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HARDWARE COMPONENTS OF MULTIMEDIA SYSTEM

 UNIT II – MULTIMEDIA TOOLS

 

HARDWARE COMPONENTS OF MULTIMEDIA SYSTEM

 

THE PLAYBACK SYSTEM

 

Playback is a term used to describe media files that are accessed by a user after their initial creation. An example of playback is an audio or video file that is stored on the computer and can be opened at any time. The type of Playback System is related to the installed market, that is, the computers in use. When multimedia was developing in the 1980s, there were millions of desktop computers in businesses, homes and school.

 

The following are essential hardware components of playback system.

 

                  PROCESSOR :

 

The type of processor determines, among other things, how quickly data is processed and transferred. This becomes critical as the multimedia title becomes more graphic intensive. The minimum specification of MPC at Level 2 standard is a 486SX 25 MHz processor. This configuration will provide optimal quality video, sound and graphics and smoother animation.

 

                  MEMORY :

 

The two basic types of memory in a computer are temporary and permanent. The temporary memory, called RAM, is used to store instructions and data that are used while an application is running. When you turn off the computer when you are finished, the instructions are erased from the temporary memory.

 

The computer’s hard drive is used to permanently store program instructions that are needed each time the program is run. This is called ROM. This memory stores the data permanently for the future use and can be accessed when it is necessary. CDs are available as ROM but you can erase programs from hard drives.

 

                  MONITOR AND VIDEO CARD :

 

The monitor or display is critical in the playback system, because it provides the primary feedback to the user. Standards have been established for the screen resolution and the number of colors.

 

Screen resolution is measured in the number of dots displayed on the monitor. These dots are called pixels and are the smallest units a monitor can display. A standard resolution is 800 pixels across and 600 pixels down the screen. The number of pixels is determined by the video graphics adapter card and its memory capacity. For Windows based systems, the VGA (Video Graphics Array) cards support a resolution of 800X600, whereas the SVGA (Super VGA) cards can support much higher screen resolutions (1024X768 pixels).

 

The video card also determines the number of colors that can displayed on the screen and, the color quality. The more colors, the higher the image quality, each pixel can


 

 

display from one color to millions of colors. The number of colors is determined by information associated with the pixel. The information is coded in bits(binary digits). Let’s say that you want to use 16 different colors in your graphics. Each pixel would need to be able to display each of the 16 different colors. Each color could be assigned a number from 0 to 15 (16 total colors). The following table shows the display resolution with number of colors.

 

Screen Size

Color Depth

Number

Video Graphics

in Pixels

in Bits

of Colors

Adapter

 

 

 

 

640 X 480

4

16

VGA or SVGA

 

 

 

 

640 X 480

8

256

SVGA

 

 

 

 

800 X 600

8

256

SVGA

 

 

 

 

1024 X 768

16

65,536

SVGA

 

 

 

 

1280 X 960

24

16.7 million

SVGA

 

 

 

 

                  AUDIO CARD :

 

In order to incorporate sound, the computer needs an audio card, such as Sound Blaster, and speakers. Just as a video card is used to display digital images, an audio card used to play digital sounds. The number of bits used to represent a sound determines the quality of the sound. The standard is now 16 bit sound. In order to be played through a computer, sounds need to be digitized. The process, called sampling, changes an analog signal into a digital signal.

 

                  CD ROM DRIVE :

 

CD-ROM stands for compact disc-read-only memory. A CD-ROM drive reads the data on the CD and transfers it to the computer. If the transfer time is too long, the user may get impatient. The CD-ROM drive determines the type of CD that can be played, the speed at which data is located on the CD, and the speed at which data is transferred from the disc to the computers. The data transfer rate is measured in kilobytes per second (Kbps). Now there are quad 4x, as well as 6x, 8x and even 12x speed drives with a transfer rate of 1800 Kbps. The seek time required to find a specific piece of data on the CD is measured in milliseconds (ms), that is, thousandths of a second. The Level 3 standard is 200ms.

 

THE DEVELOPMENT SYSTEM

 

Development system needs to be the fastest & most powerful and need to have largest storage capacity. By using the better tools in the development system, we can work quickly. In addition to the computer system, several related hardware components are needed in the process of development. In this system the software always allows a developer to choose platform for creating a multimedia title. It can lower the production costs by reducing the time of programmers, graphic artists and animators.


 

 

Page No. 10


The following are essential hardware components of playback system.

 

                  PROCESSOR :

 

The minimum specification a model would be 486D X 66 MHz unit for the development. A microprocessor is a particular implementation of processor which happens to fit in a single electronic component (chip).

 

A Macintosh System with a 68040 processor running at 33 MHz would be a minimum configuration with a Power Mac with more the 100 MHz being desirable.

 

                  MEMORY :

 

Multimedia titles are extremely memory intensive. Therefore, 16 MB of RAM would be a minimum, with 32 or 64 recommended. Hard drive disk space is determined by the number of programs that need to store on the drive. It is common to use several programs to create a multimedia title, including drawing, authoring and image, sound and video edition. Minimum hard disk space would be 1 gigabyte (1 GB).

 

                  VIDEO CAPTURE CARD :

 

If video is going to be used, it needs to be digitized using a video card. The card fits internally within the computer, and a video source (camera, VCR, TV, Videodisc) is plugged into the card. As the video signal is sent from the source, it is captured, digitized, and stored. Later it could be edited by deleting frames, adding text, adding sound, and so forth.

 

                  MONITOR :

 

The developers need larger (20 inch) models of monitor. This allows them to enlargean image for detailed editing and to use the monitor as you would a desktop, with several items displayed and available. Ideally, the developer would have two monitors, one that is used to work on the title, and another for displaying the title as it is being created.

 

                  PERIPHERALS :

 

In addition to the basic computer system, other hardware called peripheral devices or peripheral may be needed when developing a multimedia title.

1.     SCANNER :

 

A scanner is used to create digitized images so they can be incorporated into multimedia titles. Scanners are an excellent way to generate graphics from photographs, books, and artwork – essentially any printed material as well as any object that can be placed in a scanner. It vary in terms of configuration (flatbed, handheld, slide), quality (number of colors), editing features (such as adjusting color, contrast and brightness), and price.

2.     EXTERNAL STORAGE :

 

Additional storage space to relieve the pressure on a computer’s hard drive is provided by external storage devices. They can be used to back up data from the hard drive, which prevents accidental loss of work. They give needed portability when files must be transferred from one system another.

 

3.     CD RECORDER :

 

As the price of CD recorders has dropped from $10,000 to less than $ 500, multimedia developers are using them in multiple ways. CD records can be used to create single CDs of products from testing, to generate finished CDs when only a few are required, to provide a way to deliver the files to a manufacturer for mass production, and to back up and archive data.

 

4.     DIGITAL CAMERA :

 

A digital camera is used to capture still images just like a regular camera. After taking a picture, we can transfer it directly from the cameral to the computer as a graphic image. Software that comes with the camera allows you to edit the image and save it as a graphic file.

 

5.     MICROPHONE :

 

A microphone could be used to add narration, voice-overs, or sound effects to the title.

 

6.     OTHER :

 

Depending on the elements to be incorporated into the multimedia title, other hardware components might include a video camera, a VCR, or a videodisc player.

MULTIMEDIA ELEMENTS

 

WORKING WITH TEXT :

 

Most computer users have had experience with word processing and are familiar with entering and editing text and working with fonts and point sizes. The following are some considerations and guidelines to keep in mind when working with text.

 

                  CONCISE :

 

Reading volumes of text on a computer screen is difficult and tiring. It may not be the best way to communicate an idea, concept or even a fact. The saying “A picture is worth a thousand words” is as true in multimedia as on the printed page. There are certainly titles where text predominates, such as reference works like encyclopedias, combining other elements with text can often reduce the amount of text needed to convey a concept. From a design standpoint, text should fill less than half the screen.

 

                  APPROPRIATE FONTS :

 

Huge, gray blocks of text can be boring to read. We can choose to enliven text by selecting typefaces, called fonts, and type sizes appropriate to the audience. Fonts are useful in focusing attention on certain text on the screen, enhancing readability, setting a tone and projecting an image.

 

Fonts can be characterized as Serif, Sans Serif and Decorative. A serif is a line or curve extending from the ends of a stroke of a character. The French word sans means without, so a sans serif typeface is one without serifs.

 

When choosing a font, always consider the objectives and the intended audience. If the objectives have to do with creating reference title such as the “Selected Works of Shakespeare” and the audience is college students, the title would be text intensive and part of the text, such as headings, might utilize a decorative font appropriate to Shakespeare’s time.

 

                  MAKE IT READABLE:

 

The overriding concern with text is readability. Although a decorative font may be attractive, it may also be hard to read. Sans serif text is clean, simple and projects rationality and objectivity. Serifs create the illusion of a line along the base of a line of text and guide the eye across the screen, facilitating readability. Research has shown that comprehension of text blocks with serifs is 75 to 80 percent, whereas comprehension of text blocks set in sans serif typefaces is 20 to 30 percent. Serif text is described as old-fashioned, friendly, and easy to read. Sans serif text is described as clean, sleek, modern and not so easy to read. A sans serif font may be used for multimedia titles in which there is not much text, such as a game.

 

Font are measured in point sizes. There are 72 points per inch. Ten and 12 point are common sizes for type displayed on the screen. The size often depends on the

 

application. Suggested guidelines are as follows.

 

Headings 14 to 18 point

 

Subheadings Half the heading size

 

Text blocks 10 to 12 point

 

                  CONSIDER TYPE STYLES AND COLORS :

 

Three common type styles are bold, italic and underline. These styles are often used for emphasis in print materials. In multimedia applications, however, they are more often used to indicate hypertext or hotwords. Click on hypertext will display additional text, or cause some action, or jump to another part of the application.

 

                  USE RESTRAINT AND BE CONSISTENT :

 

Although it may be tempting and certainly easy to use various typefaces, size, and styles, it is important to exercise restraint. Be careful to avoid the “ransom note”

Effect; a busy and difficult to read design resulting from too many fonts and type styles on one screen. In addition, you should try to maintain consistency in the use of text. For example, if several screens have a similar heading, you should use the same typeface, size and style for all such headings.

ACCOMMODATING TEXT-INTENSIVE TITLES

 

There are times when a title must include a great deal of text. Reference titles such as encyclopedias are good examples. There are two ways to accommodate large amounts of text without overwhelming and perhaps turning off – the user. First, when possible, use other ways to communicate the message. For example, show an animation or use narration rather than write about the idea. Second, consider using a small amount of text and then allowing the user to obtain more information as desired, using one of the following techniques.

                  HYPER LINKING :

 

Allow the user to select a hotword or a graphic or button to jump to another part of the title that displays more text.

 

                  POPUP MESSAGES, SCROLL BARS AND DROP DOWN BOXES :

 

Popup message that is displayed when the user clicks on a hotword. A scroll box that displays more information as the user clicks on the down arrow or drags the button on the scroll bar. A drop-down box that can display information when the user clicks on the down arrow. A drop-down box is often used to display a menu of choices from which the user can select.

SOFTWARE FOR CREATING AND EDITING TEXT

 

Word processing programs, such as Microsoft Word and Word Perfect, are useful in creating text for titles that are text intensive. Once text is created in a word processing system, it can easily be copied to a multimedia title. If the title is not text intensive, it may be more efficient to use graphics programs (Software used to draw and paint images, such as Corel DRAW and Adobe Illustrator) and authoring programs (software used to create multimedia titles) to generate the text.

 

These programs have text tools that allow you to enter and edit text and select fonts, point sizes and type styles and colors. They also allow you to create special effects, such as distorting or animating the text. Font packages can be purchased that provide a variety of specialized fonts, and programs are available that allow you to create your own fonts. Other sources of text include text that is already in electronic form and text that can be scanned. If a particular printed document was not available in electronic form, or you needed only small parts of it, you could use a scanner and an optical character recognition (OCR) program to

capture desired text. As the document is scanned, the OCR program translates the text into a format that can be used by a word processing program.

WORKING WITH GRAPHICS

 

Graphics such as drawings and photographs are integral to multimedia titles. Visualization is an important part of the communications process, and graphical images can be used to add emphasis, direct attention, illustrate concepts, and provide a background for the content.

 

There are two categories of graphics: draw-type and bitmaps.

 

(1)                 Draw-type graphics, also called vector graphics, represent an image as a geometric shape made up of straight lines, ovals and arcs. When a line is drawn, a set of instructions is written to describe its size, position and shape. If more than one line is drawn, it has a precise relationship to the other parts, for example a pie chart made up of a circle and lines. The instructions that create the circle and lines establish the relationship between them. If a change is made, say, in the size of the circle, the relationship between the circle and the lines stays the same. If the graphic reduced in size and rotated. The reduced graphic keeps the same relationship as the original graphic. The ability to resize and rotate a graphic without distortion is a major advantage of draw-type graphics. Another advantage is their smaller file size. One of the drawbacks of draw-type graphics is that the more complex they are, the larger the file size and the longer they take to appear on the screen. Another disadvantage is that they cannot display photorealistic quality.

 

(2)                 A bitmap represents the image as an array of dots, called pixels. The screen is made up of grid, and each part of the grid is a picture element (pixel), color information, called color depth, is recorded for each pixel. Depending on the number of colors used, a bitmap file can be relatively small.

GRAPHIC IMAGE QUALITY

 

The quality of the image can be measured in terms of image size, color depth and file

 

size.

IMAGE SIZE, COLOR DEPTH AND FILE SIZE

 

Screen resolution is measured in horizontal and vertical pixels, with 640 X 480 being standard. The more pixels per inch on the screen, the finer the detail and hence the better the image quality. A screen resolution of 1024 X 768 displays a much better quality image than 640 X 480 on the same size monitor. Various numbers of colors can associated with each pixel, depending on the number of bits specified (8 bit, 256 colors; 16 bit, 65,536 colors; 24

bit 16.7 million colors). The range of colors available for pixels is called the color depth. The file size of a bitmap graphic is related to its image size and color depth. It can be estimated using the following formula.

 

Image size in pixels X color depth in bits ÷ 8

 

You divide by 8 because file size is measured in bytes and there are 8 bits per byte. For Example,

 

 

 

 

 

 

Image Size

Screen

Color Depth

Number of

File Size in

in pixels

Size

in Bits

Available

Bytes

 

 

 

Colors

(Approximate)

 

 

 

 

 

640 X 480

Full Screen

8

256

3,00,000

 

 

 

 

 

320 X 240

Quarter Screen

8

256

77,000

 

 

 

 

 

1024 X 768

Full Screen

24

16.7 million

24,00,000

 

 

 

 

 

SOFTWARE FOR CREATUBG AND EDITING GRAPHICS

Graphics programs are the tools that allow an artist to create and edit designs used in multimedia titles. There are dozens of graphics programs; some come with operating systems, such as Microsoft Paint which come with Windows 95, and others are included in authoring programs used to create multimedia titles. These are relatively unsophisticated programs, however, lacking many features found in high-end applications. Generally, graphics programs can be categorized as drawing, paint and image-editing programs.

Drawing Programs – those creating draw-type graphics-provide for freehand as well as geometric shapes and are useful in creating designs where precise dimensions and relationships are important. For example, Adobe Illustrator.

Paint Programs – Those creating bitmaps are useful in creating original art, because they provide the tools (brushes, pens, spray paint) used by artists. For example, Paint Shop Pro.

Image-editing programs – are useful for making changes to existing images, such as manipulating the brightness or contrast, or applying textures or patterns. For example, Photoshop.

FEATURES OF GRAPHICS PROGRAMS

 

Following is a list of features that are available on high-end graphics programs.

 

        Type of graphic program : The program is primarily a drawing, a paint(bitmap), or an image-editing program. Many programs allow you to create both draw and paint type graphics.

 

 

 

 

                  Cross-platform compatibility : The program comes in both a Windows and a Macintosh version, and/or is able to create graphics that can be used on both the Macintosh and Windows Platforms.

 

                  Graphics file support : The program allows saving and/or converting graphic images using several of the more popular file formats, such as TIFF (Tagged Image File Format), BMP (bitmaps), PCX (Windows Paint), PICT (Macintosh picture format), and so forth. With the enormous interest in the world wide web, JPEG (Joint Photographic Expert Group) files are becoming more important, because they are the standard file formats for the world wide web.

 

                  Layers : The program supports object layering, which allows you to include more than one bitmaps in an image and edit each bitmap independently of the others.

 

                  Image enhancement with painting tool : The program has pencil, brush, airbrush, text, and line tools; user-defined brushes and the ability to preview the brush size and an option to paint with textures and patterns and to retouch using smudge, sharpen and blur features.

 

                  Selection tools : The program allows selection of any part of an image using a freehand tool, including selection of all the pixels of a certain color. It also allows the use of masks to isolate parts of an image and apply a special effect such as a drop shadow.

 

                  Color Adjustments : The program allows you to adjust image color and choose from a range of colors simultaneously. You can selectively change hue (the shade or color itself), saturation (the relative brilliance or vibrancy of a color), and brightness.

 

                  Image manipulation : The program can stretch, skew and rotate an image.

 

                  Filters : The programs has filters for sharpening, softening, and stylizing the image.

 

                  Antialiasing : The program supports Antialiasing. Because bitmaps made up of rectangular pixels, the outside edge of the image can appear jagged. Antialiasing smoothes the edges by blending the colors on the edge of the image with the adjacent colors.

 

                  Text support : The program allows manipulation of PostScript and TrueType fonts (standard font types for the Macintosh and Windows operating Systems).

 

                  Graphics tablets : The program supports pressure-sensitive graphics tablets.

 

                  Open architecture : The program is compatible with third-party software such as programs that provide special effects.

SOURCES OF GRAPHIC IMAGES

 

Draw and paint-type programs are used to develop graphic images from scratch. Following are other ways to generate graphics that can be incorporated into a multimedia title.

 

        Clip art, Stock photographs, and fine art : Some graphics programs come with clip art and stock photographs, but these are often limited or of poor quality. Several companies specialize in providing images for multimedia titles. For example, Photodisc, a leader in digital stock image, provides more than 50,000 photographs that can purchased on CD or accessed from its website. Corel Gallery 2 has 15,000 clip-art images, and Corel Stock Photo Library has 20,000 photographs.

 

These large CD libraries have a function that allows you to search for an image using descriptive words. For example, it you wanted to view photos of sunsets, you might search using the word sun or sunset, and a list of photos would appear. The companies that sell clip art and stock photographs often allow you to use the graphics in a multimedia title and to distribute the title without paying a royalty. The Corbis Corporation provides images from a wide variety of sources, including leading professional photographers, museums, cultural institutions, public and private archives, an private collections. Corbis has more than 17 million images, including the Ansel Adams collection.

 

        Video Images : Pictures from video sources such as VCRs, videodiscs, and video cameras can be transferred to a computer, and individual frames can become graphic image.

 

        Still Images : Digital cameras specifically designed to capture images in a digital form are useful in generating graphics. You like a picture as you would with any still camera. Then the camera is connected to a computer, and the images are transferred from the camera to the computer. The programs that come with the camera allow you name, sort, resize, rotate and save the images. Photographs that are taken with a regular camera can be made into graphic image by scanning directly into a computer or writing to a Photo CD. Photo CDs can hold approximately 100 images, and many film-processing outlets can create a Photo CD from an ordinary roll of film.

 

Scanned images : One of the most useful pieces of equipment for generating graphics is a scanner. Depending on the type of scanner and the sophistication of the program, you can zoom in and crop specific parts of image before capturing it. You can edit the image by adjusting colors, contrast and brightness. All sorts of images can be scanned, including photographs, illustrations from books, drawings, slides – even objects, although they will display in two-dimensional form. Using a scanner to capture images from objects such as leaves, bricks, fabric or aluminum foil provides away to generate creative graphics that can be used for backgrounds in a multimedia title.

 

        Screen Capture Program : Both Macintosh and Windows-based computers allow you to capture as a graphic whatever is on the computer screen. When you hold down the Command and Shift keys and press 3 on the Macintosh, whatever is on the screen is captured as a graphic file. When you press the Print Screen key on a Windows-based computer, whatever is on the screen is placed on the Clipboard and can be pasted into a graphics program and then saved as a graphic file. In addition, there are programs such as Hijack Pro and Collage Plus that are specifically designed to capture a screen or part of a screen and save it as graphic file of a type you specify. Capturing a screen can be useful if you are working with text that you want to display as a graphic. You could type the text using a word processing program and then capture it on-screen as a graphic.

SOUND

 

In the early days of using desktop computers, usually the only sound that you heard was a beep often accompanied by an error message. Now a whole range of sounds can be played 'through a computer, including music, narration, sound effects, and original recordings of such events as a presidential address or a rock concert. Sounds are critical to multimedia. Often sound provides the only effective way to convey an idea, elicit an emotion, or dramatize a point. How would you describe in words or show in an animation the sound a whale makes? Think about how chilling it is to hear the footsteps on the stairway of the haunted house. Consider how useful it is to hear the pronunciation of "Buenos dies" as you are studying Spanish.

 

To study the use of sound in computers, you need a basic understanding of sound. When we speak, vibrations, called sound waves, are created. These sound waves have a recurring pattern that is called an analog wave pattern. The wave pattern has two attributes that affect how you work with sound on a computer: volume and frequency. The height of each peak in the sound wave relates to its volume the higher the peak, the louder the sound. The distance between the peaks is the frequency the greater the distance, the lower the pitch. Frequency is measured in hertz (Hz). A pattern that recurs every second is equal to 1 Hz. If the pattern recurs 1,000 times in 1 second, it would be 1,000, or 1 kHz (kilohertz).

SAMPLING

 

In order for a computer to Work with sound waves, they must be converted from analog to digital form. This is done through a process called sampling, in which every fraction of a second a sample of the sound is recorded in digital bits. There are two factors that affect the quality of the digitized sound: the number of times the sample is taken, called the sample rate; and the amount of information stored about the sample, called the sample size.

 

The three most common sample rates are 11.025 kHz, 22.05 kHz, and 44.1 kHz. The higher the sample rate, the more samples that are taken and, thus, the better the quality of the digitized sound. The two most common sample sizes are 8 bit and 16 bit. An 8-bit sample allows 256 values that are used to describe the sound, whereas a 16-bit sample provides 65,536 values. Again, the greater the sample size, the better the quality of the sound.

 

Sample Rate

Bit Value

Size of File

 

 

 

44.1 kHz

16

1.75 MB

 

 

 

44.1 kHz

8

882 KB

 

 

 

22.05 kHz

16

882 KB

 

 

 

22.05 kHz

8

440 KB

 

 

 

11.025 kHz

8

220 KB

 

 

 

 

The above table shows the file size (in bytes) for 10 seconds of digital audio given various sample rates and bit values. The following formula is used to determine the byte size of a 1-second recording:

 

sample rate X bit value 8

 

Thus a 1-second recording at a sample rate of 44.1 kHz and 16 bits would be 88,200 bytes (44,100 x 16 8). You would double this number for a stereo recording. The 44.1 kHz 16-bit sample is CD quality; whereas the 11.025 kHz 8-bit sample would be marginal quality.

 

A sound card, is used to digitize sound. A sound from some external source is sent to the card. The external source could be a cassette tape, videotape player, CD, or someone speaking into a microphone. The sound card samples the sound based on the sample rate and bit value and produces the digital approximation of the analog signal.

 

Once a sound has been digitized, it can easily be manipulated using a. sound- editing program. Figure 4.5 shows a sound-editing program and some of its features. Using the mouse pointer, you can select part of the recording and • cut it out of the pattern or replace it with another sound. Or you can choose to add sound effects such as an echo or fade-in and fade-out.

MIDI

 

Another way to incorporate sound into multimedia titles is with MIDI files. MIDI, which stands for Musical instrument Digital interface, is a standard format that enables computers and electronic musical instruments to communicate sound information. Digitized audio begins with a sound, samples it, and creates a digital representation which is stored in a file. MIDI begins with an event, such as pressing a key on an electronic musical instrument such as a MIDI keyboard, and codes the event (including which key and how hard and long it was pressed) as a series of commands. These are stored in a file and can be sent from the computer to another instrument, such as a synthesizer, for playback.

 

MIDI has been compared to a musical score, because it represents the notes that are played, along with such information as volume and frequency, rather than the sound itself. This level of detail allows more-precise editing than with digitized sound. Also, because MIDI files contain code instead of the actual digitized sounds, they can be hundreds of times smaller than audio files. On the other hand, working with MIDI requires specialized software and may require additional equipment for recording and playback, or a MIDI- compatible audio card.

ANIMATION

 

We often think of animation as full-length Disney movies and Saturday- morning cartoons in which illustrated heroes and villains and especially animal characters come to life. Television programs, movies, and videos are part of our daily lives. Animation plays a huge role in entertainment (providing action and realism) and education (providing visualization and demonstration). Entertainment multimedia titles in general, and children's titles specifically, rely heavily on animation. But animation can also be extremely effective in other titles, such as training applications. For example, say a mechanic needs to be trained on a hydraulic system for the landing gear of a jet plane. The training includes information on the flow of hydraulic fluid through the system. It might be impossible to videotape the actual flow of the fluid inside the landing gear, but an animation could provide a simulation arid even dramatize how pressure is created during the process.

 

The perception of motion in an animation is an illusion. The movement that we see is, like a movie, made up of many still images, each in its own frame. Movies on video run at about 30 frames per second (fps), but computer animations can be effective at 12 to 15 fps. Anything less results in a jerky motion, as the eye detects the changes from one frame to the next.


2D ANIMATION

 

There are two types of 2-D animation, cel and path. Cel animation is based on the changes that occur from one frame to another to give the illusion of movement. Cel comes from the word celluloid (a transparent sheet material) which was first used to draw the images and place them on a stationary background. Notice that the background remains fixed as the object changes from frame to frame. You could have more than one object move against a fixed background.

 

Computer-based cel animation is usually done with animation programs, although some multimedia authoring programs can create cel animations.

 

Path animation moves an object along a predetermined path on the screen. The path could be a straight line or it could include any number of curves. Often the object does not change, although it might be resized or reshaped. This can be a relatively easy process, because you need only one object (the ball), rather than several objects. Path animations can often be created using a multimedia authoring program by simply dragging the mouse pointer around the screen, or by pointing to different locations on the screen and clicking the mouse button. Some authoring programs even allow you to set the object's beginning position on one frame and its ending position on another frame; then the program uses a technique called Tweening to automatically fill in the intervening frames.

3D ANIMATION

 

Although 2-D animation can be effective in enhancing a multimedia title, 3-D animation takes the entire experience of multimedia to another level. Three-dimensional animation is the foundation upon which many multimedia CD games and adventure titles are constructed. Top-selling products such as Myst and 7th Guest use 3-D animation to bring the user into the setting and make him or her seem a part of the action. Whether opening doors, climbing stairs, or exploring mysterious rooms, the user is a participant, not a spectator. Creating 3-D animation is considerably more complex than 2-D animation and involves three steps: modeling, animation, and rendering.

 

Modeling is the process of creating 3-D objects and scenes. One technique involves drawing various views of an object (top, side, cross-section) by setting points on a grid. These views are used to define the object's shape. The animation step involves defining the object's motion and how the lighting and views change during the animation. Rendering is the final step in creating 3-D animation and involves giving objects attributes such as colors, surface textures, and degrees of transparency. Rendering can take considerable time (days), depending on the complexity of the animation. There are different rendering processes, varying in time needed and quality of the completed animation. Animators therefore often render the animation using a quicker, lower-resolution process as a test. Then they use a slower, higher-quality process for the finished animation. Strata Pro 3D, Swivel 3D, and 3D Studio are examples of programs.

ANIMATION SPECIAL EFFECTS

 

A common special effect for animations is morphing. Morphing is the process of transforming one image into another via a series of frames. An example would be a photo kiosk in which two people would have their pictures taken and a photo would be generated by the computer that combines their images. The morphing process involves selecting sets of corresponding points on each of the images. Thus, in morphing the two faces, the sets of points might include eyes, lips, ears, and outline of the head. Based on these sets of points, the morphing program rearranges the pixels to transition the original image into the second via a series of intervening images. Morphing is useful not only in showing how two images blend together, but also in showing how an image might change over time. Warping is a related special effect that allows you to manipulate a single image. For example, you could stretch a facial feature to change a frown into a smile.

VIRTUAL REALITY

 

Virtual reality (VR) attempts to create an environment that surrounds the user so that he or she becomes part of the experience. The term virtual reality has been used to describe various types of applications some that are more experiential than others, as the following examples illustrate.

 

        Boeing uses flight simulators that are cockpits of actual airplanes, mounted on hydraulically controlled legs that can simulate every motion of an aircraft. Flight crews training in these simulators can be presented with any number of environments (airports, weather conditions, landing approaches) on displays viewed through the cockpit windows. These simulators are so realistic that the Federal Aviation Administration (FAA) will approve current pilots for certification on a specific model using the simulator alone.

 

        In some compact disc based adventure games, the surroundings change as the user points the mouse cursor and walks through doors, up stairs, turns left or right, or otherwise moves through the various scenes. The goal of the multimedia developer is to make it seem as though the user is actually standing in the middle of a room, or in an arcade, or in a haunted house, and so on. Related applications are those that allow a walk-through of a building. A popular title is a walk-through of the White House, which allows the user to view different rooms and to zoom in on objects such as paintings and sculptures.

 

        There are arcade-type games and educational applications that require headgear with goggles that allow the user to "step into" a virtual world. As the user turns his head, a different view of the world appears Gloves and handheld equipment can be used to allow the user to interact with the environment.

 

Although most virtual reality applications are animations, Apple Computer has developed a QuickTime VR system. This system starts with photographs taken in a panoramic format. This is accomplished by mounting a digital camera on a tripod that allows the user to take a series of still pictures. The camera is rotated a few degrees after each picture, until a complete 360-degree panorama is obtained. These photographs are electronically "stitched" together to provide a seamless 360-degree view. The files created with this system can be brought into a multimedia title that allows the user to point the mouse cursor to navigate around the setting and to zoom in on any, object.

 

Because virtual reality is so 3-D graphic intensive, it is not as applicable to home and school CD titles that are played on typical multimedia computers.

VIDEO

The ability to incorporate digitized video into a multimedia title marked an important achievement in the evolution of the multimedia industry Consider the following: You are developing a report on the civil rights movement in the United States to be presented to your fellow students. The purpose is to inform them of various significant events. You want to include excerpts from Martin Luther King Jr.'s "I Have a Dream" speech. You could:

 

                  Type part of the speech and hand it out (text)

 

                  Show a photo of Martin Luther King Jr. (graphics)

 

                  Play an audio except of the speech (sound)

 

                  Play a video except of the speech (video)

 

Those viewing the video would recognize the impact of seeing the actual event rather than simply reading about it or listening to it. Video brings a sense of realism to multimedia titles and is useful in engaging the user and evoking emotion.

DIGITIZING THE VIDEO SIGNAL

 

Video, like sound, is usually recorded and played as an analog signal. It must therefore be digitized in order to be incorporated into a multimedia title. Figure 4.12 shows the process for digitizing an analog video signal. A video source, such as a video camera, VCR, TV, or videodisc, is connected to a video capture card in a computer. As the video source is played, the analog signal is sent to the video card and converted into a digital file that is stored on the hard drive. At the same time, the sound from the video source is also digitized.

One of the advantages of digitized video is that it can be easily edited. Analog video, such as a videotape, is linear; there is a beginning, middle, and end. If you want to edit it, you need to continually rewind, pause, and fast-forward the tape to display the desired frames. Digitized video, on the other hand, allows random access to any part of the video, and editing can be as easy as the cut-and-paste process in a word processing program. In addition, adding special effects such as fly-in titles and transitions is relatively simple.

FILE SIZE CONSIDERATIONS

 

Although digitized video has many advantages, there is an important consideration: file size. Digitized video files can be extremely large. A single second of high-quality color video that takes up only one-quarter of a computer screen can be as large as 1 MB. Several elements determine the file size; in addition to the length of the video, these include frame rate, image size, and color depth.

 

Frame rate : Earlier you learned that animation is an illusion caused by the rapid display of still images (frames). Television and movies play at 30 fps, but acceptable playback can be achieved with 15 fps.

 

Image size : A standard full-screen resolution is 640 x 480 pixels, but often video is more appropriately displayed in a window that is one-fourth (320 x 240) the size of the full screen.

 

Color Depth :

 

Color depth Digitized video is really made up of a series of still graphic bitmaps. Hence the quality of video is dependent on the color quality (related to the number of colors) for each bitmap. As you learned earlier, an 8-bit color depth provides 256 colors, 16-bit provides more than 64,000 colors, and 24-bit provides over 16 million colors.

Using the following formula, you can estimate the file size of 1 second of digitized

 

video:

 

fps x image size x color depth ÷ 8 = file size

 

Thus 1 second of video at a frame rate of 15 fps, with an image size of 320 x 240 and a color depth of 24 bits, would equal a file size of 3.5 MB. This means that a CD could hold only three minutes of digitized video with the stated frame rate, image size, and color depth.

 

Although it might be desirable to run several minutes of photorealistic full- screen video at 30 fps, it may not be feasible. The file size would be prohibitive, and the current playback multimedia systems would not support the processing power required. Thus the use of video becomes a trade-off between quality and file size. What constitutes acceptable quality depends on the purpose of the title and the intended audience. Reducing the color depth below 256 colors yields a markedly poorer-quality image. Also, reducing the frame rate to below 15 fps causes a noticeable and distracting jerkiness that is usually unacceptable. Changing the image size arid compressing the file therefore become primary ways of reducing file size.

 

You usually do not need to show full-screen video in a multimedia title, because it is only one of several elements that appear on-screen. Other elements might include text and navigational buttons. The video can therefore be played in a window as small as one-quarter or even one-sixteenth of the screen. One technique is to use video for the parts of an object that are changing. For example, assume you want to show a dinner table with a lit candle. The flame of the candle is the only moving, part of the screen. Instead of creating a video of the entire table with the candle, you could use the table as a background still image and videotape only the flame. Then you could play the flame in a window at the tip of the candle, giving the impression that the entire screen is one video. The video could be played continuously to create the motion of a flickering candle. In most cases, a quarter-screen image size (320 x 240), an 8-bit color depth (256 colors), and a frame rate of 15 fps is acceptable for a multimedia title. And even this minimum result in a very large file size

VIDEO COMPRESSION

 

Because of the large sizes associated with video files, video compression/ decompression programs, known as codecs, have been developed. These programs can substantially reduce the size of video files, which means that more video can fit on a single CD and that the speed of transferring video from a CD to the computer can be increased. There are two types of compression: lossless and lossy. Lossless compression preserves the exact image throughout the compression and decompression process. An example of when this is important is in the use of text images. Text needs to appear exactly the same before and after file compression. One technique for text compression is to

identify repeating words and assign them a code. For example, if the word multimedia appears several times in a text file, it would be assigned a code that takes up less space than the actual word. During decompression, the code would be changed back to the word multimedia. Lossy compression actually eliminates some of the data in the image and therefore provides greater compression ratios than lossless compression. The greater the compression ratio, however, the poorer the decompressed image. Thus, the trade-off is file size versus image quality. Lossy compression is applied to video because some drop in the quality is not noticeable in moving images.

 

Certain standards have been established for compression programs, including JPEG (Joint Photographic Experts Groups) and MPEG (Motion Picture Experts Group). Both of these programs reduce the file size of graphic images by eliminating redundant information. Often areas of an image (especially backgrounds) contain similar information. JPEG compression identifies these areas and stores them as blocks of pixels instead of pixel by pixel, thus reducing the amount of information needed to store the image. Compression rations of 20:1 can be achieved without substantially affecting image quality. A 20:1 compression ratio would reduce a 1 MB file to only 50 KB.

 

MPEG adds another process to the still-image compression when working with video. MPEG looks for the changes in the image from frame to frame. Key frames are identified every few frames, and the changes that occur from key frame to key frame are recorded.

MPEG can provide greater compression ratios than JPEG, but it requires hardware (a card inserted in the computer) that is not needed for JPEG compression. This limits the use of MPEG compression for multimedia titles, because MPEG cards are not standard on the typical multimedia playback system.

 

Two widely used video compression software programs are Apple's QuickTirne (and QuickTime for Windows) and Microsoft's Video for Windows. QuickTime is popular because it runs on both Apple and Windows-based computers. It uses lossy compression coding and can achieve ratios of 5:1 to 25:1. Video for Windows uses a format called Audio Video Interleave (AVI) which, like QuickTime, synchronizes the sound and motion of a video file.

SOFTWARE FOR CAPTURING AND EDITING VIDEO

 

Several steps are needed to prepare video to be incorporated into a multimedia title. These include capturing and digitizing the video from some video source, such as a video camera, VCR, TV, or videodisc; editing the digitized video; and compressing the video. Some software programs specialize in one or the other of these steps, and other programs, such as Adobe Premiere, can perform all of them. Although capturing and compressing are necessary, it is editing that receives the most attention. Editing digitized video is similar to editing analog video, except that it is easier. For one thing, it is much quicker to access frames in digital form than in analog. For example, with analog video, a lot of time is spent fast-forwarding and rewinding the videotape to locate the desired frames; whereas with digital editing you can quickly jump from the first frame to the last—or anywhere in between. Removing frames or moving them to another location is as easy as the cut-and-paste process in a word processing program. The following are some other features that may be included in editing software programs:

 

Incorporating transitions such as dissolves, wipes, and spins Superimposing titles and animating them, such as a fly-in logo

 

Applying special effects to various images, such as twisting, zooming, rotating, and distorting

 

Synchronizing sound with the video-

 

Applying filters that control color balance, brightness and contrast, blurring, distortions, and morphing.

AUTHORING PROGRAMS

Authoring Programs are used to create multimedia titles. They help the developer do all of the following tasks:

 

Produce content with paint, text and animation tools Design screen layout using templates

 

Create interactivity

 

Incorporate text, sound, video, animation and graphics Create hyperlinks

 

Multimedia authoring programs vary significantly in the features they provide and in their cost and ease-of-use. There are dozens of authoring programs to choose from, and various ways to compare them. These include the following criteria:

 

Platform (Mac and/or PC) used for development and playback Way the developer works with them and ease of use

 

Feature(paint tool, animation tool, programming language) Price

 

Learning curve

 

Ability to develop multimedia applications that can be delivered via the internet.

 

Two ways in which multimedia is used are in presentations and as standalone titles. It is helpful to distinguish between these uses, because the type of application affects the design of the title, the cost, development time and often the authoring program used.

MULTIMEDIA PRESENTATIONS :

 

Multimedia presentations involve a presenter and an audience of one or more persons.

 

Examples include the following:

 

A college professor lecturing on the art collection of the Hermitage Museum in St.Petersburg and using a computer to display various paintings as well as biographic of the artists.

 

A sales presentation in which a representative uses a computer to display the company’s new product line, including animations of how the products work.

 

A corporate CEO making a presentation at the annual stockholders’ meeting and using a computer to display highlights of the past year, pictures of corporate officers, and financial data.

 

In these cases, the presenter has control over the multimedia title, and it is primarily a one-way, linear communication process. If the multimedia title allows the presenter to quickly navigate through the contents of the title, a great deal of interactivity can be built into the presentation. For example, a sales representative may be making a pitch to a prospective client that starts with a relatively linear presentation about her company’s history and product line. Then she may ask a few questions and, based on the responses, jump to information about pricing or product availability or to video clips of testimonials from current customers. These types of presentations are useful when the presenter wants to utilize the power of multimedia while maintaining control of the presentation. Many of these presentations are similar to a slide show and can be developed easily, quickly, and inexpensively.

STAND-ALONE APPLICATIONS :

 

Stand alone titles are those that are intended for use by individuals in a one-on-one situation. Examples include the following:

A computer based simulation of biology lab procedure in which students learn how to dissect a frog.

An informational kiosk located in a shopping mall, with which customers can locate various stores and product lines.

 

An interactive CD-based encyclopedia located in a library.

 

A CD based sales catalog distributed through the mail to potential customers.

A corporate training CD used to teach employees how to deal with angry customers. A solve-the mystery adventure game distributed on CD.

 

The primary differences between presentation and stand-alone titles are who has control and the amount of interactivity that is involved. A major advantage of stand-alone title is that the user has control and can determine what to view and review based on his or

her needs. It is possible, however, for developers to build into these titles conditions that the user must satisfy before proceeding along a certain path. For example, in an adventure game the user might be required to solve a puzzle before being allowed through a certain door, or in an educational title the user might be required to take a pretest that determines which tutorial can be accessed.

 

All stand-alone authoring programs have one thing in common; the ability to create hyperlinks. Hyperlinking is the process of establishing a relationship (link) between two elements or objects within a title. An example would be a word or phrase, called a hotword or hypertext, that, when clicked, causes the program to jump to another screen. Because control is turned over to the user, several design, navigation, and “what-if” issues must be addressed. This makes these titles generally more difficult, expensive, and time consuming to develop than presentation-type titles.

HOW AUTHORING SYSTEM WORK

 

Multimedia authoring systems can be categorized by the way in which they work i.e., metaphor used. These include the electronic slide show, the card stack or book, icon-based programs and time based programs using a movie metaphor.

1. ELECTRONIC SLIDE SHOWS :

 

Giving an electronic slide show presentation is similar to using overhead transparencies or traditional photographic slides. Programs such as Microsoft PowerPoint, Adobe Persuasion, Asymetrix Compel used a slide show metaphor.

 

These types of programs have several advantages. They are relatively inexpensive, easy to learn, and easy to use. These programs provide templates with different background colors and graphics and allow you to incorporate all of the multimedia elements, including video, animation and sound. Some program has Hyperlinking capabilities that allow the user to navigate to any part of the application.

 

2. THE CARD STACK AND BOOK METAPHORS :

 

One of the first multimedia authoring programs was HyperCard. HyperCard uses a card stack metaphor. Cards are developed that have different elements associated with them and are put to stacks. You can link the cards by allowing the user to click on buttons or other elements and jump to a different card in the stack.

 

A similar type of program uses a book metaphor, in which each page represents a different screen, and the pages combine to make up a book. ToolBook by Asymetrix is an example of this type of program. These are two levels in this program : author and reader. The author level allows you to create the title, whereas the reader level allows you to interact with it as a user.

The advantages of using the card and book type authoring programs include the ease in understanding the metaphor, and the straightforward relationship between what is displayed on any particular screen and what is created on a card or page. These programs also provide templates that reduce development time.

 

3. ICON BASED AUTHORING PROGRAMS :

 

With icon based programs, you use symbols in a flowchart scheme. Each icon represents a particular event. For example, the wait icon stops the process until the user clicks the mouse button or presses a key, or a specific amount of time passes.

 

An advantage of icon based programs is that you can easily see how a title is structured that is, the flow of a program and especially the branching. This makes it easy to edit and update the program by merely adding or deleting icons representing content or events.

 

4. TIME BASED AUTHORING PROGRAMS :

 

Time based programs use a movie metaphor. That is, like a movie on videotape, you start the multimedia title and it plays until some action causes it to pause or stop. Director movies are made of a series of individual frames. Each frame consists of up to 48 objects such as graphics buttons, and text placed on a stage. As the movie is played, frames are displayed, revealing their elements. They are good for creating animations.

 

5. WEB BASED AUTHORING PROGRAMS :

 

As the World Wide Web has become more viable as a distribution alternative for multimedia, companies are adapting their authoring tools to accommodate the web. Asymetrix and Quest provide versions of their authoring programs specifically designed for developing multimedia title to be delivered over the Internet. Macromedia provides a utility program called Shockwave, that allows an Internet user to play Director Movies; and Microsoft provides its ActiveX controls that allow movies, animations and sound to be delivered over the Internet.

 

DELIVERING MULTIMEDIA

 

The following are different methods of delivering multimedia.

 

1. COMPACT DISC

 

The growth of multimedia is often expressed in terms of the growth of Compact Disc(CD) titles. CDs are popular medium because they can hold substantial amounts of data, including sound and video. They are relatively inexpensive, easy to mass produce, distribute and transport and they take up little retail shelf space.

 

 

 

 

 

2. KIOSK

 

A kiosk is a stand alone or networked computer system that allows the user to access information performs transactions, and even plays games. Examples are college information kiosks that students use to learn about academic programs, print out schedules and transcripts, and access a campus map, retain store kiosk that allow customers to locate merchandise, print out coupons, and purchase products and museum kiosks that allow the user to locate specific works of art, view parts of a collection that are not on display, and obtain detailed information about the artists.

 

3. ONLINE

 

One of the fastest growing areas for multimedia delivery is online, which includes telecommunications and the Internet. Telecommunications involving phone lines, satellite, and cable transmission is being used by educational institutions to deliver multimedia courseware to rural areas, and by companies for teleconferencing and training. The use of the Internet is growing exponentially, companies are developing home pages for the World Wide Web that allow customers to purchase products, access product, information including video demonstrations, and even subscribe to real time multimedia events such as rock concerts.

 

 

 

 

 

 

 

 

 

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