Multimedia Notes
Multimedia Notes
Multimedia Notes
Introduction to Multimedia
Structure
1.1 Introdution
1.2 Categories of Multimedia
1.3 Applications of Multimedia
1.4 Stages of Multimedia Application Development
1.5 Delivering methods of Multimedia Contents.
Learning Objectives
In this lesson we will learn the preliminary concepts of Multimedia. We will
discuss the various benefits and applications of multimedia. After going through
this chapter the reader will be able to :
(i) Define multimedia
(ii) List the elements of multimedia
(iii) Enumerate the different applications of multimedia
(iv) Describe the different stages of multimedia software development
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1.1 Introduction
Multimedia has become an inevitable part of any presentation. It has found
a variety of applications right from entertainment to education. The evolution of
internet has also increased the demand for multimedia content.
Multimedia is the media that uses multiple forms of information content
and information processing (e.g. text, audio, graphics, animation, video,
interactivity) to inform or entertain the user. Multimedia also refers to the use of
electronic media to store and experience multimedia content. Multimedia is similar
to traditional mixed media in fine art, but with a broader scope. The term “rich
media” is synonymous for interactive multimedia.
Multimedia elements
• Text
• Graphics
• Audio
• Video
• Animation
• Interactivity
1.2 Categories of Multimedia
Multimedia may be broadly divided into linear and non-linear categories.
Linear active content progresses without any navigation control for the viewer
such as a cinema presentation. Non-linear content offers user interactivity to
control progress as used with a computer game or used in self-paced computer
based training. Non-linear content is also known as hypermedia content.
Multimedia presentations can be live or recorded. A recorded presentation
may allow interactivity via a navigation system. A live multimedia presentation
may allow interactivity via interaction with the presenter or performer.
1.2.1 Features of Multimedia
Multimedia presentations may be viewed in person on stage, projected,
transmitted, or played locally with a media player. A broadcast may be a live or
recorded multimedia presentation. Broadcasts and recordings can be either analog
or digital electronic media technology. Digital online multimedia may be
downloaded or streamed. Streaming multimedia may be live or on-demand.
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online. Some video games also use multimedia features. Multimedia applications
that allow users to actively participate instead of just sitting by as passive recipients
of information are called Interactive Multimedia.
1.3.4 Education
In Education, multimedia is used to produce computer-based training
courses (popularly called CBTs) and reference books like encyclopedia and
almanacs. A CBT lets the user go through a series of presentations, text about a
particular topic, and associated illustrations in various information formats.
Edutainment is an informal term used to describe combining education with
entertainment, especially multimedia entertainment.
1.3.5 Engineering
Software engineers may use multimedia in Computer Simulations for anything
from entertainment to training such as military or industrial training. Multimedia
for software interfaces are often done as collaboration between creative
professionals and software engineers.
1.3.6 Industry
In the Industrial sector, multimedia is used as a way to help present
information to shareholders, superiors and coworkers. Multimedia is also helpful
for providing employee training, advertising and selling products all over the
world via virtually unlimited web-based technologies.
1.3.7 Mathematical & Scientific Research
In Mathematical and Scientific Research, multimedia is mainly used for
modeling and simulation. For example, a scientist can look at a molecular model
of a particular substance and manipulate it to arrive at a new substance.
Representative research can be found in journals such as the Journal of Multimedia.
1.3.8 Medicine
In Medicine, doctors can get trained by looking at a virtual surgery or they
can simulate how the human body is affected by diseases spread by viruses and
bacteria and then develop techniques to prevent it.
1.3.9 Multimedia in Public Places
In hotels, railway stations, shopping malls, museums, and grocery stores,
multimedia will become available at stand-alone terminals or kiosks to provide
information and help. Such installation reduce demand on traditional information
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booths and personnel, add value, and they can work around the clock, even in
the middle of the night, when live help is off duty.
A menu screen from a supermarket kiosk that provide services ranging
from meal planning to coupons. Hotel kiosk list nearby restaurant, maps of the
city, airline schedules, and provide guest services such as automated checkout.
Printers are often attached so users can walk away with a printed copy of the
information. Museum kiosk are not only used to guide patrons through the exhibits,
but when installed at each exhibit, provide great added depth, allowing visitors
to browser though richly detailed information specific to that display.
(Virtual Reality)
At the convergence of technology and creative invention in multimedia is
virtual reality, or VR. Goggles, helmets, special gloves, and bizarre human
interfaces attempt to place you “inside” a lifelike experience. Take a step forward,
and the view gets closer, turn your head, and the view rotates. Reach out and
grab an object; your hand moves in front of you. Maybe the object explodes in
a 90-decibel crescendo as you wrap your fingers around it. Or it slips out from
your grip, falls to the floor, and hurriedly escapes through a mouse hole at the
bottom of the wall.
VR requires terrific computing horsepower to be realistic. In VR, your
cyberspace is made up of many thousands of geometric objects plotted in three-
dimensional space: the more objects and the more points that describe the objects,
the higher resolution and the more realistic your view. As the user moves about,
each motion or action requires the computer to recalculate the position, angle
size, and shape of all the objects that make up your view, and many thousands
of computations must occur as fast as 30 times per second to seem smooth.
On the World Wide Web, standards for transmitting virtual reality worlds
or “scenes” in VRML (Virtual Reality Modeling Language) documents (with the
file name extension .wrl) have been developed.
Using high-speed dedicated computers, multi-million-dollar flight simulators
built by singer, RediFusion, and others have led the way in commercial application
of VR.Pilots of F-16s, Boeing 777s, and Rockwell space shuttles have made
many dry runs before doing the real thing. At the California Maritime academy
and other merchant marine officer training schools, computer-controlled simulators
teach the intricate loading and unloading of oil tankers and container ships.
Specialized public game arcades have been built recently to offer VR combat
and flying experiences for a price. From virtual World Entertainment in walnut
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that the letters officially stood for “digital versatile disc” (due to non-video
applications), however, the text of the press release announcing the specification
finalization only refers to the technology as “DVD”, making no mention of what
(if anything) the letters stood for. Usage in the present day varies, with “DVD”,
“Digital Video Disc”, and “Digital Versatile Disc” all being common.
(c) About Flash Drives
A USB flash drive is a data storage device that includes flash memory with
an integrated Universal Serial Bus (USB) interface. USB flash drives are typically
removable and rewritable, and physically much smaller than a floppy disk. Most
weigh less than 30 g. As of January 2012 drives of 1 terabytes (TB) are available.
and storage capacities as large as 2 terabytes are planned, with steady
improvements in size and price per capacity expected. Some allow up to 100,000
write/erase cycles (depending on the exact type of memory chip used) and 10
years shelf storage time.
USB flash drives are often used for the same purposes for which floppy
disks or CD-ROMs were used. They are smaller, faster, have thousands of
times more capacity, and are more durable and reliable because they have no
moving parts. Until approximately 2005, most desktop and laptop computers
were supplied with floppy disk drives, but floppy disk drives have been
abandoned in favor of USB ports.
USB flash drives use the USB mass storage standard, supported natively
by modern operating systems such as Linux, Mac OS X, Windows, and other
Unix-like systems, as well as many BIOS boot ROMs. USB drives with USB
2.0 support can store more data and transfer faster than much larger optical
disc drives like CD-RW or DVD-RW drives and can be read by many other
systems such as the Xbox 360, PlayStation 3, DVD players and in some
upcoming mobile smart phones.
(d) About Internet
The Internet is a global system of interconnected computer networks that
use the standard Internet protocol suite (TCP/IP) to serve billions of users
worldwide. It is a network of networks that consists of millions of private, public,
academic, business, and government networks, of local to global scope, that
are linked by a broad array of electronic, wireless and optical networking
technologies. The Internet carries an extensive range of information resources
and services, such as the inter-linked hypertext documents of the World Wide
Web (WWW) and the infrastructure to support email.
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UNIT 2
All About Text
Structure
2.1 Introduction
2.2 Multimedia Building Blocks
2.3 Text in Multimedia
2.4 Computers and Text
2.5 Font Editing and Design Tools
2.6 Summary
Learning Objectives
In this lesson we will learn the different multimedia building blocks. Later
we will learn the significant features of text.
(i) At the end of the lesson you will be able to
(ii) List the different multimedia building blocks
(iii) Enumerate the importance of text
(iv) List the features of different font editing and designing tools
2.1 Introduction
All multimedia content consists of texts in some form. Even a menu text is
accompanied by a single action such as mouse click, keystroke or finger pressed
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in the monitor (in case of a touch screen). The text in the multimedia is used to
communicate information to the user. Proper use of text and words in multimedia
presentation will help the content developer to communicate the idea nd message
to the user.
2.2 Multimedia Building Blocks
Any multimedia application consists any or all of the following components:
1. Text: Text and symbols are very important for communication in any
medium. With the recent explosion of the Internet and World Wide Web, text
has become more the important than ever. Web is HTML (Hyper text Markup
language) originally designed to display simple text documents on computer
screens, with occasional graphic images thrown in as illustrations.
2. Audio: Sound is perhaps the most element of multimedia. It can provide
the listening pleasure of music, the startling accent of special effects or the
ambience of a mood-setting background.
3. Images: Images whether represented analog or digital plays a vital role
in a multimedia. It is expressed in the form of still picture, painting or a photograph
taken through a digital camera.
4. Animation: Animation is the rapid display of a sequence of images of 2-
D artwork or model positions in order to create an illusion of movement. It is an
optical illusion of motion due to the phenomenon of persistence of vision, and
can be created and demonstrated in a number of ways.
5. Video: Digital video has supplanted analog video as the method of choice
for making video for multimedia use. Video in multimedia are used to portray
real time moving pictures in a multimedia project.
Text in Multimedia
Words and symbols in any form, spoken or written, are the most common
system of communication. They deliver the most widely understood meaning to
the greatest number of people. Most academic related text such as journals, e-
magazines are available in the Web Browser readable form.
2.3 About Fonts and Faces
A typeface is family of graphic characters that usually includes many type
sizes and styles. A font is a collection of characters of a single size and style
belonging to a particular typeface family. Typical font styles are bold face and
italic. Other style attributes such as underlining and outlining of characters, may
be added at the users choice.
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F F
(Serif Font) (Sans serif font)
Selecting Text fonts
It is a very difficult process to choose the fonts to be used in a multimedia
presentation. Following are a few guidelines which help to choose a font in a
multimedia presentation.
• As many number of typefaces can be used in a single presentation, this
concept of using many fonts in a single page is called ransom-note
topography.
• For small type, it is advisable to use the most legible font.
• In large size headlines, the kerning (spacing between the letters) can be
adjusted.
• In text blocks, the leading for the most pleasing line can be adjusted.
• Drop caps and initial caps can be used to accent the words.
• The different effects and colors of a font can be chosen in order to
make the text look in a distinct manner.
• Anti aliased can be used to make a text look gentle and blended.
• For special attention to the text the words can be wrapped onto a sphere
or bent like a wave.
• Meaningful words and phrases can be used for links and menu items.
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historically related derivation, the shared symbols of each language are unified
into collections of symbols (Called scripts). A single script can work for tens or
even hundreds of languages.Microsoft, Apple, Sun, Netscape, IBM, Xerox
and Novell are participating in the development of this standard and Microsoft
and Apple have incorporated Unicode into their operating system.
2.5 Font Editing and Design Tools
There are several software that can be used to create customized font.
These tools help an multimedia developer to communicate his idea or the graphic
feeling. Using these software different typefaces can be created.
In some multimedia projects it may be required to create special characters.
Using the font editing tools it is possible to create a special symbols and use it in
the entire text.Following is the list of software that can be used for editing and
creating fonts:
• Fontographer
• Fontmonger
• Cool 3D text
Special font editing tools can be used to make your own type so you can
communicate an idea or graphic feeling exactly. With these tools professional
typographers create distinct text and display faces.
1. Fontographer
It is macromedia product; it is a specialized graphics editor for both
Macintosh and Windows platforms. You can use it to create postscript, true
type and bitmapped fonts for Macintosh and Windows.
2. Making Pretty Text
To make your text look pretty you need a toolbox full of fonts and special
graphics applications that can stretch, shade, color and anti-alias your words
into real artwork. Pretty text can be found in bitmapped drawings where
characters have been tweaked, manipulated and blended into a graphic image.
3. Hypermedia and Hypertext
Multimedia is the combination of text, graphic, and audio elements into a
single collection or presentation – becomes interactive multimedia when you
give the user some control over what information is viewed and when it is viewed.
When a hypermedia project includes large amounts of text or symbolic
content, this content can be indexed and its element then linked together to
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afford rapid electronic retrieval of the associated information. When text is stored
in a computer instead of on printed pages the computer’s powerful processing
capabilities can be applied to make the text more accessible and meaningful.
This text can be called as hypertext.
4. Hypermedia Structures
Two Buzzwords used often in hypertext are link and node. Links are
connections between the conceptual elements, that is, the nodes that may consists
of text, graphics, sounds or related information in the knowledge base.
5. Searching for words
Following are typical methods for a word searching in hypermedia systems:
Categories, Word Relationships, Adjacency, Alternates, Association, Negation,
Truncation, Intermediate words, Frequency.
Summary
In this lesson we have learnt the following
(i) The multimedia building blocks such as text, audio, video, images,
animation.
(ii) The importance of text in multimedia.
(iii) The difference between fonts and typefaces.
(iv) Character sets used in computers and their significance.
(v) The font editing software which can be used for creating new fonts
and the features of such software.
Short Answer Type Questions
1. List out the Multimedia Building Blocks.
2. What is ASCII Character set.
3. What is hypermedia and hypertext.
4. What is hypermedia structures
Long Answer Type Questions
1. Explain about fonts and faces
2. Explain about fonts and character sets.
3. Explain about font editing and design tools.
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UNIT 3
All About Images
Structure
3.1 Introduction
3.2 Digital Image
3.3 Making Still image
3.4 Colors
3.5 Image File format
3.6 Summary1.0
Learning Objectives
In this lesson we will learn how images are captured and incorporated into
a multimedia presentation. Different image file formats and the different color
representations have been discussed in this lesson.
At the end of this lesson the learner will be able to
(i) Create his own image
(ii) Describe the use of colors and palettes in multimedia
(iii) Describe the capabilities and limitations of vector images.
(iv) Use clip arts in the multimedia presentations
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3.1 Introduction
Still images are the important element of a multimedia project or a web site.
In order to make a multimedia presentation look elegant and complete, it is
necessary to spend ample amount of time to design the graphics and the layouts.
Competent, computer literate skills in graphic art and design are vital to the
success of a multimedia project.
3.2.4 Bitmaps
A bitmap is a simple information matrix describing the individual dots that
are the smallest elements of resolution on a computer screen or other display or
printing device. A one-dimensional matrix is required for monochrome (black
and white); greater depth (more bits of information) is required to describe
more than 16 million colors the picture elements may have, as illustrated in
following figure. The state of all the pixels on a computer screen make up the
image seen by the viewer, whether in combinations of black and white or colored
pixels in a line of text, a photograph-like picture, or a simple background pattern.
Where do bitmap come from? How are they made?
Make a bitmap from scratch with paint or drawing program.
Grab a bitmap from an active computer screen with a screen capture
program, and then paste into a paint program or your application.
Capture a bitmap from a photo, artwork, or a television image using a
scanner or video capture device that digitizes the image.
Once made, a bitmap can be copied, altered, e-mailed, and otherwise
used in many creative ways.
3.2.5 Clip Art
A clip art collection may contain a random assortment of images, or it may
contain a series of graphics, photographs, sound, and video related to a single
topic. For example, Corel, Micrografx, and Fractal Design bundle extensive
clip art collection with their image-editing software.
3.2.6 Multiple Monitors
When developing multimedia, it is helpful to have more than one monitor,
or a single high-resolution monitor with lots of screen real estate, hooked up to
your computer. In this way, you can display the full-screen working area of your
project or presentation and still have space to put your tools and other menus.
This is particularly important in an authoring system such as Macromedia Director,
where the edits and changes you make in one window are immediately visible in
the presentation window-provided the presentation window is not obscured by
your editing tools.
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cones that cover the surface of the retina. The eye can differentiate among millions
of colors, or hues, consisting of combination of red, green, and blue.
3.4.2 Additive Color
In additive color model, a color is created by combining colored light sources
in three primary colors: red, green and blue (RGB). This is the process used for
a TV or computer monitor.
3.4.3 Subtractive Color
In subtractive color method, a new color is created by combining colored
media such as paints or ink that absorb (or subtract) some parts of the color
spectrum of light and reflect the others back to the eye. Subtractive color is the
process used to create color in printing. The printed page is made up of tiny
halftone dots of three primary colors, cyan, magenta and yellow (CMY).
3.5 Image File Formats
There are many file formats used to store bitmaps and vectored drawing.
Following is a list of few image file formats.
Format Extension
Microsoft Windows DIB .bmp .dib .rle
Microsoft Palette .pal
Autocad format 2D .dxf
JPEG .jpg
Windows Meta file .wmf
Portable network graphic .png
Compuserve gif .gif
Apple Macintosh .pict .pic .pct
3.6 Summary
In this lesson the following points have been discussed.
Competent, computer literate skills in graphic art and design are vital to
the success of a multimedia project.
A digital image is represented by a matrix of numeric values each
representing a quantized intensity value.
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(iii) The learner will be able to list the different audio editing softwares.
(iv) List the different audio file formats
4.1 Introduction
Sound is perhaps the most important element of multimedia. It is meaningful
“speech” in any language, from a whisper to a scream. It can provide the listening
pleasure of music, the startling accent of special effects or the ambience of a
moodsetting background. Sound is the terminology used in the analog form, and
the digitized form of sound is called as audio.
The process of creating MIDI music is quite different from digitizing existing
audio. To make MIDI scores, however you will need sequencer software and a
sound synthesizer.
The MIDI keyboard is also useful to simply the creation of musical scores.
An advantage of structured data such as MIDI is the ease with which the music
director can edit the data.
A MIDI file format is used in the following circumstances :
Digital audio will not work due to memory constraints and
more processing power requirements
When there is high quality of MIDI source
When there is no requirement for dialogue.
A digital audio file format is preferred in the following
circumstances:
When there is no control over the playback hardware
When the computing resources and the bandwidth
requirements are high.
When dialogue is required.
4.6 Audio File Formats
A file format determines the application that is to be used for opening a file.
Following is the list of different file formats and the software that can be
used for opening a specific file.
1. *.AIF, *.SDII in Macintosh Systems
2. *.SND for Macintosh Systems
3. *.WAV for Windows Systems
4. MIDI files – used by north Macintosh and Windows
5. *.WMA –windows media player
6. *.MP3 – MP3 audio
7. *.RA – Real Player
8. *.VOC – VOC Sound
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UNIT 5
All About Animations
Structure
5.1 Introduction
5.2 Principles of Animation
5.3 Animation Techniques
5.4 Cell Animation
5.5 Computer Animation
5.6 Kinematics
5.7 Morphing
5.8 Animation File Formats
Learning Objectives
In this lesson we will learn the basics of animation. At the end of this lesson
the learner will be able to
(i) List the different animation techniques.
(ii) Enumerate the software used for animation.
(iii) List the different broadcasting standards.
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5.1 Introduction
Animation makes static presentations come alive. It is visual change over
time and can add great power to our multimedia projects. Carefully planned,
well-executed video clips can make a dramatic difference in a multimedia project.
Animation is created from drawn pictures and video is created using real time
visuals.
5.2 Principles of Animation
Animation is the rapid display of a sequence of images of 2-D artwork or
model positions in order to create an illusion of movement. It is an optical illusion
of motion due to the phenomenon of persistence of vision, and can be created
and demonstrated in a number of ways. The most common method of presenting
animation is as a motion picture or video program, although several other forms
of presenting animation also exist
Animation is possible because of a biological phenomenon known as
persistence of vision and a psychological phenomenon called phi. An object
seen by the human eye remains chemically mapped on the eye’s retina for a brief
time after viewing. Combined with the human mind’s need to conceptually
complete a perceived action, this makes it possible for a series of images that
are changed very slightly and very rapidly, one after the other, to seemingly
blend together into a visual illusion of movement. The following shows a few
cells or frames of a rotating logo. When the images are progressively and rapidly
changed, the arrow of the compass is perceived to be spinning.
Television video builds entire frames or pictures every second; the speed
with which each frame is replaced by the next one makes the images appear to
blend smoothly into movement. To make an object travel across the screen
while it changes its shape, just change the shape and also move or translate it a
few pixels for each frame.
5.3 Animation Techniques
When you create an animation, organize its execution into a series of logical
steps. First, gather up in your mind all the activities you wish to provide in the
animation; if it is complicated, you may wish to create a written script with a list
of activities and required objects. Choose the animation tool best suited for the
job. Then build and tweak your sequences; experiment with lighting effects.
Allow plenty of time for this phase when you are experimenting and testing.
Finally, post-process your animation, doing any special rendering and adding
sound effects.
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6.1 Introduction
Carefully planned, well-executed video clips can make a dramatic difference
in a multimedia project. Video is nothing but sequences of images captured by
camcorder or any other video recording device of live actions.
6.2 Video
6.2.1 Analog versus Digital
Digital video has supplanted analog video as the method of choice for making
video for multimedia use. While broadcast stations and professional production
and postproduction houses remain greatly invested in analog video hardware
(according to Sony, there are more than 350,000 Beta cam SP devices in use
today), digital video gear produces excellent finished products at a fraction of
the cost of analog. A digital camcorder directly connected to a computer
workstation eliminates the image-degrading analog-to-digital conversion step
typically performed by expensive video capture cards, and brings the power of
nonlinear video editing and production to everyday users.
6.2.2 Broadcast Video Standards
Four broadcast and video standards and recording formats are commonly
in use around the world: NTSC, PAL, SECAM, and HDTV. Because these
standards and formats are not easily interchangeable, it is important to know
where your multimedia project will be used.
6.2.3 NTSC
The United States, Japan, and many other countries use a system for
broadcasting and displaying video that is based upon the specifications set forth
by the 1952 National Television Standards Committee. These standards define
a method for encoding information into the electronic signal that ultimately creates
a television picture. As specified by the NTSC standard, a single frame of video
is made up of 525 horizontal scan lines drawn onto the inside face of a phosphor-
coated picture tube every 1/30th of a second by a fast-moving electron beam.
6.2.4 PAL
The Phase Alternate Line (PAL) system is used in the United Kingdom,
Europe, Australia, and South Africa. PAL is an integrated method of adding
color to a black-and-white television signal that paints 625 lines at a frame rate
25 frames per second.
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6.2.5 SECAM
The Sequential Color and Memory (SECAM) system is used in France,
Russia, and few other countries. Although SECAM is a 625-line, 50 Hz system,
it differs greatly from both the NTSC and the PAL color systems in its basic
technology and broadcast method.
6.2.6 HDTV
High Definition Television (HDTV) provides high resolution in a 16:9 aspect
ratio (see following Figure). This aspect ratio allows the viewing of Cinemascope
and Panavision movies. There is contention between the broadcast and computer
industries about whether to use interlacing or progressive-scan technologies.
6.3 Shooting and Editing Video
To add full-screen, full-motion video to your multimedia project, you will
need to invest in specialized hardware and software or purchase the services of
a professional video production studio. In many cases, a professional studio will
also provide editing tools and post-production capabilities that you cannot
duplicate with your Macintosh or PC.
6.3.1 VideoTips
A useful tool easily implemented in most digital video editing applications is
“blue screen,” “Ultimate,” or “chromo key” editing. Blue screen is a popular
technique for making multimedia titles because expensive sets are not required.
Incredible backgrounds can be generated using 3-D modeling and graphic
software, and one or more actors, vehicles, or other objects can be neatly layered
onto that background. Applications such as VideoShop, Premiere, Final Cut
Pro, and iMovie provide this capability.
6.4 Recording Formats
6.4.1 S-VHS Video
In S-VHS video, color and luminance information are kept on two separate
tracks. The result is a definite improvement in picture quality. This standard is
also used in Hi-8. still, if your ultimate goal is to have your project accepted by
broadcast stations, this would not be the best choice.
6.4.2 Component (YUV)
In the early 1980s, Sony began to experiment with a new portable
professional video format based on Betamax. Panasonic has developed their
own standard based on a similar technology, called “MII,” Betacam SP has
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become the industry standard for professional video field recording. This format
may soon be eclipsed by a new digital version called “Digital Betacam.”
6.4.3 Digital Video
Full integration of motion video on computers eliminates the analog television
form of video from the multimedia delivery platform. If a video clip is stored as
data on a hard disk, CD-ROM, or other mass-storage device, that clip can be
played back on the computer’s monitor without overlay boards, videodisk
players, or second monitors. This playback of digital video is accomplished
using software architecture such as QuickTime or AVI, a multimedia producer
or developer; you may need to convert video source material from its still common
analog form (videotape) to a digital form manageable by the end user’s computer
system. So an nderstanding of analog video and some special hardware must
remain in your multimedia toolbox. Analog to digital conversion of video can be
accomplished using the video overlay hardware described above, or it can be
delivered direct to disk using FireWire cables. To repetitively digitize a full-
screen color video image every 1/30 second and store it to disk or RAM severely
taxes both Macintosh and PC processing capabilities–special hardware,
compression firmware, and massive amounts of digital storage space are required.
6.4.4 Video Compression
To digitize and store a 10-second clip of full-motion video in your computer
requires transfer of an enormous amount of data in a very short amount of time.
Reproducing just one frame of digital video component video at 24 bits requires
almost 1MB of computer data; 30 seconds of video will fill a gigabyte hard
disk. Full-size, full-motion video requires that the computer deliver data at about
30MB per second. This overwhelming technological bottleneck is overcome
using digital video compression schemes or codecs (coders/decoders). A codec
is the algorithm used to compress a video for delivery and then decode it in real-
time for fast playback.
Real-time video compression algorithms such as MPEG, DVI/Indeo, JPEG,
Cinepak, Sorenson, ClearVideo, RealVideo, and VDOwave are available to
compress digital video information. Compression schemes use Discrete Cosine
Transform (DCT), an encoding algorithm that quantifies the human eye’s ability
to detect color and image distortion. All of these codecs employ lossy
compression algorithms. In addition to compressing video data, streaming
technologies are being implemented to provide reasonable quality low-bandwidth
video on the Web. Microsoft, RealNetworks, VXtreme, VDOnet, Xing, Precept,
Cubic, Motorola, Viva, Vosaic, and Oracle are actively pursuing the
commercialization of streaming technology on the Web.
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the CD-ROM player to locate specific data on the CD-ROM disc. Even fast
56x drives must spin up, causing some delay (and occasionally substantial noise).
• The size of the video window and the frame rate you specify dramatically
affect performance. In QuickTime, 20 frames per second played in a 160X120-
pixel window is equivalent to playing 10 frames per second in a 320X240
window. The more data that has to be decompressed and transferred from the
CD-ROM to the screen, the slower the playback.
6.6 Summary
In this lesson we have learnt the use of animation and video in multimedia
presentation. Following points have been discussed in this lesson :
• Animation is created from drawn pictures and video is created using
real time visuals.
• Animation is possible because of a biological phenomenon known as
persistence of vision
• The different techniques used in animation are cel animation, computer
animation, kinematics and morphing.
• Four broadcast and video standards and recording formats are commonly
in use around the world: NTSC, PAL, SECAM, and HDTV.
• Real-time video compression algorithms such as MPEG, P*64, DVI/
Indeo, JPEG, Cinepak, Sorenson, ClearVideo, RealVideo, and VDOwave are
available to compress digital video information.
Short Answer Type Questions
1. What is NTSC and PAL.
2. What is SECAM and HDTV
3. Define Video Tips.
4. What is MPEG
5. What is DVI/INDEO.
Long Answer Type Questions
1. Explain about video.
2. Explain about recording formats.
3. Explain about optimizing video files for CD-Rom.
UNIT 7
Creating Multimedia Content
Structure
7.1 Introduction
7.2 What is Creativity
7.3 Hardwares
7.4 Softwares
7.5 Video Formats
7.6 Summary
Learning Objectives
This lesson aims at introducing the multimedia hardware used for providing
interactivity between the user and the multimedia software, and also intended to
teach the learner the basic tools (software) used for creating and capturing
multimedia. The first part deals with Hardware and Second part deals with
Software.
At the end of the lesson the learner will be able to:
(i) Identify software for creating multimedia objects
(ii) Locate software used for editing multimedia objects
(iii) understand different hardware and software tools
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7.1 Intorduction
The basic tools set for building multimedia project contains one or more
authoring systems and various editing applications for text, images, sound, and
motion video. A few additional applications are also useful for capturing images
from the screen, translating file formats and tools for the making multimedia
production easier.
7.2 What is Creativity?
Creativity as the act of turning new and imaginative ideas into reality.
Creativity involves two processes: thinking, then producing. Innovation is the
production or implementation of an idea. If you have ideas, but don’t act on
them, you are imaginative but not creative.
“Creativity is the process of bringing something new into being...creativity
requires passion and commitment. Out of the creative act is born symbols and
myths. It brings to our awareness what was previously hidden and points to new
life. The experience is one of heightened consciousness-ecstasy.”
- Rollo May, The Courage to Create
“A product is creative when it is (a) novel and (b) appropriate. A novel
product is original not predictable. The bigger the concept, and the more the
product stimulates further work and ideas, the more the product is creative.”
- Sternberg & Lubart, Defying the Crowd
Creativity can be improved with lot of observation and thinking of new
possibilities in the way you like to implement.
Stages of a Multimedia Project
The stages for multimedia application development are Planning and costing,
designing and producing, testing and delivery.
Communication Proccess:
Every communicator must know the significance of language which is essential
for effective communication. There is no life without communication and
communication flows like a river. Hence communication is the life line of
management and it is vital for good management. Unless and until one should
master the communication skills, he/she cannot get employability. He/ she should
develop communication and language skills practicing the following:
• While interacting with someone, give importance to the message.
Paper - III Fundamentals of Computer Graphics and Animation 407
• Light gun
• Eye tracking devices
• Steering wheel - can be thought of as a 1D pointing device
• Yoke (aircraft)
• Jog dial - another 1D pointing device
• Isotonic joysticks - where the user can freely change the position of the
stick, with more or less constant force
• Joystick
• Analog stick
• Isometric joysticks - where the user controls the stick by varying the
amount of force they push with, and the position of the stick remains more or
less constant.
• Pointing stick
• Discrete pointing devices
• Directional pad - a very simple keyboard
• Dance pad - used to point at gross locations in space with
feet
(c) High-degree of freedom input devices
Some devices allow many continuous degrees of freedom to be input, and
could sometimes be used as pointing devices, but could also be used in other
ways that don’t conceptually involve pointing at a location in space.
• Wired glove
• Shape Tape
(d) Composite devices
Wii Remote with attached strap
Input devices, such as buttons and joysticks, can be combined on a single
physical device that could be thought of as a composite device. Many gaming
devices have controllers like this.
• Game controller
• Gamepad (or joypad)
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Because LCD panels are small, they are popular for on-the-road
presentations, often connected to a laptop computer and using a locally available
overhead projector. More complete LCD projection panels contain a projection
lamp and lenses and do not recover a separate overheads projector. They
typically produce an image brighter and shaper than the simple panel model, but
they are some what large and cannot travel in a briefcase.
Light-valves complete with high-end CRT projectors and use a liquid crystal
technology in which a low-intensity color image modulates a high-intensity light
beam. These units are expensive, but the image from a light-valve projector is
very bright and color saturated can be projected onto screen as wide as 10
meters.
(f) Printers
With the advent of reasonably priced color printers, hard-copy output has
entered the multimedia scene. From storyboards to presentation to production
of collateral marketing material, color printers have become an important part
of the multimedia development environment. Color helps clarify concepts,
improve understanding and retention of information, and organize complex data.
As multimedia designers already know intelligent use of colors is critical to the
success of a project.
Tektronix offers both solid ink and laser options, and either Phases 560
will print more than 10000 pages at a rate of 5 color pages or 14 monochrome
pages per minute before requiring new toner. Epson provides lower-cost and
lower-performance solutions for home and small business users; Hewlett
Packard’s Color LaserJet line competes with both. Most printer manufactures
offer a color model-just as all computers once used monochrome monitors but
are now color, all printers will became color printers.
7.3.3 Communication Devices
Many multimedia applications are developed in workgroups comprising
instructional designers, writers, graphic artists, programmers, and musicians
located in the same office space or building. The workgroup members’ computers
typically are connected on a local area network (LAN). The client’s computers,
however, may be thousands of miles distant, requiring other methods for good
communication.
Communication among workshop members and with the client is essential
to the efficient and accurate completion of project. And when speedy data transfer
is needed, immediately, a modem or network is required.
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If the client and the service provider are both connected to the Internet, a
combination of communication by e-mail and by FTP (File Transfer Protocol)
may be the most cost-effective and efficient solution for both creative development
and project management.
In the workplace, it is necessary to use quality equipment and software for
the communication setup. The cost-in both time and money-of stable and fast
networking will be returned to the content developer.
(a) Modems
Modems can be connected to the computer externally at the port or internally
as a separate board. Internal modems often include fax capability. Be sure your
modem is Hayes-compatible. The Hayes AT standard command set (named for
the ATTENTION command that precedes all other commands) allows to work
with most software communications packages.
Modem speed, measured in baud, is the most important consideration.
Because the multimedia file that contains the graphics, audio resources, video
samples, and progressive versions of your project are usually large, you need to
move as much data as possible in as short a time as possible. Today’s standards
dictate at least a V.34 28,800 bps modem.
Transmitting at only 2400 bps, a 350KB file may take as long as 45 minutes
to send, but at 28.8 kbps, you can be done in a couple of minutes. Most modems
follows the CCITT V.32 or V.42 standards that provide data compression
algorithms when communicating with another similarly equipped modem.
Compression saves significant transmission time and money, especially over long
distance. Be sure the modem uses a standard compression system (like V.32),
not a proprietary one.
According to the laws of physics, copper telephone lines and the switching
equipment at the phone companies’ central offices can handle modulated analog
signals up to about 28,000 bps on “clean” lines. Modem manufactures that
advertise data transmission speeds higher than that (56 Kbps) are counting on
their hardware-based compression algorithms to crunch the data before sending
it, decompressing it upon arrival at the receiving end.
If we have already compressed the data into a .SIT, .SEA, .ARC, or .ZIP
file, you may not reap any benefit from the higher advertised speeds because it
is difficult to compress an already-compressed file. New high-speed/high
transmission over telephone lines are on the horizon.
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(b) ISDN
For higher transmission speeds, you will need to use Integrated Services
Digital Network (ISDN), Switched-56, T1, T3, DSL, ATM, or another of the
telephone companies’ Digital Switched Network Services. ISDN lines are
popular because of their fast 128 Kbps data transfer rate-four to five times
faster than the more common 28.8 Kbps analog modem. ISDN lines (and the
required ISDN hardware, often misnamed “ISDN modems” even though no
modulation/demodulation of the analog signal occurs) are important for Internet
access, networking, and audio and video conferencing.
They are more expensive than conventional analog or POTS (Plain Old
Telephone Service) lines, so analyze your costs and benefits carefully before
upgrading to ISDN. Newer and faster Digital Subscriber Line (DSL) technology
using copper lines and promoted by the telephone companies may overtake
ISDN.
(c) Cable Modems
In November 1995, a consortium of cable television industry leaders
announced agreement with key equipment manufacturers to specify some of the
technical ways cable networks and data equipment talk with one another. 3COM,
AT&T, COM21, General Instrument, Hewlett Packard, Hughes, Hybrid, IBM,
Intel, LANCity, MicroUnity, Motorola, Nortel, Panasonic, Scientific Atlanta,
Terrayon, Toshiba, and Zenith currently supply cable modem products.
While the cable television networks cross 97 percent of property lines in
North America, each local cable operator may use different equipment, wires,
and software, and cable modems still remain somewhat experimental. This was
a call for interoperability standards.
Cable modems operate at speeds 100 to 1,000 times as fast as a telephone
modem, receiving data at up to 10Mbps and sending data at speeds between
2Mbps and 10 Mbps. They can provide not only high-bandwidth Internet access
but also streaming audio and video for television viewing. Most will connect to
computers with 10baseT Ethernet connectors.
Cable modems usually send and receive data asymmetrically they receive
more (faster) than they send (slower). In the downstream direction from provider
to user, the date are modulated and placed on a common 6 MHz television
carrier, somewhere between 42 MHz and 750 MHz. the upstream channel, or
reverse path, from the user back to the provider is more difficult to engineer
because cable is a noisy environment with interference from HAM radio, CB
radio, home appliances, loose connectors, and poor home installation.
418 Computer Graphics and Animation
Fig. 7.1
7.4 Software
(a) Text Editing and Word Processing Tools
A word processor is usually the first software tool computer users rely
upon for creating text. The word processor is often bundled with an office
suite.Word processors such as Microsoft Word and WordPerfect are powerful
applications that include spellcheckers, table formatters, thesauruses and prebuilt
templates for letters, resumes, purchase orders and other common documents.
(b) OCR Software
Often there will be multimedia content and other text to incorporate into a
multimedia project, but no electronic text file. With optical character recognition
Paper - III Fundamentals of Computer Graphics and Animation 419
detail and effects, and today bitmaps are used in multimedia more often than
drawn objects. Some vector based packages such as Macromedia’s Flash are
aimed at reducing file download times on the Web, and may contain both bitmaps
and drawn art. The anti-aliased character shown in the bitmap of Color Plate 5
is an example of the fine touches that improve the look of an image.
Look for these features in a drawing or painting packages:
• An intuitive graphical user interface with pull-down menus, status bars,
palette control, and dialog boxes for quick, logical selection
• Scalable dimensions, so you can resize, stretch, and distort both large
and small bitmaps
• Paint tools to create geometric shapes, from squares to circles and from
curves to complex polygons
• Ability to pour a color, pattern, or gradient into any area
• Ability to paint with patterns and clip art
• Customizable pen and brush shapes and sizes
• Eyedropper tool that samples colors
• Auto trace tool that turns bitmap shapes into vector-based outlines
• Support for scalable text fonts and drop shadows
• Multiple undo capabilities, to let you try again
• Painting features such as smoothing coarse-edged objects into the
background with anti-aliasing, airbrushing in variable sizes, shapes,
densities, and patterns; washing colors in gradients; blending; and
masking.
• Support for third-party special effect plug-ins
• Object and layering capabilities that allow you to treat separate elements
independently.
• Zooming, for magnified pixel editing
• All common color depths: 1-, 4-, 8-, and 16-, X34-, or 3X3- bit color,
and grayscale.
• Good color management and dithering capability among color depths
using various color models such as RGB, HSB, and CMYK.
• Good palette management when in 8-bit mode
422 Computer Graphics and Animation
• Good file importing and exporting capability for image formats such as
PIC, GIF, TGA, TIF, WMF, JPG, PCX, EPS, PTN, and BMP.
(e) Sound Editing Tools
Sound editing tools for both digitized and MIDI sound let’s hear music as
well as create it. By drawing a representation of a sound in fine increments,
whether a score or a waveform, it is possible to cut, copy, paste and otherwise
edit segments of it with great precision.
System sounds are shipped both Macintosh and Windows systems and
they are available as soon the Operating system is installed. For MIDI sound, a
MIDI synthesizer is required to play and record sounds from musical instruments.
For ordinary sound there are varieties of software such as Soundedit, MP3cutter,
Wavestudio.
(f) Animation, Video and Digital Movie Tools
Animation and digital movies are sequences of bitmapped graphic scenes
(frames, rapidly played back. Most authoring tools adapt either a frame or object
oriented approach to animation.
Moviemaking tools typically take advantage of QuickTime for Macintosh
and Microsoft Video for Windows and lets the content developer to create, edit
and present digitized motion video segments.
7.5 Video formats
A video format describes how one device sends video pictures to another
device, such as the way that a DVD player sends pictures to a television or a
computer to a monitor. More formally, the video format describes the sequence
and structure of frames that create the moving video image.
Video formats are commonly known in the domain of commercial broadcast
and consumer devices; most notably to date, these are the analog video formats
of NTSC, PAL, and SECAM. However, video formats also describe the digital
equivalents of the commercial formats, the aging custom military uses of analog
video (such as RS-170 and RS-343), the increasingly important video formats
used with computers, and even such offbeat formats such as color field sequential.
Video formats were originally designed for display devices such as CRTs.
However, because other kinds of displays have common source material and
because video formats enjoy wide adoption and have convenient organization,
video formats are a common means to describe the structure of displayed visual
information for a variety of graphical output devices.
Paper - III Fundamentals of Computer Graphics and Animation 423
UNIT 8
Jobs in Multimedia Industry
Structure
8.1 Introduction
8.2 Publishing Indusry
8.3 Entertainment Industry
8.4 Interactive Multimedia and Web industry
8.5 Fashion and Interior Design Industry
8.6 Animation Industry
8.7 Gaming Industry
8.8 Summary
Learning Objectives
This lesson aims at introducing the Job arena relating to multimedia industry.
This lesson covers almost all branches of Multimedia industry and respective
job roles associated with this industry.
At thTe Tend of the lesson the learner will be able to:
i) Know the Job Scope in this industry
ii) Various functions performed by Multimedia professionals
Paper - III Fundamentals of Computer Graphics and Animation 429
CAREERS
MARKETS
MULTIMEDIA USES
handy to have) Start your resume the day you register for classes at COM and
have it finished and in hand the day you get your certificate.
• A professional looking, polished portfolio. Keep it short. Keep it focused
• Work experience. Every Human Resources manager looks for this. Get
it, find it, and create it! It may be volunteer or part time, no matter, you need
some.
Short Answer Type Questions
1. What is Multimedia.
2. What is Entertainment industry.
3. What is publishing industry.
4. What is gaming industry.
Long Answer Type Questions
1. Explain about Animation industry.
2. Explain about Advertising industry.
3. Explain about special effects.
UNIT 9
Planning and Costing
Structure
9.1 Introduction
9.2 Idea analysis
9.3 Pre-testing
9.4 Task planning
9.5 Development
9.6 Delivery
9.7 Summary
Learning Obejectives
At the end of this lesson student will learn the following:
• Process of making a multimedia project (preproduction, production,
postproduction)
• Planning
• Idea analysis
• Cost estimating
• Revision
• Testing etc. in brief.
9.1 Introduction
Even though we have all the required elements of multimedia to start and
finish a full fledged multimedia project, it also requires a plan of action relating to
project handling that includes planning, budgeting, analysis, provisioning etc.,
so, this lesson gives a brief introduction to multimedia project handling stages.
The process of making multimedia.
• Scheduling.
• Estimating.
• RFPs and bid proposals.
Planning and costing involves the following stages:
They are
• Idea analysis.
• Pre-testing.
• Task planning.
• Development.
• Delivery.
Before beginning a multimedia project, it is necessary to determine
its scope and content.
• Balance is the key principle in idea analysis.
• The aim is to generate a plan of action that will become the road map
for production.
• It is necessary to continually weigh the purpose or goal against the
feasibility and the cost of production and delivery.
• This can be done dynamically by adding elements to or subtracting
elements from a project.
• Additive process involves starting with minimal capabilities and gradually
adding elements.
• Subtractive process involves discarding unnecessary Idea Analysis
elements from a fully developed project.
436 Computer Graphics and Animation
• Production costs.
• Testing costs.
• Distribution costs.
Project Development Costs
These include:
• Salaries.
• Client meetings.
• Acquisition of content.
• Communication.
Project Development Costs
These include :
• Travel.
• Research.
• Proposal and contract prep.
• Overheads.
Production Costs
Production costs can further be classified as:
• Management costs.
• Content acquisition costs.
• Content creation costs.
• Graphics production costs.
• Audio production costs.
• Video production costs.
• Authoring costs.
Testing Costs
These include:
440 Computer Graphics and Animation
Distribution Costs
These include:
• Salaries
• Documentation
• Packaging
• Manufacturing
• Marketing
• Advertising
• Shipping
Estimating Hardware
• Hardware is the most common limiting factor for realizing amultimedia
idea.
• List the hardware capabilities of the end-user’s platform.
• Examine the cost of enhancing the delivery platform.
The most common delivery platforms require a monitorresolution of
800X600 pixels and at least 16- bit color depth.
RFPs and Bid Proposals
Request for Proposals (RFPs)
• These are formal and detailed documents from largecorporations who
are “outsourcing” their multimedia development work.
• They provide information about the scope of work and the bidding
process.
• They are generally not very detailed and specific.
RFPs and Bid Proposals
Bid proposals
• Should contain an executive summary or an overview.
• The backbone of the proposal is the estimate and project plan,which
describes the scope of the work.
Paper - III Fundamentals of Computer Graphics and Animation 441
• The cost estimates for each phase or deliverable milestone and the
payment schedules should also be included.
• Should contain the graphic and interactive goals of the project.
• Prepare a brief synopsis if a project is complicated. RFPs and Bid
Proposals.
• Lists the terms and conditions of the contract.
• The terms of a contract should include a description of the billing rates,
invoicing policy, third-party licensing fees, and a disclaimer for liability
and damages.
• Design the proposal according to a client’s expectations.A proposal
should appear plain and simple, yet business like.
• A table of contents or an index is a straightforward way to present the
elements of a proposal in condensed overview.
• Need analysis and description describes the reasons theproject is being
put forward.
• It is necessary to describe the target audience and the targetplatform.
• Creative strategy – This section describes the look and feel ofa project.
This is useful if the reviewing executives were not present for the
preliminary discussions.
• Project implementation – This section contains a detailed calendar, PERT
and Gantt charts, and lists of specific tasks with associated completion
dates, deliverables, and work hours.
9.7 Summary
• Before beginning a project, determine its scope and content.
• The process of making multimedia involves idea analysis,pre-testing,
task planning, development, and delivery.
• Costs related to multimedia creation are categorized asproject
development costs, production costs, testing costs, and distribution costs.
Short Answer Type Questions
1. List out the stages of planning and costing.
2. What is Pre-testing.
442 Computer Graphics and Animation
Struture
10.1 Introduction
10.2 Multimedia
10.3 Internet and Multimedia
10.4 Summary
Learning Objectives
At the end of this lesson students will learn:
1. Over all Multimedia technology in general ( a king of
revision)
2. Influence of this technology on Internet world.
10.1 Introduction
Multimedia technology is very important in today’s business world, not
only just because of general communication, but also for effective communication.
And in this lesson students are going to learn all the major areas that are completely
influenced by multimedia technology in the cyber world.
444 Computer Graphics and Animation
10.2 Multimedia
Multimedia, or mixed-media, systems offer presentations that integrate
effects existing in a variety of formats, including text, graphics, animation, audio,
and video. Such presentations first became commercially available in very primitive
form in the early 1980s, as a result of advances that have been made in digital
compression technology particularly the difficult area of image compression.
Multimedia online services are obtainable through telephone/computer or
television links, multimedia hardware and software exist for personal computers,
networks, the internet, interactive kiosks and multimedia presentations are
available on CD-ROMs and various other mediums. The use of multimedia in
our society has it benefits and it’s drawbacks, most defiantly. Some of the more
computer-related uses of multimedia, such as electronic publishing, the internet,
and computers in education will be discussed in depth thought this paper.
Electronic publishing is the publishing of material in a computer-accessible
medium, such as on a CD-ROM or on the Internet. In a broader sense of the
term it could also include paper products published with the aid of a desktop
publishing program, or any form of printing that involves the use of a computer.
Reference works became available in the mid-1980s both in CD-ROM
format and online. Increasingly, in the 1990s, magazines, journals, books, and
newspapers have become available in an electronic format, and some are
appearing in that format only. Companies that publish technical manuals to
accompany their other products have also been turning to electronic publishing.
Electronic books have been recently introduced to the world as a whole.
This new concept is the use of internet or otherwise computer technology to
electronically convert books to a digital, readable format viewed on a television
set or computer screen. This would most likely be done by scanning in individual
pages in a book, arrange them in orderly fashion, and have users be able to
cycle back and forth between the photo-identical pages. This method would be
very quick, and very easy to accomplish that is scanning pages as opposed to
re-typing millions of words is preferred. This brings us to another method in
electronic book production- the interactive method. In digital format, the book’s
pages can only be viewed, just like a book. If a reader would want to take notes
from a book, he/she would have to write down the notes by hand, or would be
forced to photo-copy the page(s). If the book was typed out entirely as would
be done by an electronic word processor such as Microsoft Word, users would
greatly benefit. The ability for the computer to recognize the words on the screen
as actual words as opposed to mere bitmaps is often unrealized to the computer
non-familiar.
Paper - III Fundamentals of Computer Graphics and Animation 445
can degrade a network’s performance, the ARPANET solution was also attractive
to networkers outside the military.
The Internet is also a repository of information for businesses. Thousands
of discussion groups with specialized interests–in topics ranging from aeronautics
to molecular biology–share data across the Internet. The US government posts
more and more information, such as Commerce Department data and new patent
filings, on the Internet. Additionally, many universities are converting large libraries
to electronic form for distribution on the Internet. One of the most ambitious
examples is Cornell University’s ongoing project to convert 100,000 books,
printed over the past century, on the development of American infrastructure-
books on bridges, roads, and other public works.
Some businesses have also begun to explore advertising and marketing on
the Internet. Thus far results have been mixed. Protection of copyrighted material
is a problem, because anyone can download data from the Internet.
Some companies have explored encrypting data for sale on the Internet,
providing decoding keys only to buyers of the data, but this scheme will not
prevent the buyers from repackaging and reselling the data. However, the
companies are very reluctant to deny the lure the internet generates. Any customer
from around the world could log on to a company site, get information in seconds,
and even order directly through the company’s server.
The recent development in modem speeds have also allowed businesses to
elaborately cram web sites with spectacular multimedia effects, drawing surfers
in young and old. Advertising on the internet is relatively cheap (compared to
television) and is very specialized and often more effective.
Companies can choose to advertise on certain high hit rate sites that pertain
to that company’s field. This makes the advertisement seen by more of it’s target
audience, and as a result, the advertisement will be more effective.
The explosive growth of the Internet has been fueled by individual users
with modem-equipped personal computers. Most of these users subscribe to
local networks that provide a connection to the wider Internet. As well, a lot of
users (including myself) choose to use direct-connection service providers. Unlike
separate networks like AOL, the direct service providers often have less users,
thus increases the speed of the T1 connection. Many users, as well as businesses,
can create their own “home pages”- points of access that allow anyone on the
Internet to download information from the personal computer. The prime cause
of the Internet explosion, however, has been the development of the World
Wide Web service: a collection of several thousand independently owned
computers, called Web servers, that are scattered worldwide. Using software
Paper - III Fundamentals of Computer Graphics and Animation 447
programs such as Mosaic and Netscape, individuals can enter the World Wide
Web and “browse” or “surf” the Internet with increasing ease and rapidity through
a system of hypertext links. This is perhaps the most exiting part about the
internet. You can visit any website you like, wherever it is located at no extra
charge, and download files and view great multimedia effects at any time. Though
greatly over-hyped as the “Information Superhighway,” the Internet will become
increasingly more interactive and will play a much more significant role in the
future.
Since their introduction in schools in the early 1980s computers and
computer software have been increasingly accessible to students and teachers
in classrooms, computer labs, school libraries, and outside of school. By the
mid-1990s there were about 4.5 million computers in elementary and secondary
schools throughout the United States. Schools buy Macintosh and IBM-
compatible computers almost exclusively (though mostly Macs, dang it!!),
although nearly half of their computers are based on older designs such as the
Apple IIe. Students spend on the average an hour per week using school
computers. Though this depends on the student
Computers can be used for learning and teaching in school in at least four
ways. First, learning involves acquiring information. Computers- especially linked
to CD-ROMs and video disks that electronically store thousands of articles,
visual images, and sounds- enable students to search the electronic equivalent
of an encyclopedia or a video library to answer their own questions or simply to
browse through fascinating and visually appealing information.
Second, learning involves the development of skills like reading and
mathematics skills that are greatly learned on computers in basic forms. Software
called computer-assisted instruction, or CAI, asks questions to students and
compares each answer with the single correct answer a very basic program.
Typically, such programs respond to wrong answers with an explanation and
another, similar problem. Sometimes CAI programs are embedded in an
entertaining game that holds student interest and yet keeps student attention on
academic work. Most CAI programs cover quite limited material, but some
larger-scale reading and mathematics programs have been developed.
Third, learning involves the development of a wide variety of analytic
understandings. Computers help students reach these goals through software
such as word processors , graphing and construction tools, electronic painting
and CAD programs, music composition programs, simulations of social
environments, and programs that collect data from science laboratory equipment
and aid in analysis.
448 Computer Graphics and Animation
Finally, a large topic in learning is communicating with others finding and
engaging an audience with one’s ideas and questions. Several types of computer
software can be used in schools for communications: desktop publishing and
image-editing software for making professional quality printed materials, computer
programming languages such as BASIC or Pascal or C for creating interactive
computer exercises, and telecommunications software for exchanging ideas at
electronic speeds with students in other classrooms all over the world.
The computer in education can pose great benefits to the student, but to a
limited extent. The computer must be used as a tool, and not as a teacher. It
should be thought of as an educational assistant (in the school setting) and not a
game machine. Computers have unlimited possibilities, and we should incorporate
them into our schools. But in doing this, we must realize that computers should
not be the main focus, education and the quality of the teachers should be. For
any case, without solid teaching and instruction, computers and other such
resources become useless.
Short Answer Type Questions
1. What is Multimedia.
2. What is Internet.
Long Answer Type Questions
1. Explain briefly about Multimedia
2. Explain briefly about Internet.