interactive games available, some created in new software programs such as Shockwave, Java, and Flash. Take a look at:
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http://www.purplelion.com/games/ http://www.javapowered.com/games.html http://www.flashgamer.com/flash.htm http://www.coffeebreakarcade.com
Virtual Reality and Simulations An artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user dons special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions. The goggles, for example, track how the eyes move and respond accordingly by sending new video input. Virtual reality (VR) can be used to create an illusion of reality or imagined reality and is used both for entertainment and training. Flight simulators for training airplane pilots and astronauts were the first form of this technology, which provided a very realistic and very expensive simulation. Virtual reality has other variants. Spatially immersive displays use multi-sided rooms that you walk into, and an "immersive theater" or "immersive wall" uses a large flat or curved screen (8-24' long) that completely fills your peripheral vision. Desktop virtual reality (desktop VR) uses a personal computer to play games and view environments that you move around in, although they lack the 3-D reality of true VR systems. The term simulation means to create an experience that is like e real world experience. Such as flying a plane etc. Simulation is the process of imitating a real phenomenon with a set of mathematical formulas. Advanced computer programs can simulate weather conditions, chemical reactions, atomic reactions, even biological processes. In theory, any phenomena that can be reduced to mathematical data and equations can be simulated on a computer. In practice, however, simulation is extremely difficult because most natural phenomena are subject to an almost infinite number of influences. One of the tricks to developing useful simulations, therefore, is to determine which are the most important factors. In addition to imitating processes to see how they behave under different conditions, simulations are also used to test new theories. After creating a theory of causal relationships, the theorist can codify the relationships in the form of a computer program. If the program then behaves in the same way as the real process, there is a good chance that the proposed relationships are correct. http://simcity.ea.com/us/guide/
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Combined Areas: - Educational games, Training simulations Where does the range of children‘s games fit in? Such as learning the alphabet in a multimedia presentation, that the child views as entertainment but in reality has the advantage of educating as well. The name EDUTAINMENT is creeping into the computing industry to describe these presentations. The arguments for either category are really just as strong. Advances in Technology Multimedia places huge demands on computer systems, to process, store, manipulate and display text, graphics, sounds, animations and videos. There are always new technologies that will increase the speed of the computer CPU (Central Processing Unit), Storage devices – CDROM, DVD, Transmission Media – For the Internet – Satellite, ADSL, DSL, Microwave, Cable Modems, 3G etc . All advances will improve the quality of Multimedia Production, as well as their ease of access, increase transmission speeds, and so increase demand for Multimedia Systems. Advances in technology which are influencing multimedia development such as: world wide web and communication speed and capacity As the internet grows more and more demands are on new interactive technologies that require more storage space. The larger the files the slower the download time. The demand for new methods that are faster and offer better quality always grow. New Methods to increase speed at the moment are: Optic Fibre to the Household, Satellite, Cable modem, ADSL lines, Microwave,
CD-ROM speed The faster the CROM can display its data the better the interactive experience for the user. Currently a CD stores about 650 megabytes . CDROM technologies are always being sought to meet the demands OF FASTER ACCESS METHODS. No one wants to wait for a video file to load up off a CDROM, or a new document to open, or a song to play. Every one wants it now. Immediate gratification. Digital Versatile Disc A new technology that stores large amounts of data, with CD quality sound and excellent video resolution. A fast access speed and the larger storage than CDROM has seen large demand for this technology. DVD ROM can hold about 17 Gigabytes, while DVD- Video holds about 8.5 gigabytes –133minutes of a video. Blu Ray Record some research about this storage media. Ie capacity, durability etc
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Firewire FireWire is essentially a new way to connect different pieces of equipment, such as digital videos and hard drives, so they can share information rapidly and easily. Originally created by Apple, and standardised in 1995 as the specification IEEE-1394, it is a technology that: allows fast transfer of data (up to 400 Mbps) allows many devices to be connected simultaneously on the bus network is hot pluggable. provides power through the cable allows plug and play has low cabling costs has increased data transfer rates through the use of a fairly inexpensive option. This has expanded the possible applications of multimedia into more powerful and data intensive areas Internet Bandwidth Improvement in communication speed (or bandwidth) through technologies such as cable, ADSL and satellite have made the presentation of multimedia content via the Internet a viable option increasing download speeds that used to frustrate many Internet users, particularly for pages that incorporate graphics, sound and video. Compression and animation technologies such as MP3, QuickTime, Flash, Shockwave, Java and JavaScript enhance the interactive nature of the World Wide Web. Questions:1. What are the key characteristics of Information multimedia presentations? 2. List two advantages of a kiosk browser. 3. Why would a multimedia presentation hold a student‘s attention for longer than a normal classroom without multimedia? 4. What are the advantages of self paced learning? 5. Why are multimedia games so popular? 6. What are the effects of the demand of the entertainment industry on the funding of development of technology?
Information Processes and Technology
See I.T and Hear I.T Hardware for Creating and Displaying Multimedia
Video Cards
Screens - CRT, LCD, Plasma, Touch Screens
Head Up Display
Digital Projectors
Sound Card
Speakers
Display Devices
Headsets
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Hardware in Multimedia Systems A variety of hardware is required to create and display the multimedia applications that are currently available including the ones depicted in the diagram on the previous page. Display Devices
Display devices, also called screens, monitors or CRTs, are output devices Display screens are of two types: Cathode-ray tubes (CRTs) produce an image by firing a beam of electrons onto the inside of a phosphorous coated glass screen. Flat panel displays are made up of two plates of glass with a substance in between them that can be activated in different ways. Flat panel displays are distinguishable by either the substance between the plates (liquid crystal, electroluminescent material or gas plasma) or the arrangement of the transistors in the screen that control each pixel. Cathode Ray Tube Most desktop computer displays use CRTs.
A cathode-ray tube (CRT) is a specialised vacuum tube in which images are produced when an electron beam strikes a phosphorescent surface. The CRT is similar to the 'picture tube' in a television receiver. The phosphorous glows briefly when hit by the electron beam and must be re-excited to maintain the image. To do this, the electron beam starts in the top left-hand corner and moves left to right and top to bottom in a zigzag pattern called a raster scan. The time to complete a raster scan is called the screen refresh rate, and ranges from 60-100 times per second. The faster the scan moves, the fewer flickers that are produced. In computer systems, there are several display modes (CGA, EGA, VGA, SVGA and XVGA), or sets of specifications. The most common is known as SVGA (Super Video Graphics Array). Touch Screens A touch screen is sensitive to human touch. Used at information kiosks, computer based training, and by those having difficulty manipulating a mouse or keyboard. 3 types are: resistive, surface wave and capacitive. Resistive. coated with thin, metallic, electrically conductive and resistive layer. When touched a change in electrical current is registered as a touch event and sent to controller for processing. Surface wave. uses ultrasonic waves that pass over the screen. When touched, a portion of the wave is absorbed. This change in the ultrasonic waves registers the position of the touch event and is sent to controller for processing. Capacitive. coated with material that stores electrical charges. When touched, a small charge is drawn to point of contact. Circuits located at each corner of panel measure charge and send the information to the controller for processing. Capacitive touch screens must be touched with a finger.
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Liquid Crystal Display (LCD) Screens An LCD screen is an electro-optical device commonly used in digital watches, calculators, and portable computers. The LCD is a liquid crystal placed between a pair of transparent electrodes. Liquid crystal changes the phase of the light passing through it and can be controlled by voltage applied between electrodes. When placed between a pair of plane polariser plates then light can pass through only if the correct voltage is applied. LCDs are formed by integrating a number of such cells or by using a single liquid crystal plate and a pattern of electrodes. Electrodes in computer screens are in rows and columns. By applying voltage to a row and several columns the pixels at intersections are set. Putting a transistor, on top of each pixel, can slow fading. It will also 'remember' the setting of that pixel. These active matrix displays are as good as CRTs but much more expensive than passive matrix displays. 3-D TV
How is 3D TV different to other display devices??
Sources for Monitors 1. 2. 3. 4.
How Stuff Works (LCDs vs. CRTs) OLED (organic LED) Wikipedia Entry Transparent foldable OLED watch video Touch Monitors (wikipedia, How Stuff Works, Touchscreens.com)
Projection Devices A data projector is a device that allows the projection of video and graphic images onto a screen. Typically, projected images were best viewed in reduced light but the newer models are much brighter (1,000 lumens or more) and this has become unnecessary. Three main types of technology are used to project images: Three guns. Separate guns for each of the red, blue and green colours are used to project light onto a screen. Although they produce the most light output they are also the most expensive Digital light projector (DLP) technology uses a tiny multi-faceted semiconductor mirror chip to reflect light from a light source. The chip controls tiny semiconductor-based mirrors to produce an image that is sharper than the traditional LCD version. LCD-based projectors perform in a similar way to LCD screens where the light source is passed through an LCD before being projected onto a screen.
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Speakers and Sound Audio output is relatively straightforward - you just connect speakers or headphones to the sound card of the computer. Sound output devices are designed to convert binary data into information by producing digitised sound.. To do this you need the necessary software driver and sound card and a digital audio circuit board such as a Sound Blaster. Sound cards generally plug into an expansion slot on the motherboard or come integrated with the mother-board on newer machines. Speakers provide the easiest and cheapest output device though it is often the quality of the sound file rather than the speakers that contribute most to the quality of the sound Midi MIDI, or musical instrument digital interface, is used to input or output analog musical information from electronic musical instruments (known as synthesisers) in digital format ready for use by a computer. The information transmitted contains the note identification, time of play and the loudness, rather than the actual note itself. Midi files are very small compared to wav files. Sources for MIDI MIDI Sound http://www.midisound.com/techncl.htm Home Recording Connection http://www.homerecordingconnection.com/news.php?action=view_story&id=146 Synth & MIDI Info Resources http://www.synthzone.com/synthhelp.htm
Questions 1. 2. 3. 4. 5.
Describe the basic display systems used in multimedia Describe different types of screens and explain how they work. What other options exist as display systems other than screens. Describe the hardware requirements for a multimedia system. (How much RAM? What size hard drive? What sound options? What type of screen?, How does the CPU affect graphics?) Can a midi file have voices and other sounds. Explain your answer.
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Information can be stored and displayed using different methods of display such as paper, videos, cassette tapes, optical disks (CD, DVD, Blu-Ray), flash card, celluloid film or web pages. Complete the table by adding the chosen method of display and the media it uses
Information An old movie
A recent song
A wedding invitation
A recording of a karaoke performance An answering machine message World wide web pages
Methods of Display
Media
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Other Information Processes involved in Multimedia Collecting (methods of digitising: digital cameras,scanners, video cameras, microphones, downloading from web) Organising (script and storyboard: linear layout, hierarchical layout, non-linear layout and combination layout) Processing (Integration of Data {importing collected data into applications and presentations}, Compression and Decompression {compression of sound Mp3, of images into jpeg or GIF format, video formats such as MPEG {1,2,3,4}, hypermedia {linking of data through use of hypertext, web format, HTML} ) Storing and Retrieving (lossless and lossy compression)
For each use of multimedia listed in the table below, decide which input devive would be the most suitable to use, giving reasons for your choice. Area Information Kiosk
Education and Training
Leisure and Entertainment
Simulations and Virtual Reality
Input (Collecting Device)
Why it is appropriate
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Organising Name the different types of storyboards which could be constructed to organise a multimedia product prior to development. 1. ........................................................................................... 2. ........................................................................................... 3. ........................................................................................... 4. ...........................................................................................
Issues associated with Multimedia Copyright and Multimedia Systems Under the Copyright Act it is illegal to reproduce a literary work or to make an adaptation of that work without the permission of the author. 'literary work' includes software: The author or producer has the right to expect payment for their work. Time and effort are worth money. Computer programs are a particular problem because they are relatively easy to copy and modify. This becomes an ethical issue for users who have the technology to break copyright and avoid detection. If a multimedia developer does not acknowledge where images and sound files come from then they are breaking copyright. Shareware allows a user to try the software before buying. But shareware is not freeware and if you continue to use the software after the allowable trial period is over then you are breaking copyrght. Software licensing There are a number of of different licence formats as listed below: Single user - the price allows the use of one copy of the software on one computer. Site licence - the price allows the use of the software on a specified number of computers. Freeware - software may be used freely and copied for other users Shareware - software may be trialled for a period of time before a licensing fee is paid for a single or site licence Postcardware - the user must send a postcard to the author
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Appropriate Use of The Internet and Multimedia Systems Appropriate levels of usage of Internet and other content involves the concepts of ethics and moral behaviour. Ethical issues relate to questions of morals. Is it right or wrong to proceed with a specific action? If you behave ethically or morally then you are behaving in a manner that most people would regard as the right way to act. Correct ethical or moral behaviour would normally reflecting the norms of society. It is important to understand that norms change. Many people may feel that what was considered unethical behaviour 30 years ago is normal in current times. Widespread access to the internet keep the issue of ethical and moral issues actyive. people are being exposed to all sorts of material. Who should have access to different material. How much censorship should be imposed on the internet. How much censorship is possible?
Merging Technologies and Multimedia Systems The lines dividing computers, telephones, radio, television, voice and data are blurring. This merging of content is called "digital convergence" which is where content can be stored as a digital file rather than the more traditional analog form: It is possible to use the Internet for telephony using a PC with a sound card, microphone and a standard Internet connection. Desktop radio broadcasting is also available on the Internet. Sites such as Real Audio's www.real.com provide a compressed sound source that can be downloaded and played in realtime. Television has also made it to the Internet with WebTV. However, bandwidth limitations produce a poor quality picture. Audio and video files are available in two forms, downloadable files or live content called streaming audio or video. Streaming audio or video allows you to listen to or view the sound/ video while it is being downloaded.
Data Integrity in Multimedia Systems Data integrity means that the data is accurate, consistent, and up-to-date. As the amount of information available on the Internet increases, the issue of data integrity becomes more important. Multimedia systems used by educational institutions must use a data source that has integrity. The reliability of material is not always easy to establish. There are many unreliable sources of information on the web. It is important that only reliable sources be quoted and used for research. The publishers of the Encyclopaedia Britannica could choose to use data from questionable sources but do not, instead preferring to spend the necessary time on research to ensure the integrity of their product. It is important that those researching material on the web ensure that all source data is crossreferenced to ensure its accuracy.
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Terminology of Multimedia Systems – Match the number of the term with the definition 1.
storyboard
2. 3.
warping bit-map
4.
hypertext
5.
cel-based
6.
non-linear
7.
Content Provider
8.
frame buffer
9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19.
Amplitude Lossy Data steaming pixel path-based animation Bit depth MIDI resolution morphing LCD pitch
20. 21. 22.
Simulation GIF speakers
23.
Touch screen
24. 25.
font hypermedia
26.
MP3
Number of wavelengths of a sound wave that pass in one second Digital instructions for a musical instrument Process of transmitting, recieving and displaying of data live over a network Animation technique where a single image is gradually distorted by changing its pixels. Animation technique where one image is gradually changed into another image Animation that describes the movement of data over a fixed background Set of characters grouped by style, size and typeface Hardware device used in an information kiosk for input and output A flat panel display Any display object used as a link to new information Output device for audio and video Smallest controllable element on a graphics screen A graphic image made up of a matrix of pixels File format used for images displayed on a website A design plan for a multimedia presentation The use of text as links or navigation element A model of a real life situation Measure of the quality of a displayed image Presentation layout that gives the the user the maximum freedom to explore Number of data bits required to store each pixel Wave height which gives sound its volume Storage areafor displayed images in memory just prior to display Compression technique where data is permenently removed An example of a compressed audio format Animation that creates a series of seperate frames with only a small change between each frame The person who is involved with the collection of data for a multimedia presentation.
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Define the following Terms and Concepts Presentation software ................................................................................................. video ........................................................................................................................... audio........................................................................................................................... hypertext ..................................................................................................................... hyperlinks ................................................................................................................... WWW ......................................................................................................................... CD (Compact Disk) ..................................................................................................... Analog ........................................................................................................................ Digital ......................................................................................................................... Sampling .................................................................................................................... Sample Size ............................................................................................................... Sampling Rate ............................................................................................................ MIDI ............................................................................................................................ MP3 ............................................................................................................................ Bit Mapped (Raster).................................................................................................... Vector-based images ................................................................................................. Animation ................................................................................................................... Walk-through ..............................................................................................................
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Fly through.................................................................................................................. Tweening (In-betweening) .......................................................................................... Cel-based animation ................................................................................................... Path-based animation ................................................................................................. frames ........................................................................................................................ Frame rate .................................................................................................................. Frame buffer ............................................................................................................... Transfer Rate.............................................................................................................. MPEG ......................................................................................................................... DVD ............................................................................................................................ Resolution................................................................................................................... Colour Depth .............................................................................................................. Bit Depth ..................................................................................................................... Morphing .................................................................................................................... Warping ...................................................................................................................... PAL............................................................................................................................. NTSC.......................................................................................................................... LCD ............................................................................................................................ Pixel............................................................................................................................ Refresh Rate .............................................................................................................. Scan ...........................................................................................................................
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CRT ............................................................................................................................ Heads-Up Display ....................................................................................................... Authoring Software ..................................................................................................... HTML.......................................................................................................................... Lossy Compression .................................................................................................... Lossless Compression ................................................................................................
JPEG .......................................................................................................................... Digitising ..................................................................................................................... Copyright .................................................................................................................... Codec ......................................................................................................................... Virtual Reality ............................................................................................................. Menus......................................................................................................................... ................................................................................................................................... ...................................................................................................................................