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Media Elements

Media Elements ITK-352 Objectives understand the basics of different media elements know how to capture different media types for inclusion in multimedia Multimedia Elements

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Media Elements

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  1. Media Elements ITK-352

  2. Objectives • understand the basics of different media elements • know how to capture different media types for inclusion in multimedia

  3. Multimedia Elements • The construction of high quality multimedia products relies upon the successful integration of a series of types of distinct data. • Text - Animation • Audio - Other • Video • Images

  4. Multimedia • The integration of audio, video, computer graphics and text under computer control. • A multi-sensory experience

  5. Data Types -Classified by the senses • Sight • Writing, Painting, Photography • extension of sight over time and space • TV, Video-conferencing • extension of sight across space

  6. Percentage of Cones • Red (64%) • Green (32%) • Blue (4%) • http://www.siggraph.org/education/materials/HyperGraph/color/coloreff.htm

  7. Color Blind

  8. The individual with normal color vision will see a 5 revealed in the dot pattern. An individual with Red/Green (the most common) color blindness will see a 2 revealed in the dots.

  9. Blue type on red is hard to read. It causes eye strain.

  10. Red type on blue is also hard to read. It causes eye strain. strain.

  11. Green type on red is also hard to read. It causes eye strain. strain.

  12. Order in which colors appears • The perceived differences in depth ( chromostereopsis ) that result can slow reading speed considerably.

  13. Graphics • Bitmmaped / Raster • Monitors , (RGB) • Vector Graphics • Hybrid / Metafiles

  14. Bitmaps • Common uses of bitmap graphics include: • Photographic images • Paintings and drawings • Document scans

  15. Bitmap

  16. True Color

  17. Pseudo-Color (CLUT)

  18. Dither • It simulates the colors from the orginal image that are not available in the new, reduced palette.

  19. Vector Graphics

  20. Vector Graphics

  21. Vector Graphics Demo Cards Dragon

  22. Vector Graphics • Common uses of vector graphics: • CAD/CAM packages • Architectural plans • Diagrams • Route planning

  23. Demo: 3D/FX

  24. Anti-aliasing • A technique used on a gray-scale or color bitmap display to make diagonal edges appear smoother by setting pixels near the edge to intermediate colours according to where the edge crosses them.

  25. Image Quality • The quality with which an image is displayed on a computer scene is dependent upon several factors: • The quality of the original image • The way the image was captured • The color depth of the image • The graphics format used to store it • The type of compression used • Lossy vs. Lossless • The graphics card on the computer • The quality of the computer monitor

  26. Resolution • the maximum number of pixels that can be displayed on a monitor, expressed as (number of horizontal pixels) x (number of vertical pixels). • i.e., 1024x768. The ratio of horizontal to vertical resolution is usually 4:3, the same as that of conventional television sets.

  27. Image File Formats • GIF (Compuserve) • JPG (Joint of Photographers Expert Group) • PNG (Portable Network Graphics) • DIBs (Device Independent Bitmaps)BMP, DIB, RLE • PCX (PC PaintBrush) • TIFF (Tagged Interchange File Format) • PSD (Adobe Photoshop)

  28. Cross-Platform Formats • DXF (Drawing Interchange File) • IGES (Initial Graphics Exchange Standard)Most common bitmap formats on the Web • JPEG • GIF • PNG

  29. Senses: Hearing • Hearing and speech • extension of hearing across space • Telephone, radio • extension of hearing over time • CDs, tapes, voice mail, telephone…

  30. Sound • For sound to exist to us, three things are necessary: • Generation • Transmission • Perception

  31. Digital Audio Jargon • Amplitude • indicates the volume of the sound; so the points in a waveform with the greatest amplitude sound the loudest. • Period • represents the distance between two consecutive peaks in a waveform. • Frequency • is the number of periods in one second.

  32. Audio Jargon • Hertz (Hz) • A hertz is equivalent to a period. One period per second equals one hertz. One thousand periods per second equals one kilohertz (KHz).

  33. Sound Volume: dB • Volume or loudness: (Unit of measurement: decibels, dB) • This is the pressure of the sound. • Decibels are the ratio between a reference point of a logarithmic scale and the level that is actually received.

  34. An increase of 10 dB is twice as loud • Human speech is generally reproduced somewhere in the 55 to 70 dB range. • The upper SPL of music will typically range from 65 to 90 dB.

  35. scale of Sound Pressure Levels (SPL). The louder a particular sound, the higher it will be on the vertical scale. SPL http://www.soundinstitute.com/article_detail.cfm/ID/106

  36. Dynamic range • Dynamic range is the range between the softest and loudest sounds. • music has a much greater dynamic range than speech. http://www.soundinstitute.com/article_detail.cfm/ID/106

  37. a

  38. Audio Sampling

  39. Audio Files • MIDI • (Musical Instrument Digital Interface): An industry-standard connection for computer control of musical instruments and devices. A MIDI file contains notes, timing, and instrument designations for multiple channels. • The file contains information about each note, including the key, channel number, duration, volume, and velocity.

  40. Audio Files • RIFF • (Resource Interchange File Format) Platform-independent multimedia specification published by Microsoft and others in 1990 that allows audio, image, animation, and other multimedia elements to be stored in common format. • WAV (Wave File Format) • MP3 (MPEG – 1, Audio Layer 3)

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