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Unit 1 Introduction To Multimedia

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Unit 1 Introduction To Multimedia

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werkineh eshete
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UNIT - I

Introduction to
Multimedia
What is Multimedia?
 Derived from the word “Multi” and “Media”
 Multi
 Many, Multiple
 Media
 Tools that is used to represent or do a certain things,
delivery medium, a form of mass communication –
newspaper, magazine / tv.
 Distribution tool & information presentation – text,

graphic, voice, images, music and etc.


Definition of Multimedia

 Multimedia is a combination of text,


graphic, sound, animation, and video that
is delivered interactively to the user by
electronic or digitally manipulated means.
GRAPHIC
TEXT

VIDEO
AUDIO

ANIMATION
Definition of Multimedia System
 A Multimedia System is a system capable of
processing multimedia data and applications.

 It is characterized by the processing, storage,


generation and manipulation of Multimedia
information.
Characteristics of a Multimedia
Systems
A Multimedia systems has four basic
characteristics
 Multimedia systems must be computer
controlled
 Multimedia systems are integrated .

 The information they handle must be

represented digitally
 The interface to the final presentation of

media is usually interactive


 Computer Controlled
 Producing the content of the information e.g.by
using the authoring tools, image editor, sound and
video editor 
 Storing the information – providing large and

shared capacity for multimedia information


 Transmitting the information – through the

network
 Presenting the information to the end user –

make direct use of computer peripheral such as


display device (monitor) or sound generator
(speaker)
 Integrated
 All multimedia components (audio, video, text,
graphics) used in the system must be somehow
integrated .
 Every device, such as microphone and camera is

connected to and controlled by a single computer


 A single type of digital storage is used for all

media type
 Video sequences are shown on computer screen

instead of TV monitor
 Interactivity
 Level 1:Interactivity strictly on information
delivery .
 Users select the time at which the presentation starts, the
order, the speed and the form of the presentation itself
 Level 2 : Users can modify or enrich the content
of the information, and this modification is recorded
 Level 3:Actual processing of users input and the

computer generate genuine result based on the


users input
 Digitally Represented
 Digitization
: process involved in
transforming an analog signal to digital
signal
Multimedia Building Blocks
 Multimedia is a combination of various elements, such as
text, images, video, sound, and animation.
 Interactive multimedia allows the user to control what and
when the elements are delivered
 With the rapid changes in the field of technology, the
interactive multimedia has become increasingly popular in
education, business, entertainment, and public places.
 Has the capability of incorporating various media from text
to graphics and from video to sound, is a new way to
present information.
 Using Text in Multimedia:

 Text is an essential aspect of presenting the


information.
 Like each element of the multimedia design,

effective use of text can either direct


users/readers attention or divert it.
 Using Sound in Multimedia:
 Sound is one of the most powerful elements of
interactive multimedia presentation.
 How you use the power of sound, either linking text or

image with sound, can enhance the multimedia


presentation.
 For any computer application, such as Web pages, audio

resources need to be digitized.


 There are some important considerations in order to do

that: quality, file formats, and file size considerations;


digitizing process; and understanding constraints and
limitations.
 Using Images in Multimedia:
 Graphics are the visual elements that make up a
multimedia screen .
 The images, such as pictures, clip art, 3-D

graphics are widely used in designing for both


multimedia and the Web. Hence,
 Using Animations in Multimedia:

 Using Video in Multimedia:


Carefully planned and high-quality video in which one
can perceive text (title), image, animation, and sound all
together can make an amazing difference in an
interactive multimedia product.
 With the digital video technology we can use the power

of video for multimedia and Web delivery.


Elements of Multimedia
GRAPHIC
TEXT

TEXT
VIDEO
AUDIO

ANIMATION

 A broad term for something that contains words to express something.


 Text is the most basic element of multimedia.
 A good choice of words could help convey the intended message to the users (keywords).
 Used in contents, menus, navigational buttons
Elements of Multimedia
GRAPHIC
TEXT

TEXT
VIDEO
AUDIO

ANIMATION

 Example
Elements of Multimedia
GRAPHIC
TEXT

GRAPHIC
VIDEO
AUDIO

ANIMATION

 Two-dimensional figure or illustration


 Could be produced manually (by drawing, painting, carving, etc.) or by computer graphics technology.
 Used in multimedia to show more clearly what a particular information is all about (diagrams, picture).
Elements of Multimedia
GRAPHIC
TEXT

GRAPHIC
VIDEO
AUDIO

ANIMATION

 Example
Elements of Multimedia
GRAPHIC
TEXT

AUDIO
VIDEO
AUDIO

ANIMATION

 Produced by vibration, as perceived by the sense of


hearing.
 In multimedia, audio could come in the form of
speech, sound effects and also music score.
Elements of Multimedia
GRAPHIC
TEXT

AUDIO
VIDEO
AUDIO

ANIMATION

 Example
Elements of Multimedia
GRAPHIC
TEXT

ANIMATION
VIDEO
AUDIO

ANIMATION

 The illusion of motion created by the consecutive display of images of static elements.
 In multimedia, animation is used to further enhance / enriched the experience of the
user to further understand the information conveyed to them.
Elements of Multimedia
GRAPHIC
TEXT

ANIMATION
VIDEO
AUDIO

ANIMATION

 Example
Elements of Multimedia
GRAPHIC
TEXT

VIDEO
VIDEO
AUDIO

ANIMATION

 Is the technology of capturing, recording, processing,


transmitting, and reconstructing moving pictures.
 Video is more towards photo realistic image sequence /
live recording as in comparison to animation.
 Video also takes a lot of storage space. So plan carefully
before you are going to use it.
Interactive Multimedia

 Whenthe user is given the option of


controlling the elements.

Hyper Media
A combination of hypertext, graphics, audio, video,
(linked elements) and interactivity culminating in a
complete, non-linear computer-based experience.
Example
 Interactive Multimedia
Example
 Hyper Media
Main Page
1. Video link
2. Image link
3. Audio Link
Linear VS Non-Linear

LINEAR
 A Multimedia Project is identified as Linear when:
 It is not interactive

 User have no control over the content that is being showed to

them.
 Example:
 A movie
 A non-interactive lecture / demo show
Linear VS Non-Linear

NON-LINEAR
 A Multimedia Project is identified as Non-Linear when:
 It is interactive
 Users have control over the content that is being showed to them.
 Users are given navigational control
 Example:
 Games
 Courseware
 Interactive CD
Authoring Tools
 Use to merge multimedia elements (text,
audio, graphic, animation, video) into a
project.
 Designed to manage individual multimedia
elements and provide user interaction (if
required).
Importance of Multimedia

 Thereare a number of fields where


multimedia could be of use. Examples
are:-
 Business
 Education
 Entertainment
 Home
 Public Places
Importance of Multimedia

 Business
 Useand Applications
Sales / Marketing Presentation

Trade show production

Staff Training Application


Importance of Multimedia

 Education
 Useand Applications
Courseware / Simulations

E-Learning / Distance Learning

Information Searching
Importance of Multimedia

 Entertainment
 Use and Applications
Games (Leisure / Educational)

Movies

Video on Demand

 Online
Importance of Multimedia

 Home
 Useand Applications
Television

Satellite TV

SMS services (chats, voting, reality TV)


Importance of Multimedia

 Public Places
 Use and Applications

Information Kiosk

Smart Cards, Security


Multimedia Software Tools
The basic tool set for building a
multimedia project can be divided into
five categories:
 Painting and Drawing Tools
 3-D Modeling and animation tools

 Image editing tools

 Sound editing tools

 Animation Video

 Digital Movie tools


Painting and Drawing Tools
• Painting and drawing tools generally come
with a graphical user interface with pull down
menus for quick selection.
• You can create almost all kinds of possible
shapes and resize them.
• Drawing file can be imported or exported in
many image formats like .gif, .tif, .jpg, .bmp,
tec.
• A good drawing software – “Corel Draw”
3D Modeling tools
• Realism means that you depict things in the
way they actually are.
• It tools the objects that appear in perception in
your project can look realistic.
• These tools offer features like multiple
windows to view your design in each
dimension.
• Tools provide drag and drop menu.
• A good 3D modeling tool is “3D Studio Max”.
Image editing tools
• These tools are used to edit existing bitmap
images and pictures.
• They are similar to painting and drawing tools as
they can also create images from scratch.
• It is also capable of converting the image data
type file format.
• It is used usually for reinventing and recreating
the image.
• Image process software – Adobe Photoshop &
Paint Shop pro.
Sound editing tools
• Sound editing tools let you hear sound as well
as visualize it.
• You can cut/copy and paste sound edit it with
great accuracy.
• You can integrate sound into your multimedia
project very easily by using sound editing
tools.
• A good sound editing software is “Cool Edit”
and “Sound Forge”.
Animation, Video and digital movies editing
tools
• Animations are graphic scenes played back
sequentially and rapidly.
• These tools enable you to edit and assemble
video clips captured from camera, animations
and other sources.
• The completed clip with added transition and
visual effects could be played back.
• Adobe Premiere and Media Shop Pro are
two good example of these tools.
Choosing Software

 Usability
 Should have a capability to deal with a variety of
text, images video and sound formats with
precision and ease.
 Animations
 Should have wide ranging capabilities in terms
of interactive simulations, media support,
animated buttons, illustrations,maps,etc.
Choosing Software

 Smoothness
 Should have anti-aliasing feature, meaning that
all letter and image edges are smooth.
 Integration
 Should have integration capabilities with a wide
range of software used for different jobs like
Real, ActiveX, Shockwave, Flash, QuickTime,
Photoshop and other applications .
Choosing Software

• Delivery
– Should be able to develop one piece of content
for delivery on different media types.
• User friendliness
– Should be the easiest, most versatile, and have
the most pre-built models .
Distributed multimedia
Systems

Distributed Multimedia Systems


What is Distributed Multimedia
Systems (DMMS)?

 Distributedmultimedia systems consist


of multimedia databases, proxy and
information servers, and clients, and are
intended to for the distribution of
multimedia content over the networks.
DMMS

A simple architecture of DMMS


Multimedia Requirements

 The advent of multimedia has largely


divert the computing process in the
distributed system

 Thisnecessitated to have new


requirements on such system:
Multimedia Requirements

 Providingsupport for continuous media


types, such as audio, video and
animation.
 The introduction of such continuous media
data to distributed systems demands the
need for continuous data transfers over
relatively long periods of time.
 High bandwidth is required.
Multimedia Requirements
 The second requirement of distributed
multimedia applications is the need for
sophisticated quality of service (QoS)
management.
 Ensuring that the service requests should be
met.
 Supporting multiparty communications.
 Many distributed multimedia applications are
concerned with interactions between
dispersed groups of users.
 E.g. remote conference application.
DMMS and Client Tools

A decade ago, networked multimedia


systems were capable of supporting
mostly devices like Personal computers
and/or a small LAN set-up.
 Then the coming of modern wireless
technology change the way multimedia
rendering.
 Increasethe volume of traffic due to transfer of
simple media clips, images, text massages to long
duration data.
DMMS and Client Tools

 The modern day DMMS extends to


entertainment in the form of games and
casinos on networks.
 The resources needed for DMMS would
include:
 Adequate number of copies of movies at the
multimedia databases (MMDs),
 Adequate bandwidth of the network to support

media streams
Key Technologies and Solutions in
the Design of a DMMS
 Key challenges in attaining good design
is on managing resources.
 For instance owing to high-bandwidth
availability, several applications become
plausible for users that will enforce a
continuous work pressure on the media
servers on the network.
 Key issues for designing good DMMS
solutions:
Major Service Categories: Video-On-Demand
(VoD) versus Video-On-Reservation(VoR):

 VoD is certainly an attractive technology in


rendering digital video libraries, distance
learning, electronic commerce, etc, as
 Users can request the service any time and
from anywhere and,
 Service allows users to have a complete

control of the presentation.


Video-On-Reservation(VoR)

 Contrary to VoD, when users reserve for a


movie presentation in advance, VoD
manifests in the form of VoR.
 Under VoR service, system is shown to
utilize resources in an optimal manner as
user viewing times are known in advance.
 Perhaps VoR is better suited for pay-per-
view by SPs for digital TV subscribers.
Caching in DMMS

 Caching is one of the inevitable and


powerful solution approaches that
influence almost every performance
metric under consideration.
 Caching allows nodes to quickly fetch
the required documents without incurring
the need to contact the original host.
58
Objectives
 How multimedia products are created and
authored.

 What kinds of multimedia authoring tools you


have to choose from to suit your project needs.

 How various multimedia authoring tools work.


What is an Authoring Tools
 The tools by which various media components
are brought together (integrated) into a
structure and flow.
Authoring Metaphors

 Most media integration tools will


take or use one of the following
metaphors:
a) Movie screen metaphor
b) Slide show metaphor
c) Linked screens
Authoring Metaphors
a) Movie screen metaphor
 Movie refers to the product of the authoring:
 Linear/Interactive movie
 Also refers to authoring tools paradigm that contains
Cast/Score/Scripting

Cast

Stage

Score
Authoring Metaphors

b) Slide show metaphor


 A linear presentation
 Example: Powerpoint
Authoring Metaphors
c) Linked Screens
• A group of scene linked together
Features of Authoring Tools
 Most Authoring tool have the following
features in their development interface:
1. A list of media events
2. Iconic flowchart / timeline
3. Card stack
4. A series of figures
Features of Authoring Tools
1. A list of media events
 Occurrences of scene, images, sound,action in the
end product.
Features of Authoring Tools
2. Iconic flowchart / timeline
 Controls event sequence.
Features of Authoring Tools

3. Card stack (tabs)


 Easy viewing if there is too many item on screen.

Card stack
Features of Authoring Tools

4. A series of figures
 List of images / objects in the project
 Information about objects

figures
Categories of Authoring Tools
 Can be categorized into
1. Presentation software

2. Tools for creating production

3. Interactive training and education

 Some authoring tools


can fit into more than
one category.
1. Presentation software
 Enable users to create and deliver business presentations
in the form of the slide show.
 Each major heading is the beginning of a new slide.

heading
1. Presentation software
 Templates are used to determine how
the heads and subheads are formatted
and displayed over backgrounds,
including: (etc PowerPoint)
 position
 size

 font

 style

 color
Example: PowerPoint Interface

Style and format

templates
2. Tools for creating production
 Typically oriented toward producing content that is more ambitious than
the slide-show level
 (more interactive & dynamic)

 Usually integrate all types of' multimedia data into a multitrack timeline
that determines the evolution of events

 Interactivity takes the form of conditional


branching (multiple linking) that can make
navigation decisions based on user input
and other conditions

 Production software creates dynamic


content
3. Interactive training and education tools

 To create education or training content.


 Designed primarily to present information in an Interactive
book.
 Multimedia-oriented programming languages such as Visual
Basic represent another authoring alternative.
 Offers the higher flexibility, performance speed and power
 Example: Macromedia Flash, Authorware & Director
Flash Interface
Director Interface
Authorware Interface
Types of Authoring Tools
1. Card based
2. Icon based
3. Time based
4. Object based
1. Card Based

 Cards are developed that have different


elements associated with them.
 Cards are put in stack.
 Cards or pages combine to make up a
book.
 example of authoring tools
 HyperCard (Mac)
 ToolBook (Mac / Windows)
2. Icon Based
 Icons are gathered along the line.
 Provide visual development.
 Flow chart is created to show the organisation
of icons or elements:
 including activity list, results and done with dragging
the icon/elements along the lines
 each Icon represents a particular event – button,
graphics, text, video
 examples of authoring tools
 Authorware(Mac/Windows)
 IconAuthor (Windows)
2. Icon Based
3. Time Based

 The most popular used.


 Using “timeline” for organizing activities
 Also using “framing” – timely adjusted
depending on the frame size
 Example:- Macromedia Director / Flash
(Mac/Windows)
3. Time Based

Macromedia Director

Macromedia Flash
4. Object Based
 Support environment based on object.
 Every object is modified using properties &
modifiers
 The environment is based on ‘Hierarchy’
(section and sub-section).
 Examples of the tools :
 mTropolis (Mac/Windows)
 AppleMedia Tool (Mac/Windows)
 MediaForge (Windows)
4. Object Based
Authoring Capabilities
 Authoring tools should possess the following
capabilities:
1. Interactivity
2. Playback
3. Editing
4. Programming / Scripting
5. Cross Platform
6. Internet Playability
Authoring Capabilities

1. Interactivity
 Simple Branching
 Ability to jump to any part of the product
 Eg:- by mouse click, keyboard input
 Conditional Branching
 Ability to jump to any part of products if agreed to certain
condition (statement IF-THEN)
 Structured Language
 complex programming to enable the interactivity and
navigation
Authoring Capabilities

2. Playback
 Ability to see and to test the ongoing or
the completed project.

Playback (timeline / movie tester)


3. Distribution / Delivery

• Able to create a ‘RUN TIME’ mode.


• This will exclude the need of the
authoring tools during execution.

Distribution / Delivery
Authoring Capabilities
4. Editing
 generally, authoring
tools are capable
on text and image
editing
 capable on doing
other editing too,
depending on the
software used

Editing
5. Project Organization

FLOWCHARTING and STORYBOARDING availability

this will help on configuring interactivity

Flowcharting / Storyboarding
Authoring Capabilities
6. Programming
 Programming used for flexibility.
 Authoring tools offers an easier and less time
consuming to develop:-
 Visual Programming - Using icon, button, drag & drop
graphic, audio .
 Eg: Authorware
 Scripting - programming language for authoring tools.
 Eg: Director = LINGO, Flash = ActionScript
 Support basic programming language - C, BASIC
 to make it more flexible
 Document Development Tools
 Authoring tools that able to merge documents, indexing,
search engine and linking
Authoring Capabilities
// Part 1 -- Setting up the objects
var board:Sprite = new Sprite();
var myPoint:Sprite = new Sprite();

this.addChild(board);
board.addChild(myPoint);
// Part 2 -- Add drag-and-drop functionality
board.graphics.lineStyle(1,0);
board.x = 10; myPoint.addEventListener(MouseEvent.MOUSE_DOW
board.y = 10; N, startMove);

myPoint.graphics.lineStyle(1,0); function startMove(evt:MouseEvent):void {


myPoint.y = 50; myPoint.startDrag();
}

myPoint.addEventListener(MouseEvent.MOUSE_UP,
stopMove);

function stopMove(e:MouseEvent):void {
myPoint.stopDrag();
}
Programming
Authoring Capabilities
Html code:
 <html>
 <body>
 The content of the body element is displayed in your
browser.
 </body>
 </html>

Result:
The content of the body element is displayed in your
browser.
Authoring Capabilities

7. Cross Platform
 Ability to perform on all platforms including
MAC and Windows.

Cross Platform
8. Internet Playability
•Ability
to create the output for web enabled
application.
•Eg:- HTML

Internet Playability
Text
Table of Content
1. Introduction of text.
2. Text elements.
3. Types of text.
Introduction
 Text is obviously the simplest of data types and
requires the least amount of storage.

 Text in the form of words, sentences, and paragraphs


is used to communicate thoughts, ideas, and facts in
daily life.

 Text may not be as visually exciting as some of


the other media types, but it often conveys
essential and precise information.
…continued
 Multimedia applications depend on text for many things
including:

- Page titles
- Delivering information in form of multiple sentences /
paragraphs
- Labels for pictures
- Instructions for operating the application

 Text is probably the most common form of information


delivery.
Text elements

 Alphabet characters
 A – Z and a – z

 Numbers
 0–9

 Special characters
- Punctuation (. , ; “ ‘ ! : - /)
- Signs ($ + - = @ # % ^ & *)
Obtaining Text

 Text can be captured in following ways:

 Keyboard
 Mouse
 Scanner (OCR) – Optical Character
Recognization*
* designed to translate images of handwritten or typewritten text
(usually captured by a scanner) into machine-editable text.
Types of Text

Unformatted text (Plaintext)


 comprise strings of fixed-sized characters from a limited
character set.

Formatted text (Richtext)


 comprise strings of characters of different styles, size
and shape together with tables, graphics and image
inserted at appropriate point.
 Example: Rich Text Format (RTF), HTML, .doc
Types of Text

Hypertext

 It enables the integrated set of


documents (each comprising formatted
text) to be created which have defined
linkages between them.
Unformatted Text
This is a set of
characters that are
available in the ASCII
(American Standard
Code for Information
Interchange)
character set. This is
one of the most widely
used character sets and
the table includes the
binary codeword used to
represent each
character.

Basic ASCII character set


ASCII Code
ASCII Code
 Each character is represented by a unique 7-bit binary
codeword, meaning that there are 128 (27) alternative
characters.

 In addition to all normal alphabetic, numeric and punctuation


characters, the total ASCII character set also includes control
characters such as BS (backspace), DEL (delete), etc.
…continued
Extended Character Set (ISO Extended
Characters
Latin-1)
 Extra 1 bit in ASCII is filled with ANSI ¢  ä ü
(American National Standards Institution)
characters (256 characters)

Unicode
 Unicode is the universal standard for multi
language characters published by Unicode Unicode
Consortium. Characters
 Unicode 4.0 standard covers 96,382
characters using 16 bits uniform encoding.
‫ﺍﺏﺙﺚﺝﺡ‬
 Unicode can support a wide variety of non- ‫ﺥ‬
Roman alphabets including Han Chinese,
Japanese, Arabic, Korean, Bengali, and so αβγδεζ
on.
Formatted Text

 An example of formatted text is that produced by most word


processing packages. It enables documents to be created that
consist of characters of different styles and variable size and
shape, each of which can be plain, bold, or italicized.
 In addition, a variety of document formatting options are
supported to enable an author to structure a document into
chapters, sections and paragraphs, each of which with
different headings and with tables, graphics and pictures
inserted at appropriate points.
Hypertext
Hypertext is a type of
formatted text that
enables a related set of
documents, normally
referred to as pages, to be
created which have
defined linkage points,
referred to as hyperlinks,
between each other.

Figure 2.3. Example of an electronic


Document written in hypertext
Why Compress?

 To reduce the volume of data to be


transmitted (text, fax, images)
 To reduce the bandwidth required for
transmission and to reduce storage
requirements (speech, audio, video)
Compression
 How is compression possible?
 Redundancy in digital audio, image, and video
data
 Properties of human perception

 Digitalaudio is a series of sample values;


image is a rectangular array of pixel values;
video is a sequence of images played out
at a certain rate
 Neighboring sample values are correlated
Redundancy
 Adjacent audio samples are similar (predictive
encoding); samples corresponding to silence
(silence removal)
 In digital image, neighboring samples on a
scanning line are normally similar (spatial
redundancy)
 In digital video, in addition to spatial
redundancy, neighboring images in a video
sequence may be similar (temporal
redundancy)
Human Perception Factors

 Compressed version of digital audio,


image, video need not represent the
original information exactly
 Perception sensitivities are different for
different signal patterns
 Human eye is less sensitive to the higher
spatial frequency components than the
lower frequencies (transform coding)
Classification
 Lossless compression
 lossless compression for legal and medical
documents, computer programs
 exploit only data redundancy

 Lossy compression
 digitalaudio, image, video where some errors or
loss can be tolerated
 exploit both data redundancy and human perception

properties
 Constant bit rate versus variable bit rate coding
Entropy
 Amount of information I in a symbol of occurring
probability p : I = log2(1/p)
 Symbols that occur rarely convey a large amount of
information
 Average information per symbol is called entropy H
H = pix log2(1/pi) bits per codeword
 Average number of bits per codeword = Nipi
where Ni is the number of bits for the symbol
generated by the encoding algorithm
Huffman Coding
 Assigns fewer bits to symbols that appear more
often and more bits to the symbols that appear
less often
 Efficient when occurrence probabilities vary
widely
 Huffman codebook from the set of symbols and
their occurring probabilities
 Two properties:
 generate compact codes
 prefix property
Run-length Coding

 Repeated occurrence of the same


character is called a run
 Number of repetition is called the length
of the run
 Run of any length is represented by
three characters
 eeeeeee7tnnnnnnnn

 @e7t@n8
Lempel-Ziv-Welch (LZW) Coding
 Works by building a dictionary of phrases
from the input stream
 A token or an index is used to identify
each distinct phrase
 Number of entries in the dictionary
determines the number of bits required for
the index -- a dictionary with 25,000 words
requires 15 bits to encode the index
Arithmetic Coding

 String of characters with occurrence


probabilities make up a message
 A complete message may be
fragmented into multiple smaller strings
 A codeword corresponding to each string
is found separately
Summary
 Statistical encoding exploits the fact that not all symbols
in the source information occur with equal probability
 Variable length codewords are used with the shortest
ones used to encode symbols that occur most frequently
 Static coding -- text type is pre-defined and codewords
are derived once and used for all subsequent transfers
 Dynamic coding -- type of text may vary from one
transfer to another and same set of codewords are
generated at the transmitter and the receiver as the
transfer takes place
3.3.4 Lemple-Ziv coding
A table containing all the possible
character strings
 The encoder sends only the index of
where the word is stored in the table and,
on receipt of each index, the decoder uses
this to access the corresponding
word/string of characters from the table
 Dictionary-based compression algorithm

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