Unit 1 To 5
Unit 1 To 5
1.1 Multimedia
Multimedia is an interactive media and provides
multiple ways to represent information to the user in a
powerful manner. It provides an interaction between
users and digital information.
It is a medium of communication .Some of the sectors
where multimedias is used extensively are education,
training, reference material, business presentations,
advertising and documentaries.
Multimedia is a form of communication that combines
different content forms such as text, audio, images,
animations, or video into a single interactive .
Fig.1.4. Graphiics
3) Animation - A static picture can be animated to
appear to be in motion. A continuous succession
of static images shown in order is all that makes
up an animation. Effective attention-getting may
be achieved by the animation. Additionally,
animation adds levity and appeal to a
presentation. In multimedia applications, the
animation is fairly common.
Fig.1.5 Animation
4) Audio - Speech, music, and sound effects could
all be necessary for a multimedia application.
They are referred to as the audio or sound
component of multimedia. Speaking is a fantastic
educational tool. Analog and digital audio are
both kinds. The initial sound signal is referred to
as analog audio or sound. Digital sound is saved
on a computer. Digital audio is therefore utilized
for sound in multimedia applications.
Fig.1.6 Audio
5) Video - The term "video" describes a moving
image that is supported by sound, such as a
television image. A multimedia application's
video component conveys a lot of information
quickly. For displaying real-world items in
multimedia applications, digital video is helpful.
If uploaded to the internet, the video really does
have the highest performance requirements for
computer memory and bandwidth. The quality of
digital video files may still be preserved while
being saved on a computer, similarly to other
data. A computer network allows for the
transport of digital video files. The digital video
snippets are simple to modify.
Fig.1.7 Video
Fig.1.13 Processor
Memory and Storage Devices - You need memory for
storing various files used during production, original
audio and video clips, edited pieces and final mined
pieces. You also need memory for backup of your
project files.
Fig.1.17 Joystick
Light Pen - Light pen is a pointing device, which is
similar to a pen. It is used to select a displayed menu
item or draw pictures on the monitor screen. It consists
of a photocell and an optical system placed in a small
tube. When light pen's tip is moved over the monitor
screen and pen button is pressed, its photocell sensing
element detects the screen location and sends the
corresponding signal to the CPU.
Fig.1.18 Lightpen
Fig.1.19 Trackball
Fig.1.20 Scanner
Fig.1.22 MICR
Optical Character Reader (OCR) - OCR is an input
device used to read a printed text. OCR scans text
optically character by character, converts them into a
machine readable code and stores the text on the
system memory.
Fig.1.23 OCR
Fig.1.25 OMR
Fig.1.26 Microphone
Fig.1.27 Speaker
Digital Camera - Digital camera is an input device to
input images that is then stored in digital form. The
digital camera is used for various applications like
adding images to a multimedia presentation or for
personal purposes.
Multimedia Application:
Multimedia applications are created with the help of
following mentioned tools and packages.
The sound, text, graphics, animation and video are the
integral part of multimedia software. To produce and
edit these media elements, there are various software
tools available in the market. The categories of basic
software tools are:
1.7 CD ROM
A CD-ROM (Compact Disc Read-Only Memory) is a
type of optical disc that can store digital data. It is made
up of a thin layer of aluminium or gold, which is coated
with a reflective layer of plastic. The data is encoded in
the form of tiny pits and lands on the disc. The pits are
represented as binary 1s and the lands are represented
as binary 0s.
A CD-ROM drive uses a laser beam to read the data
from the disc. The laser beam is reflected off the disc
and into a photodetector. The photodetector converts
the reflected light into an electrical signal. The
electrical signal is then decoded into the original
digital data.
Fig.1.39 CD ROM
Disadvantages:
• Read-only: CD-ROMs are read-only, meaning
that the data on them cannot be changed or
erased. This can be a disadvantage if you need
to be able to update the data on a CD-ROM.
• Slow: CD-ROM drives can be slow, especially
when compared to newer storage formats, such
as DVDs and Blu-rays.
• Susceptible to damage: CD-ROMs can be
damaged by scratches, fingerprints, and
exposure to heat or chemicals. This can make
them a less reliable storage medium than other
formats.
1.8 DVD
DVD stands for Digital Versatile Disc. It is a digital
optical disc storage format. It was invented and
developed in 1995 and first released on November
1, 1996, in Japan. The medium can store any kind of
digital data and has been widely used for video
programs (watched using DVD players) or formerly
for storing software and other computer files as well.
DVDs offer significantly higher storage capacity
than compact discs (CD) while having the same
dimensions. A standard DVD can store up to 4.7 GB
of storage, while variants can store up to a maximum
of 17.08 GB.
Fig.1.40 DVD
2.8 MIDI
MIDI, or Musical Instrument Digital Interface, is a
standard protocol for connecting and communicating
between electronic musical instruments and
computers. It allows devices to send and receive
messages about notes, tempo, and other musical
parameters. MIDI is a digital format, which means that
the information is transmitted as a series of bits. This
makes MIDI very efficient and reliable, and it is also
very versatile. MIDI can be used to control a wide range
of devices, including synthesizers, samplers, drum
machines, and lighting systems.
Here is a basic diagram of a MIDI system:
Interactive Elements:
• For interactive multimedia, consider how users
will interact with audio elements.
• Implement interactive audio triggers or
responses based on user actions or choices.
Testing and Feedback:
• Play your multimedia project with the added
audio to ensure everything works as intended.
• Seek feedback from others to evaluate the
impact of the audio on the overall experience.
Optimization and Compression:
• Compress audio files if necessary to reduce
loading times, especially for web-based
multimedia.
• Balance quality and file size to ensure smooth
playback.
Accessibility:
• Provide options for users to control audio
playback, such as volume control or mute
buttons.
• Consider accessibility features, such as
providing captions or transcripts for audio
content.
Final Review and Export:
• Perform a final review of your multimedia project
with audio to catch any issues or inconsistencies.
• Export the project in the desired format,
ensuring that audio settings are optimized for the
target platform or medium.
Documentation:
• Document the audio elements used in your
project, including sources, formats, and
licensing information, for future reference.
• Adding sound to a multimedia project can
greatly enhance its impact and engagement. By
carefully planning, editing, and synchronizing
audio elements
UNIT-III
3.3 Coloring
2. Image Import:
• Transfer: Transfer the selected images to your
computer or multimedia editing software.
Ensure they are in a suitable file format (e.g.,
JPEG, PNG) and resolution.
3. Image Editing:
• Crop and Resize: Use image editing software
like Adobe Photoshop or GIMP to crop and
resize images to fit the dimensions required for
your multimedia project.
• Color Correction: Adjust brightness, contrast,
saturation, and color balance to enhance the
visual appeal of your images.
• Retouching: Remove imperfections, blemishes,
or unwanted objects from your images using
retouching tools.
• Filters and Effects: Apply filters and special
effects to create a specific visual style or mood
for your multimedia project.
• Layering: Use layers to add text, graphics, or
other elements on top of your images.
• Transparency: Make use of transparency and
opacity settings to blend images seamlessly into
your project.
4. Image Optimization:
• Compression: Optimize image file sizes for
faster loading on the web by using appropriate
compression techniques. Balancing quality and
file size is essential.
• File Format: Choose the right file format (e.g.,
JPEG, PNG, GIF) based on the type of image and
the intended use in your multimedia project.
5. Image Enhancement:
• Resolution: Ensure that images have the
appropriate resolution for your project. Higher
resolution images are necessary for print, while
web images can be lower in resolution.
• Color Profile: Use the correct color profile (e.g.,
sRGB for web, CMYK for print) to ensure
accurate color representation.
6. Image Integration:
• Layout: Place edited images within your
multimedia project's layout, considering the
overall design and composition.
• Interactivity: If your multimedia project is
interactive, set up any image elements for user
interaction, such as clickable areas or zoom
functionality.
7. Testing:
• Quality Control: Test your multimedia project
to ensure that images display correctly and look
as intended. Check for any visual artifacts,
distortion, or color issues.
8. Export and Delivery:
• Export Settings: When exporting your
multimedia project, use the appropriate settings
to maintain image quality and format
compatibility.
• Delivery Medium: Choose the appropriate
medium for delivering your multimedia project,
whether it's a website, video platform,
presentation software, or print publication.
Education
Teachers and students benefit from the enhanced
convenience and communication that digital
projectors, displays, and graphics provide to the
classroom, even though theft is a prevalent problem in
schools. Furthermore, obtaining a fundamental digital
imaging education for young workers is becoming
increasingly vital.
Facial Recognition
Face recognition is a computer technology that
determines the positions and sizes of human faces in
self-assuring digital photographs. It identifies face
features and ignores everything else, such as
architecture, trees, and bodies.
Pattern Detection
The study or examination of pattern detection is based
on image processing. In pattern detection, image
processing is used to recognize elements in images,
and then machine learning is used to teach a framework
for pattern variation. Pattern detection is used in
various applications, including computer-aided
analysis, calligraphy detection, picture recognition,
and more.
4. Advantages:
• Digital photography offers immediate
feedback and allows for real-time
adjustments.
• It is versatile, suitable for capturing a wide
range of subjects, from portraits to
landscapes to action shots.
• Digital cameras often have features like
image stabilization, autofocus, and
various shooting modes for different
situations.
3.9.3 Considerations for Multimedia:
1. Resolution: The resolution of scanned or
digitally captured images should match the
intended use within your multimedia project.
High-resolution images are essential for print,
while web and screen displays may require
lower resolutions.
2. File Format: Choose the appropriate file format
for your images based on the project's
requirements. JPEG is common for web and
multimedia, while TIFF and RAW offer more
editing flexibility.
3. Editing: Regardless of the capture method,
image editing and post-processing (e.g., color
correction, cropping, retouching) are often
necessary to ensure images meet the project's
visual requirements.
4. File Organization: Maintain a well-organized
library of digital images, whether obtained
through scanning or digital photography, to
easily locate and use them in your multimedia
projects.
Animation process
The steps to be followed in creating animation are:
• Organize the execution in a series of logical
steps.
• Choose an animation tool best suited for the job.
• Build and tweak the sequences.
• Post-process the completed animation. Cel
animation
• Cel animation is a technique in which a series of
progressively different graphics are used on
each frame of movie film.
• The term "cel" is derived from the clear celluloid
sheets that were used for drawing each frame.
Cel animation
• Cel animation is a technique in which a series of
progressively different graphics are used on
each frame of movie film.
• The term "cel" is derived from the clear celluloid
sheets that were used for drawing each frame.
• Cel animation begins with key frames.
• Keyframes refer to the first and the last frame of
an action.
• The frames in between the keyframes are drawn
in the tweening process.
• Tweening depicts the action that takes place
between keyframes.
• Tweening is followed by the pencil test.
Computer animation.
• Computer animation is very similar to cel
animation.
• The primary difference is in how much must be
drawn by the animator and how much is
automatically generated by the software.
• Kinematics is the study of the movement and
motion of structures that have joints.
• Inverse kinematics is the process of linking
objects, and defining their relationship and
limits.
• Morphing is an effect in which a still or moving
image is transformed into another.
4.2 Kinematics
Kinematics is the study of motion without considering
the forces that cause it. It is a subfield of physics that is
used in a wide variety of applications, including
robotics, animation, and video games.
Multimedia can be used to create effective and
engaging learning experiences for kinematics. For
example, interactive simulations can allow students to
explore different types of motion and see how they are
affected by different parameters. Animations can also
be used to illustrate complex concepts in a clear and
concise way.
Here are some examples of how multimedia can be
used to explain kinematics concepts with diagrams:
• Motion diagrams: Motion diagrams show the position
of an object at different time intervals. They can be used
to illustrate the concepts of displacement, velocity, and
acceleration. For example, The motion of a ball thrown
into the air:
• Velocity vectors: Velocity vectors show the direction
and magnitude of an object's velocity. They can be used
to illustrate the concepts of relative velocity and
acceleration. For example, Velocity vectors of two cars
moving in different directions:
• Free body diagrams: Free body diagrams show all of
the forces acting on an object. They can be used to
analyze the motion of an object and to determine the
forces required to cause it to move in a certain way. For
example, forces acting on a ball thrown into the air:
4.3 Morphing
Morphing is a technique that transforms one image or
shape into another. It is commonly used in movies,
cartoons, and video games to create the illusion of
smooth and fluid motion.
1. Frame Rate
• Animation is an illusion caused by the rapid
display of still images.
• Television and movies play at 30 fps but
acceptable playback can be achieved with 15
fps.
Lossy compression
Eliminates some of the data in the image and therefore
provides greater compression ratios than lossless
compression. Applied to video because some drop in
the quality is not noticeable in moving images.
Two types of CODEC (lossy):
Spatial compression
• a digital compression of video data that
compresses the size of the video file by
compressing the image data of each frame
• Compression is done by removing redundancy
from data in the same frame.
Temporal compression
• a digital compression of video data that uses
similarities of sequential frames over time to
determine and store only the image data that
differs from frame to frame.
• Compression is done by removing similarity
between successive video frames
18. Rendering:
• Render the final video, which may take
some time depending on the project's
complexity.
19. Review and Feedback:
• Review the video with colleagues or
clients for feedback and revisions.
20. Distribution:
• Share the video on platforms such as
YouTube, Vimeo, social media, or your
website.
• Consider optimizing the video for
different platforms and devices.
21. Analytics and Promotion:
• Track the video's performance using
analytics tools and promote it to reach a
wider audience.
22. Archiving and Backup:
• Archive your project files and backup all
assets to prevent data loss.
Digital video production and editing require a
combination of technical skills and creative
storytelling. Continuous learning and practice are
essential for improving your proficiency in these
techniques and producing compelling video content.
5. Multimedia Project
5.1 Stages of Project
Here are the four basic stages in a multimedia project
Delivering:
Package and deliver the project to the end user.
Be prepared to follow up over time with tweaks,
repairs, and upgrades.
1. Project Manager
2. Multimedia designer
3. Interface designer
4. Writer
5. Video specialist
6. Audio specialist
7. Multimedia programmer
8. Website Producer.
1. Project Manager
● Project Manager is the leader of the project and
it’s responsible for overall development and
implementation of a project as well as day-to-day
operation.
● Project managers are also called program
manager who have the responsibility of the
following areas.
● Design the product.
● Managing the team
1. 1. Design the product
● Design consists of devising a vision for that
product and working out the complete
functionality of the design team.
● The devices complete functional specifications
which are necessary to improve the
performance of the product design.
1. 2. Managing the team
The project manager has a responsibility of,
● Scheduling the task
● Assign the task
● Controlling the activities
● Allocating the resources
● Conducting meetings
● Managing mile stones
8. Website Producer
● The website producers are the programmers
who can design multimedia based website.
Website producers must be able to link and
implement a complex website with many areas
of content and using messages.
● He must interact with all levels of management.
● He should have knowledge of HTML of tables,
flames and forms.
● He must also know the knowledge of scripting
languages and Photoshop.
5.3 Multimedia Authoring
Multimedia authoring is a process of assembling
different types of media contents like text, audio,
image, animations and video as a single stream of
information with the help of various software tools. It
gives the framework for organizing and editing the
components of a multimedia project. It enables the
developer to create interactive presentation by
combining text, audio, video, graphics and animation.
Task planning
Task planning involves:
• Designing the instructional framework.
• Holding creative idea sessions.
• Determining the delivery platform and authoring
platform.
• Assembling the team.
• Building a prototype, producing audio and
video, testing the functionality, and delivering
the final product.
Development
Prototype development:
• Also known as a proof-of-concept or feasibility
study.
• Involves testing of the initial implementation of
ideas, building mock-up interfaces, and
exercising the hardware platform.
• Trial calculations are possible after prototyping.
• A written report and an analysis of budgets allow
the client some flexibility and also provide a
reality check for developers.
• Alpha development – At this stage, the
investment of effort increases and becomes
more focused. More people get involved.
• Beta development – At this stage, most of the
features of a project are functional. Testing is
done by a wider arena (particular environment)
of testers.
Delivery
• In the delivery stage, the project is said to be
"going gold.”
• The concerns shift towards the scalability of the
project in the marketplace.
Scheduling
• Milestones are decided at this stage.
• The time required for each deliverable, that is
the work products delivered to the client, is
estimated and allocated.
• Scheduling is difficult for multimedia projects
because multimedia creation is basically artistic
trial and error.
• Scheduling is also difficult because computer
hardware and software technology are in
constant flux.
• At this stage, clients need to approve or sign off
on the work created.
• Any revisions of previously approved material
would require a change order.
• A change order stipulates that the additional cost
of revising previously approved material should
be borne by the client.
• When negotiating with a client, limit the number
of revisions allowed.
Estimating
• Cost estimation is done by analyzing the tasks
involved in a project and the people who build
it.
• The hidden costs of administration and
management are also included in the cost
estimates.
• A contingency rate of 10 to 15 percent of the total
cost should be added to the estimated costs.
• Contractors and consultants can be hired, but
they should be billed at a lower rate.
• Ensure that contractors perform the majority of
their work off-site and use their own equipment
to avoid classifying them as employees.
Hardware:
• Hardware is the most common limiting factor for
realizing a multimedia 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
monitor resolution of 800X600 pixels and at least
16- bit color depth.
The categories of expenses incurred for producing
multimedia are:
• Project development costs
• Production costs
• Testing costs
• Distribution costs
Project development costs
These include:
• Salaries
• Client meetings
• Acquisition of content
• Communication
• Travel
• Research
• Proposal and contract prep
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:
• Salaries
• Facility rental
• Printing costs
• Food and incentives
• Coop fees (payment for participation)
• Editing
• Beta program
Distribution costs
These include:
• Salaries
• Documentation
• Packaging
• Manufacturing
• Marketing
• Advertising
• Shipping
RFPs and bid proposals.
• Request for Proposals (RFPs):
• These are formal and detailed documents from
large
• corporations 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.
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.
• 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.
• 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
businesslike.
• 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 the project is being put forward.
• It is necessary to describe the target audience
and the target platform.
• Creative strategy – This section describes the
look and feel of a project. This is useful if the
reviewing executives were not present for the
preliminary discussions.
• Project implementation – This section contains a
detailed calendar, charts, and lists of specific
tasks with associated completion dates,
deliverables, and work hours.
Delivering Testing
• It is important to test and review a project to
ensure that:
• It is bug-free, accurate, and operationally and
visually on target.
• The client's requirements have been met.
• The reputation of the developer/company is not
damaged by a premature or erroneous release.
• Cross-platform issues are addressed by
comprehensive testing on different hardware
and software platforms.
Difficulties in testing:
• The performance of a multimedia project
depends on hardware and software
configurations, and the end-user's connection
speed.
• Few computer configurations are identical.
• The Macintosh environment is sensitive to
certain extensions that conflict with some
software applications
Types of Testing:
• Alpha testing.
• Beta testing.
• Final release.
Alpha Testing
• An alpha release is the first working draft of a project.
• An alpha release of a project is only for internal
circulation.
• Alpha testing is usually done “in-house” by team
members.
• Alpha releases are expected to have problems or to
be incomplete.
Beta Testing
• Beta testing is done with a wider array of testers.
• Beta testers should be representative of real
users.
• These testers should be people who were not
involved with the actual production.
• Beta level bugs are typically less virulent than
alpha bugs.
• Managing beta test feedback is critical.
Final Release
• The terms such as “bronze” or “release
candidate” are used to identify products that are
near completion.
• The final release version is usually called the
“gold master.”
Prerequisites for Delivering a Product
• After a multimedia project is complete, modify
the files so that they can be transferred from the
media to the user’s platform.
• A setup program is required to install a project
on a user’s computer.
• Programs like Mind vision's Installer Vies and
Aladdin's Installer Maker help create installers.
• It is important to provide well-written
documentation about the installation process.
• The documentation must also list potential
problems, constraints, and appropriate warning
messages.
• It is useful to include a file, README.TXT or
ReadMeFirst, on the distribution disc of a
project.
• The file should contain a detailed description of
the installation process.
• The README.TXT document includes a
description of changes or bugs reported since
the documentation was printed.
• Set up a product-related Web site with pages for
registering software, reporting bugs, providing
technical support, and program upgrades.
• Using compression programs.
• Creating file archives.
• Creating self-extracting archives.
Using Compression Programs
• Use a shareware or commercial compression
utility for compressing and decompressing files.
• WinZip, DiscDoubler, and StuffIt Deluxe are
commonly used compression utilities.
• Most compression utilities also provide an
encryption or security feature, which helps hide
classified data.
Creating File Archives
• One or more files of a project can be compressed
into a single file, known as an archive.
• Compressed files take less time to transmit than
uncompressed files.
• When an archive is decompressed, each
individual file in the archive is reconstituted.
• Archives are recognized by their file name
extensions.
• Self-extracting archives are used to deliver
projects on discs in a compressed form.
• Self-extracting files allow a user to run the
executable archive.
• The compressed files are automatically
decompressed and placed on the hard disk.
Hotspots:
• Add interactivity to a multimedia project.
• The three categories of hotspots are text,
graphic, and icon.
• The simplest hot spots on the Web are the text
anchors that link a document to other documents.
Hyperlinks - A hotspot that connects a viewer to
another part of the same document, a different
document, or another Web site is called a hyperlink.
Image maps - Larger images that are sectioned into
hot areas with associated links are called image maps.
Icons - Icons are fundamental graphic objects
symbolic of an activity or concept.
• Buttons - A graphic image that is a hotspot is
called a button.
• Plug-ins such as Flash, Shockwave, or JavaScripts
enable users to create plain or animated buttons.
• Small JPEG or GIF images that are themselves
anchor links can also serve as buttons on the
Web.
• Highlighting a button is the most common
method of distinguishing it.
• It is essential to follow accepted conventions for
button design and grouping, visual and audio
feedback, and navigation structure.
• Avoid hidden commands and unusual
keystroke/mouse click combinations.