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Introduction to Multimedia Systems PDF

221 Pages·2002·10.14 MB·English
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Introduction to Multimedia Systems This Page Intentionally Left Blank Introduction to Multimedia Systems Editors Gaurav Bhatnagar Shikha Mehta Sugata Mitra Centre for Research in Cognitive Systems (CRCS) NIITUd. New Delhi, India ACADEMIC PRESS A Harcourt Science and Technology Company San Diego San Francisco New York Boston London Sydney Tokyo Cover art: © 2001 John Foxx Images This book is printed on acid-free paper, w Copyright © 2002 by ACADEMIC PRESS All Rights Reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. Requests for permission to make copies of any part of the work should be mailed to: Permissions Department, Harcourt Inc., 6277 Sea Harbor Drive, Orlando, Florida 32887-6777 Explicit permission from Academic Press is not required to reproduce a maximum of two figures or tables from an Academic Press chapter in another scientific or research publication provided that the material has not been credited to another source and that full credit to the Academic Press chapter is given. Academic Press A division of Harcourt, Inc. 525 B Street, Suite 1900, San Diego, Cahfomia 92101-4495, USA http://www.academicpress.com Academic Press Harcourt Place, 32 Jamestown Road, London NWl 7BY, UK http ://www. academicpress .com Library of Congress Catalog Card Number: 2001092781 hitemational Standard Book Number: 0-12-500452-4 International Standard Book Number: 0-12-500453-2 (International edition) PRINTED IN THE UNITED STATES OF AMERICA 01 02 03 04 05 06 MB 9 8 7 6 5 4 3 2 1 Contents Preface vii Note to Students xi Prelude to Multimedia 1 Sugata Mitra Overview of Multimedia Systems 3 Caurav Bhatnagar Prelude to Audio 11 Sugata Mitra The Nature of Sound 13 Harita Gupta Introduction to Digital Audio 21 Harita Gupta Audio Editing 31 jude D'Souza Music and Speech 39 jude D'Souza and Harita Gupta An Interlude: Free for All 49 Sugata Mitra Audio: From CD to the Web 51 Harita Gupta The WAV File Format 55 jude D'Souza Prelude to Graphics 61 Sugata Mitra V vi CONTENTS 8 The Paint Shop Pro Interface 63 Renu Ahuja and Caurav Bhatnagar 9 Colors 73 Gaurav Bhatnagar An Interlude: The Properties of Light 79 Gaurav Bhatnagar 10 File Formats and Web Graphics 85 Renu Ahuja and Gaurav Bhatnagar 11 Layers and Filters 93 Gaurav Bhatnagar An Interlude: Vision 97 Gaurav Bhatnagar 12 Process of Animation 103 Renu Ahuja and Gaurav Bhatnagar 13 Video 113 Manish Mangrulkar and Manu Yadav An Interlude: The Term Dimension 123 Gaurav Bhatnagar 14 3-D Graphics 127 Manish Sinha 15 Text in Multimedia and the Internet 137 Renu Gupta An Interlude: Meaning in Binary Strings 151 Sugata Mitra 16 Art and Design 161 Gaurav Bhatnagar 17 Cognitive User Interfaces 171 Gaurav Bhatnagar An Interlude: Development of Cognitive Systems 181 Sugata Mitra 18 Authoring Multimedia in Visual Basic 191 Himanshu Tayal Index 205 Preface Learning to make digital multimedia on a computer is a bit like learning a language. Not a computer language like Visual Basic or C++ but languages like English or German. This is because multimedia is more about communication between human beings than about technology. Digital multimedia is defined as any combination of graphics (2-D and/or 3-D), audio, text, animation and real-life video delivered through the computer. In addition, the notion of interactivity differentiates digital multimedia from the traditional forms of media and is an integral part of multimedia. Since we are dealing with digital multimedia, all of the above-mentioned elements have to be stored in a digital or discrete format, as opposed to the largely analog formats used by traditional mass media. Thus the multimedia expert will have to be able to do the following, for each media: Convert analog media into a suitable discrete format. For example, a photograph may have to be scanned and stored on the hard drive of the computer. Or a video may have to be "grabbed" or digitized. Since data in digital format is discrete, a decision needs to be made about how to sample the analog data. For example, theoretically, the straight line that you draw on paper has an infinite number of points. But when drawn on the monitor, only a finite number of points can be drawn. How close should the points be so that our eyes cannot tell the difference? Similarly, when using a printer to print a line, how many dots of ink per inch should the printer throw on the paper, for our eyes to perceive it as a straight line? Obviously, the more data that you keep to describe the analog media, the better quality you will get. However, a large amount of data may be impossible to store given the restrictions of your hard disk. Thus the multimedia programmer should be able to: Decide the "resolution" to be used when storing the data, based on the application, the quality of the desired output, and the restrictions of the storage medium. Obviously, if possible, we would like to have the highest quality possible. Using appropriate vii viii PREFACE compression technologies, it is possible to compress digital data and reduce the file size but still keep adequate quality. For example, on the Internet, currently two graphics file formats are very popular and supported widely. These are the GIF and JPEG formats. While GIFs give good quality for cartoons and animated characters, JPEG is used for putting photographs on the Internet. A graphics expert in a Web-development team is able to use the right format, and adjusts the file size using these compression technologies. In general, the multimedia programmer should be able to: Use appropriate compression technologies and file formats for storing the media elements. Once the file is stored in a particular file format, you may require a special player or an editor to view and/or edit the files. For example, MP3 is a popular format for CD quality music files on the Internet. When such a song is downloaded on your PC, you will need a special MPS player to play the song. As another example, consider Paint Shop Pro, a popular graphics software. Using this package you can edit various graphics files and save them in JPEG or GIF formats as required. You may also be able to give "special effects" to previously made or scanned graphics. You can make screen grabs. And you can do all this, regardless of whether you took any art classes in school! In general, for any media element, a multimedia expert should be able to: Edit a given media element using an appropriate editor. Finally, the multimedia expert should be able to: Integrate all the media elements into one multimedia system using a programming language or an authoring package. In this book we cover these topics for each media element. We believe that people learn much more by experimenting with software packages and talking to friends, rather than by reading any large tomes or by messing with the complicated manuals written for practicing professionals. Our book gives exercises to encourage these constructionist learning mechanisms. A Web page containing links to many of these free software packages www.academicpress.com/multimedia. There are also links to sample images, sounds, etc., that the students can use for educational purposes. Each chapter tries to highlight the main features of software packages, without referring to any commercial (and expensive) software. The philosophy is that multimedia experts should not be software dependent, since a specific software package may not be available at a given time. We enable our readers to become self-educated when where it comes to learning software packages, by showing them the principles behind their central features. All the software packages that are referred to in this book are freeware or have evaluation versions freely available on the Internet. As far as the Internet is concerned, we discuss the concerns of the Web developer in terms of file formats and bandwidth restrictions. Since this is a very fast growing area, the emphasis is on fundamentals and how developers can keep in touch with the changing trends and technologies in this area. We prepared this book using a process analogous to multimedia production. Experts in the R&D Centre of NUT Ltd. wrote the various sections. Later, the various elements of this PREFACE ix book were stitched together by its editors. Their role was similar to the role played by the designers and programmers in a multimedia production. A preliminary version of this book was used in one of NIIT's centers, for a 10-week course on multimedia. This book should be suitable for young adults in high school or college who have some programming background and have worked on the Windows platform, and who are keen to learn how to make multimedia systems. If students already know some programming language like Visual Basic or Java, they will be able to make their own stand-alone or Web- based multimedia systems. If not, they can still use MS-PowerPoint and make interesting interactive presentations. Gaurav Bhatnagar, Shikha Mehta, and Sugata Mitra New Delhi, December 6, 1999

Description:
Introduction to Multimedia Systems is designed to be a general introduction to the broad field of multimedia... more specifically digital interactive multimedia. The editors have included topics such as the principles of "multiple" and "media," including sound, two-dimensional and three-dimensional
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