Module 1
Module 1
Module 1
Science
Introduction to Multimedia
Course Name: Introduction to Multimedia
Course Code:BCAC502
Module: I
Presented by:
11/28/2023
Department of Computational
Science
Module: I
Introduction to Multimedia
Suggested Books:
Contents:
• Multimedia
• Multimedia Presentation
• Uses of Multimedia
• Nyquist theorem
• Quantization Error
• VDS
Department of Computational Science
Multimedia:
• The word 'Multimedia' comes from a Latin words which means numerous and 'media' which means middle or
center, but recently the word media started to convey the sense 'intermediary'. So now multimedia means '
multiple intermediaries' or 'multiple means'.
• Multimedia is the integration of multiple forms of media. This includes text, images, graphics, sound, audio,
video, animation, etc.
• Multimedia is the field concerned with the computer-controlled integration of text, graphics, drawings, still and
moving images (Video), animation, audio, and any other media where every type of information can be
represented, stored, transmitted and processed digitally.
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Multimedia Presentation:
• A multimedia presentation is basically a 'show' whose content is expressed through various media
types like text, images, graphics, sound, audio, video, animation, etc. There can be various objectives
of the presentation, for example , to deliver some information about a company's performance, to
enhance the knowledge of students, to present the facilities offered by a travel company to the
tourists, to produce documentaries about famous personalities and their works and so on.
• The end users who execute and watch the presentation are called the target audience.
• A presentation has to be created before it can be viewed, this process is known as multimedia
production. The production work is carried out by a team of professionals, known as developers or
authors.
Multiple media:
The first characteristics of a multimedia presentation is the use of multiple media. Text has been the main mode of
communication for many years during the pre-multimedia era and still continues to be one, Nowadays a popular
phrase is “ A picture is worth a thousand words”. Now-a-days picture were also started being used to communicate
ideas. Media are categorized into two : Static and Dynamic. Text, image and Graphics are known as static media
and Sound , audio, Video, Animation are known as Dynamic media as those are time-varying elements. Picture
were sub- divided into two: real-world pictures captured by a camera, called images and the hand drawn picture,
written programmatically(line, circle, etc.) are called graphics. Movies are essentially combinations of images and
sound. Movies are also categorized into two classes: motion pictures( recorded on film) or motion video(recorded
on magnetic media) and animation( depict artificial or imaginary scenarios). To prepare a multimedia presentation
one thing must consider that at least one media is static and one media is dynamic.
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Non-linearity:
Non-linearity is the capability of “jumping “ or navigating from one point within a presentation to another point
without appreciable delay.TV shows and motion pictures are considered linear presentation because the user has to
watch the information being displayed, in a pre-defined sequence of frames as determined by the producer or
creator of the show. No one can change the sequence of frames or the timing between them. Devices like video
cassette player does give us such flexibility like go forward, or backward, pause, start, stop etc. but that causes
delays in displaying non-contiguous portion. In multimedia presentation, the user should be able to instantly
navigate to different parts of the presentation and display the frames in any way he/she chooses, without appreciable
delays, due to which is called non-linear presentation.
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Interactivity:
To make non-linearity a possibility, a user needs to interact with a presentation. A linear presentation usually watched
passively without changing the order or sequence in which it is displayed. For example , in non-linear presentation, a
user will have to specify how he/she would like to watch the presentation, that means the way of interaction. Such
interaction is made possible through a set of interactivity elements embedded within a presentation like buttons, menu
items or hyperlinks. To enable interactivity, a presentation should be able to accept user inputs and allow him/her to
change the sequence of screens to be displayed.
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Integrity:
The property integrity means, although there may be several media types present and playing simultaneously, they
need to be integrated or be a part of a single entity, which is the presentation. Anyone should not be able to separate
out the various media and control them independently. For example: it might or might not possible to turn off the
background music depending on whether the author has allowed it within the presentation.
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Digital Representation:
Multimedia productions provide instant access to different portions of the presentation. This can be best done by using
digital computer which stores data on random access devices like hard disks, floppy disks and compact disks. Digital
representation has several advantages- Software based programs can be used to edit the digitized media in various
ways to improve their appearances and compress file sizes to increase performance efficiently.
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Uses of Multimedia:
Engineering: In engineering, especially in mechanical and automobile engineering, multimedia is primarily used
for designing a machine or an automobile.
Medicine: Doctors are using advanced instruments , computer simulations and techniques to diagnose the illnesses
of patients.
Mathematical and Scientific Research: In Mathematical and Scientific Research, multimedia are mainly used for
modelling 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.
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Uses of Multimedia:
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 employee training, advertising and selling products all over the world.
Entertainment: Multimedia power is used for new ways of having fun. The idea is to use computers as a medium
for entertainment. With the addition of computer games to the multimedia revolution, entertainment has reached new
heights. Multimedia is also great for artistic expression.
Education: Multimedia is used to produce computer-based training courses (popularly known as CBTs) In
Education, multimedia applications are used in educational games. Example of coloring game is a good way to help
children learn colors by combining entertainment with education.
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Uses of Multimedia:
Virtual Reality: The goal of virtual reality is to create a three-dimensional world which feels real. The high level
of interactivity is desired and is achieved by simulating world. Virtual reality uses headsets and data gloves. The
headset covers the eyes and ears and projects sights and sounds generated by the computer. The glove transmits
orientation of hand, enabling the computer to tell where you are looking, reaching or pointing. This technology will
enhance multimedia by supporting real time, interactive, three dimensional graphics.
Kiosk Displays: Kiosk Displays are usually stand alone applications, frequently used in museum displays, trade
show exhibits, automated information centers in company lobbies and store promotional devices.
Content Based Storage and Retrieval: In recent times, Content Based Storage and Retrieval systems have assumed
importance. Traditionally , data-searching have been performed on textual databases by string matching. As large
repositories of media elements like images , audio, and video are growing up all over the world, efficient methods of
searching non-textual media are being developed. An example is the matching of a fingerprint from police records to
identify a criminal.
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Analog Representation:
• An analog quantity is a physical value that varies continuously over space and/or time.
• Physical phenomena that stimulate human senses like light and sound can be thought of as continuous waves of
energy in space.
• If the phenomena can be measured by instruments which transform the captured physical variable into another
space/time dependent quantity called a signal.
• Example: A microphone converts the environmental sound energy into electrical signals and a solar cell converts
the radiant energy from the sun into electrical signals.
Positive displacement
Mean position
Negative displacement
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Waves:
In physics, mathematics, and related fields, a wave is a propagating dynamic disturbance (change from
equilibrium) of one or more quantities, sometimes as described by a wave equation. In physical waves, at
least two field quantities in the wave medium are involved. Waves can be periodic, in which case those
quantities oscillate repeatedly about an equilibrium (resting) value at some frequency. The types of
waves most commonly studied in classical physics are mechanical and electromagnetic.
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Sinusoidal Wave:
A sine wave or sinusoidal wave is the most natural representation of how many things in nature change state. A sine
wave shows how the amplitude of a variable changes with time. Pick up a guitar and pluck a string. The vibration thus
generated is a wave that varies in a very simple way in space and time. Assume that we want to look at this wave at
time t = 0 :
The maximum distance that the wave deviates from the horizontal axis is
known as the amplitude, and is a measurement of the strength of the wave at
that particular time and space. The value along the vertical axis may
represent the displacement of the string in this particular case, or the
strength of an electric or magnetic field, or a voltage, or a current, or the
pressure or velocity of a sound wave, etc.
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Properties of Wave:
The basic properties (parts) of a wave include: frequency, amplitude, wavelength and speed.
Frequency
Frequency is a measure of how many waves pass a point in a certain amount of time.
The higher the frequency, the closer the waves are together and the greater the energy carried by the waves will be.
Amplitude
Amplitude is a measure of the distance between a line through the middle of a wave and a crest or trough.
The greater the force that produces a wave, the greater the amplitude of the wave and the greater the energy carried
by the wave. The highest point of a transverse wave is the crest and the lowest point is called a trough.
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Properties of Wave:
Wavelength
Wavelength is a measure of the distance from the crest on one wave to the crest on the very next wave.
Shorter wavelengths are influenced by the frequency.A higher frequency causes a shorter wavelength and greater
energy.
Speed
Speed is a measure of the distance a wave travels in an amount of time. The speed of a wave is determined by the
type of wave and the nature of the medium. As a wave enters a different medium, the wave’s speed changes. Waves
travel at different speeds in different media. All frequencies of electromagnetic waves travel at the same speed in
empty space.
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Properties of Wave:
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In mechanics and physics, simple harmonic motion (sometimes abbreviated SHM) is a special type of periodic
motion where the restoring force on the moving object is directly proportional to the magnitude of the object's
displacement and acts towards the object's equilibrium position. It results in an oscillation which, if uninhibited by
friction or any other dissipation of energy, continues indefinitely.
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Digital Representation:
Digital quantities are not continuous over space or time and as such they cannot be represented by smooth waves.
They are discrete in nature which means that they exist or have values only at certain points in space or instants in
time, but not at other points or instants.
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There are some reasons why we use Digital representation than Analog System:
• It is economical and easy to design.
• It is very well suited for both numerical and non-numerical information processing.
• It has high noise immunity.
• It is easy to duplicate similar circuits and complex digital ICs are manufactured with the advent of
• microelectronics Technology.
• Adjustable precision and easily controllable by Computer.
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Digitization
Analog-to-Digital converters (ADC) translate analog signals, real world signals like temperature, pressure, voltage,
current, distance, or light intensity, into a digital representation of that signal. This digital representation can then be
processed, manipulated, computed, transmitted or stored.
The conversion process involves three steps: sampling, quantization and code word generation
Department of Computational Science
Sampling:
Sampling is a process used in statistical analysis in which a predetermined number of observations are taken from a
larger population. The methodology used to sample from a larger population depends on the type of analysis being
performed, but it may include simple random sampling or systematic sampling.
The first step in converting an analog quantity to a digital form is called sampling.
Sampling involves breaking the continuous wave into a discrete set of points. This is done by examining the wave at
certain points and recording the values of the wave at those points discarding the other values.
Department of Computational Science
Sampling:
The dashed vertical lines represents the points in space or time , where the values of the analog wave are sampled or
examined, and the small circles represents the actual values of the analog wave are sampled or examined and the small
circles represents the actual values of the wave at those points.
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Sampling Rate:
Sampling rate or sampling frequency defines the number of samples per second (or per other unit) taken from a
continuous signal to make a discrete or digital signal.
For time-domain signals like the waveforms for sound (and other audio-visual content types), frequencies are measured
in in hertz (Hz) or cycles per second.
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Quantization:
Quantization is representing the sampled values of the amplitude by a finite set of levels, which means converting a
continuous-amplitude sample into a discrete-time signal. ... The discrete amplitudes of the quantized output are called
as representation levels or reconstruction levels.
The output of the sampling step is a set of sample values, which represents the changing analog signal. The total
number of such values would depend on the sampling rate and may be very large for high quality representation. The
next step is to represent these values as numbers, but before doing that we must decide how many values we actually
want to store.
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Quantization level:
In the quantization process, the discrete value assigned to a particular sub range of the analog signal being quantized.
Quantization levels refer to the number of different sample values that can be used to represent a digital quantity.
Number of quantization levels is the discrete amplitude of the quantized output. It represents the sampled values of the
amplitude by a finite set of levels is calculated using number_of_quantization_levels = 2^Number of bits. To calculate
Number of quantization levels, you need Number of bits (n).
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After the quantization step, we have a set of sample values quantized to a specific number of levels, occurring at specific
instants of time (or space). The amplitude level of the samples are expressed as fraction of the difference between the
minimum and maximum values. Code word generation involves expressing these amplitude levels in terms of binary
codes or numbers, because that is finally how the data would be represented within a computer
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Bit depth: Bit depth is the number of bits of information in each sample, and it directly corresponds to the resolution of
each sample. To represent the quantized amplitude level as binary numbers, we follow the well-known rule that starting
with n number of bits, it is possible to generate a total of 2 n binary numbers, and their range from 0 to 2n-1. Here n is the
bit depth.
Physical storage: The final step is to write this information ona storage medium like a hard disk or a compact disk.
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The Nyquist–Shannon sampling theorem is a theorem in the field of signal processing which serves as a fundamental
bridge between continuous-time signals and discrete-time signals. It establishes a sufficient condition for a sample rate
that permits a discrete sequence of samples to capture all the information from a continuous-time signal of finite
bandwidth.
“ When converting an analog signal into digital form, the sampling frequency must be greater that twice the bandwidth of
the input signal in order to be able to reconstruct the original signal accurately from the sampled version”
The Nyquist–Shannon sampling theorem (Nyquist principle) states that perfect reconstruction of a signal is possible
when the sampling frequency is greater than twice the maximum frequency of the signal being sampled. For example, if
an audio signal has an upper limit of 20,000 Hz (the approximate upper limit of human hearing), a sampling frequency
greater than 40,000 Hz (40 kHz) will avoid aliasing and allow theoretically perfect reconstruction.
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Digital-to-analog conversion (DAC), Process by which digital signals (which have a binary state) are converted to
analog signals (which theoretically have an infinite number of states). For example, a modem converts computer
digital data to analog audio-frequency signals that can be transmitted over telephone lines.
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Quantization Error:
Quantization error is the difference between the analog signal and the closest available digital value at each
sampling instant from the A/D converter. ... The higher the resolution of the A/D converter, the lower the
quantization error and the smaller the quantization noise.
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Quantization Error:
During the digitization process we use a lot of approximations at various stages. Initially due to sampling we
consider the values of the wave at discrete points of time while discarding the remaining values. Then during the
quantization stage, we consider only a limited number of such samples while discarding the rest. Hence , errors are
introduced between the digital output and analog input. The error introduced in the quantization stage is referred to
as the quantization error.
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• Monitor, where we view the visual media and the final presentation.
• Video adapter card, an expansion card serving as an interface
between the processor and the monitor.
• Video adapter cable, which connects and transmits signals between
the adapter card and the monitor.
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Cathode-ray tube (CRT), Vacuum tube that produces images when its phosphorescent surface is struck by electron
beams. CRTs can be monochrome (using one electron gun) or color (typically using three electron guns to produce
red, green, and blue images that, when combined, render a multicolor image).
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A CRT capable of producing a black and white image on the screen is called a monochrome CRT. A high voltage of the
order of 18 KV is maintained between the cathode and anode. This produces a beam of electrons, known as cathode
rays from the cathode towards the anode. The beam of electrons is controlled by three other positive terminals. The
control grid (G1) helps to control the amount of electrons in the beam and thereby determine its strength, the
accelerating grid (G2) provides acceleration to the electrons in the forward direction and the focusing grid (G3) focuses
the beam to a single point X on the screen, so that the diameter of the beam is equal to the diameter of a single dot of
phosphor. As the beam hits the phosphor dot, a single glowing spot of light is created at the center of the screen. This
spot of light is known as a glowing pixel. One of the coils called the horizontal deflection coil moves the beam
horizontally across the screen and the other coil called the vertical deflection coil moves the beam vertically along the
height of the screen.
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Raster Scanning:
To draw an image on the screen the electron beam starts from the upper left corner of the screen and sequentially moves over
each pixel each pixel row from left to right. This is referred to as forward trace. During this phase the electron beam is
sometimes switched ON and sometimes remains OFF. When the beam is ON, the pixels over which it is moving gets hit by
the electrons and starts glowing. The pixels over which the beam remains OFF do not get a dose of the electrons and
therefore remains dark. At the end of each horizontal line the beam gets switched OFF and retraces diagonally to the
beginning of the next row This phase is referred to as horizontal retrace. The switching OFF conserves power and avoids
activation of unwanted pixels; At the beginning of the next line it is , again switched ON and begins the next trace. The
process continues until the bear reaches the lower right corner of the screen, after which it is again switched OFF and moves
diagonally back to the starting point. This is referred to as vertical retrace. The entire process from beginning to end is called
raster scanning.
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Color CRT:
The working principle of a color CRT is similar to that of a monochrome CRT, except that here each pixel consists of
three colored dots instead of one and is called a triad. These processed phosphors produce lights of colors red, green and
blue (in short, RGB) and are called primary colors. These are so called because it has been experimentally observed that
these three colored lights can combine in various proportions to produce all other colors that we see. Corresponding to the
three dots there are also three electron beams from the electrode (also called electron gun), each of which falls on the
corresponding dot. As each of the three beams hits the corresponding dot in various intensities, they produce different
proportions of the three elementary colored lights which mix together to create the sensation of a specific color in our eyes
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Interlacing:
Interlacing is a technique by which monitors of lower refresh rate can be made to produce images comparable in quality to
that produced by monitors of higher refresh rates. To reduce the flicker each frame produced by raster scan is split into two
halves-each of the halves is known as field. The first field is made up of only odd-numbered pixel rows, 1,3,5,..etc. and is
called odd field . The second field is made up of even numbered of pixel rows, i.e. 2,4,6…and is called the even-field.
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Interlacing:
When referring to a computer monitor or another display, interlace or interlacing is a description of how the picture is
created. With an interlaced display the picture is created by scanning every other line, and on the next scan, scanning
every opposite line. Interlacing allows for a faster refresh rate by having less information during each scan at a lower
cost. Unfortunately, this may cause flickering or noticeable line movements in some situations.
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Monitor Specification:
• Refresh Rate(or Vertical Scan Rate): This is defined as the number of frames displayed by a monitor in one
second and measured in a unit called Hertz (1lz). Typical values lie within 60-70 Hz.
• Horizontal Scan Rate : This is defined as the number of horizontal lines displayed by the monitor in one
second. It is measured as the product of the refresh rate and the number of horizontal lines on the screen, and
expressed in Hertz {Hz).
• Dot Pitch: This is defined as the shortest distance between two neighboring pixels (for monochrome monitors)
or triads (for color monitors). It is usually of the order of 0.25 mm to 0.4 mm.
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Monitor Specification:
• Pixel Addressability: It is defined as the total number of pixels that can be addressed on the screen. It is
measured by the product of number of horizontal pixel rows and the number of pixels per row. Modern monitors
have pixel addressabilities of 640 X 480 or 800 X 600 or higher.
• Aspect Ratio: This is defined as the ratio of the horizontal number of pixels (number of pixels along a
horizontal row) to the vertical number of pixels (number of horizontal rows of pixels). For a computer monitor
or a TV screen the ratio is fixed and equals 4:3. For certain display media like movie theatres and high definition
TVs the ratio is 16:9.
• Monitor Size: The size of the monitor is defined as the longest diagonal length of the monitor. Standard
computer monitors are usually between 15inches to 20 inches in size.
.
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Monitor Specification:
• Resolution :This is defined as the total number of pixels per unit length of the monitor in the horizontal
direction. It is expressed in a unit called dots per inch (dpi). Standard monitors usually have a resolution between
72 dpi and 96 dpi.
• Color Depth : This is a measure of the total number of colors that can be displayed on a monitor and depends on
the total number of varying intensities of the electron beam.
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Thus that particular area will become dark compared to others. The LCD works on the principle of blocking light.
While constructing the LCDs, a reflected mirror is arranged at the back. An electrode plane is made of indium-tin-
oxide which is kept on top and a polarized glass with a polarizing film is also added on the bottom of the device.
The complete region of the LCD has to be enclosed by a common electrode and above it should be the liquid crystal
matter.
Next comes the second piece of glass with an electrode in the form of the rectangle on the bottom and, on top,
another polarizing film. It must be considered that both the pieces are kept at the right angles. When there is no
current, the light passes through the front of the LCD it will be reflected by the mirror and bounced back. As the
electrode is connected to a battery the current from it will cause the liquid crystals between the common-plane
electrode and the electrode shaped like a rectangle to untwist. Thus the light is blocked from passing through. That
particular rectangular area appears blank.
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Visual Display Systems(VDS):
LED:
Light-emitting diode (LED) is a semiconductor device
that emits light when an electric current is passed through
it. Light is produced when the particles that carry the
current (known as electrons and holes) combine together
within the semiconductor material.
LED:
Inside the semiconductor material of the LED, the electrons and holes are contained within energy bands. The
separation of the bands (i.e. the bandgap) determines the energy of the photons (light particles) that are emitted by the
LED.
The photon energy determines the wavelength of the emitted light, and hence its color. Different semiconductor
materials with different bandgaps produce different colors of light. The precise wavelength (color) can be tuned by
altering the composition of the light-emitting, or active, region.
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LED:
Main LED materials
The main semiconductor materials used to manufacture LEDs are:
• Indium gallium nitride (InGaN): blue, green and ultraviolet high-brightness LEDs
• Aluminum gallium indium phosphide (AlGaInP): yellow, orange and red high-brightness LEDs
• Aluminum gallium arsenide (AlGaAs): red and infrared LEDs
• Gallium phosphide (GaP): yellow and green LEDs
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Science