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Introduction To Imaging and Multimedia: Fall 2013 Ahmed Elgammal Rutgers University

This document introduces a course on Introduction to Imaging and Multimedia. The course has two components: digital multimedia and image processing/computer vision. Digital multimedia involves the integration of text, graphics, images, video, audio and other media represented and processed digitally. Example multimedia applications mentioned include video conferencing, distributed education, telemedicine, and augmented reality. The multimedia lifecycle includes generation, representation/processing, retrieval, and delivery of multimedia content.

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0% found this document useful (0 votes)
101 views

Introduction To Imaging and Multimedia: Fall 2013 Ahmed Elgammal Rutgers University

This document introduces a course on Introduction to Imaging and Multimedia. The course has two components: digital multimedia and image processing/computer vision. Digital multimedia involves the integration of text, graphics, images, video, audio and other media represented and processed digitally. Example multimedia applications mentioned include video conferencing, distributed education, telemedicine, and augmented reality. The multimedia lifecycle includes generation, representation/processing, retrieval, and delivery of multimedia content.

Uploaded by

fiqipraramadhan
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction to Imaging and Multimedia 9/5/13

Introduction to Imaging and Multimedia

Fall 2013
Ahmed Elgammal
Rutgers University

  Introduction to Imaging and Multimedia


  This course has two integrated components:
  Digital Multimedia
  Image Processing and Computer Vision
  You can think of it as an introduction to
multimedia with a special focus on digital imaging
and video

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Introduction to Imaging and Multimedia 9/5/13

  What is Multimedia ?

What is Multimedia
  When different people mention the term multimedia, they often
have quite different, or even opposing, viewpoints.
  A PC vendor: a PC that has sound capability, a DVD-ROM
drive, and perhaps the superiority of multimedia-enabled
microprocessors that understand additional multimedia
instructions.
  A consumer entertainment vendor: interactive cable TV with
hundreds of digital channels available, or a cable TV-like
service delivered over a high-speed Internet connection.
  A Computer Science (CS) student: applications that use
multiple modalities, including text, images, drawings
(graphics), animation, video, sound including speech, and
interactivity.
  Evolving definition…

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Multimedia in Computer Science


  Digital Multimedia - Computational Multimedia

Digital Multimedia is the field concerned with


computer-controlled integration of text, graphics,
images, videos, audio, and any other medium where
every type of information can be represented,
transmitted and processed digitally.

Digital Multimedia: Historical Perspective


  The word multimedia was coined in the beginning of
the 1990s
  Mainly after the success of digital audio recording on
CDs
  The next anticipated step was to create digital content
involving image, text, video, along with the audio
  Multimedia CD-ROMs: ex, Encyclopedia Britannica
  Experience only limited to a single user interacting
with a PC
  Things have changed dramatically since then.

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Example MM Applications
  Multimedia involves multiple modalities of text, audio, images,
drawings, animation, and video. Examples of how these
modalities are put to use:
  Video teleconferencing.
  Distributed lectures for higher education.
  Tele-medicine.
  Co-operative work environments.
  Searching in (very) large video and image databases for target visual
objects.
  “Augmented” reality: placing real-appearing computer graphics and
video objects into scenes.
  Including audio cues for where video-conference participants are
located. Taking into account gaze direction and attention of participants
as well

Example MM Applications
  Building searchable features into new video, and enabling
very high to very low-bit-rate use of new, scalable
multimedia products.
  Making multimedia components editable. allow the user side
to decide what components, video, graphics, etc., are
actually viewed; allow the client to move components
around or delete them. Making components distributed.
  Building “inverse-Hollywood” applications that can recreate
the process by which a video was made. This then allows
storyboard pruning and concise video summarization.
  Using voice-recognition to build an interactive environment,
say a kitchen-wall web browser

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Multimedia life cycle


  Four main phases in multimedia life cycle
  Multimedia Generation, Authoring, Capturing…
  Multimedia Representation, and processing
  Multimedia Retrieval: answering user queries.
  Multimedia Delivery

MM Generation MM Archival MM Retrieval

User ?
Sensors / input

Capturing
(digitization) Retrieval
User ?
Indexing
Archival
Authoring MM Delivery
Editing
User ?

User ? Client

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Inherent Quality of Multimedia Data


  Digital: it is always bits and bytes
  Voluminous: the storage and transmission bandwidth
limitations require that the data be compressed
  Interactive
  Real-time and synchronization: very small and
bounded delay while transmitting information. Intra-
media and inter-media synchronization

Multimedia Research Topics and Projects


To the computer science researcher, multimedia consists of a wide
variety of topics:
  Multimedia processing and coding: multimedia content
analysis, content-based multimedia retrieval, multimedia
security, audio/image/video processing, compression, etc.
  Multimedia system support and networking: network protocols,
Internet, operating systems, servers and clients, quality of
service (QoS), and databases.
  Multimedia tools, end-systems and applications: hypermedia
systems, user interfaces, authoring systems. Multi-modal
interaction and integration: “ubiquity” web-everywhere devices,
multimedia education including Computer Supported
Collaborative Learning and design, and applications of virtual
environments.

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  Multimedia and Computer Science: Multimedia is in the


intersection among different areas
  Graphics,
  HCI,
  Visualization,
  Computer vision,
  Data compression,
  Graph theory,
  Networking,
  Database systems,
  Data mining
  Architecture and operating systems,
  ….

Multimedia Systems
  A Multimedia System is a system capable of
processing multimedia data and applications.
  A Multimedia System is characterized by the
processing, storage, generation, manipulation and
rendition of Multimedia information.

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Components of a Multimedia System


  Capture devices
  e.g. Video Camera, Microphone, Digitising/Sampling Hardware, etc.
  Storage Devices
  e.g. Hard disks, CD-ROMs, DVD, Blu-ray, etc
  Communication Networks
  Internet, wireless internet, etc.
  Computer Systems
  e.g. Multimedia Desktop machines, Workstations, smart phones, iPads
  Rendering Devices
  e.g. CD-quality speakers, HDTV, Hi-Res monitors, Color printers etc.

Challenges for Multimedia Systems


  Distributed Networks
  Temporal relationship between data
  Render different data at same time continuously.
  Sequencing within the media (e.g. playing frames in correct
order/time frame in video)
  Synchronization — inter-media scheduling
  E.g. Video and Audio — Lip synchronization is clearly important for
humans to watch playback of video and audio and even animation
and audio.

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Hardware
  All contemporary personal computers are quite
capable of displaying MM content
  Even Almost all cell phones
  For authoring content, a more powerful machine is
needed
  Bandwidth is still and always will be an issue

Multimedia System Desirable Features

  Very High Processing Power


  Special Hardware/Software needed (e.g. GPUs)
  Efficient I/O
  Large Storage and Memory
  High Speed Network Support

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Multimedia History
  Before the digital age…

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Multimedia: Text

Papyrus Parchment
Stone

Paper
  Han Dynasty of China (202 BC).Raw material such as tree bark was finely chopped, mixed with
water, spread onto screens, and dried. Well guarded secret
  Introduced in Europe in 600AD through the Middle East
  First paper mill in Europe was in Spain, in 1120. More mills appeared in Italy in
about the 13th century. They used hemp and linen rags as a source of fiber. Paper is
recorded as being manufactured in both Italy and Germany by 1400.

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Printing Press

  In 1451, Johannes Gutenberg and Johannes Fust went into


partnership and produced a forty-two line Bible and a
thirty-two line Latin Grammar

  By 1465, printing presses based on Gutenberg's moveable


type could be found in Italy, by 1470 in Paris. London
followed in 1480. By 1499, there were presses in
Stockholm, Constantinople and Lisbon.

  By 1500, Europe contained in excess of nine million


volumes, of thirty thousand titles all of which came off the
presses of more than one thousand printers.

Multimedia Data: Text


  Text
  Input: keyboard, touch pad
  Stored and input character by character.
  Storage of text is 1 or 2 bytes per character.
  Other forms of data (e.g. Spreadsheet files, XML) may store format as
text (with formatting).
  Format: Raw text or formatted text
e.g HTML, Rich Text Format (RTF), Word or a programming language
source
  Not temporal — BUT may have natural implied sequence e.g. HTML
format sequence, Sequence of Java program statements.
  Size Not significant compared with other multimedia data.

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Images Painting on some


media: From
Prehistoric times till
today

Camera obscura Niepce 1825 Daguerre 1838 Maxwell 1861


Mozi 400BC (8 hours) (10 mn) (color)
Aristotle 350BC
Ibn al-Haitham, 1000AD

1888 Eastman's Kodak camera on the market with


the slogan "You press the button, we do the rest"

Now: digital CCD 1969 at AT&T

Multimedia Data: Images


  Images
  Still pictures which (uncompressed) are represented as a bitmap (a grid
of pixels).
  Input: Digital camera, scanner or generated by graphics editor programs
(e.g. Paint)
  Analog sources will require digitizing.
  Stored at 1 bit per pixel (Black and White), 8 Bits per pixel (Grey Scale,
Color Map) or 24 Bits per pixel (True Color)
  Size: a 512x512 Grey scale image takes up 1/4 Mb, a 512x512 24 bit
image takes 3/4 Mb with no compression.
  Storage increases with image size
  Compression is commonly applied

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Stored music

1598

15th
century
1870 Player
piano

Stored audio

1860:phonotaugraph

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Modern period: music

1877 1904

Read-
Write !
Then digital

Multimedia Data: Audio


  Audio
  Audio signals are continuous analog signals.
  Input: microphones and then digitized and stored
  usually compressed.
  CD Quality Audio requires 16-bit sampling at 44.1 KHz
  1 Minute of Mono CD quality audio requires 5 Mb.

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Multimedia Data: Video


  Video
  Input: usually captured by a video camera.
  There are a variety of video (analog and digital) formats
  Raw video can be regarded as being a series of single images.
  There are typically 25, 30 or 50 frames per second.
  a 512x512 size monochrome video images take 25*0.25 = 6.25Mb for 1
second to store uncompressed.
  Digital video clearly needs to be compressed.

Environment

user

Traditional Multimedia Interface vs. Ubiquitous Interface

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Multimedia in a Ubiquitous Computing World


  Multimedia is becoming available all the time around us.
  Ubiquitous computing focus on integrating computation into the
environment, rather than having computers as distinct objects.
  Ubiquitous computing covers wide range of research topics,
such as distributed computing, mobile computing, and sensor
networks.
  Mobile phones now are the most commonly used multimedia
devices.

What this course is not about


  This course is not about
  Web design
  Multimedia tools
  Computer graphics and animation
  Internet technology

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Resources
  Multimedia Systems Ch 1
  Some Slides by Prof G. Medioni @ USC

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