13 January 2020 UST, YEMEN
►To recognize different types of
multimedia which are utilized in
digital systems.
►To understand the coding and
transmission processes for
multimedia.
►To design and analyse the digital
multimedia systems.
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►It assumes students have a
background in
Digital Logic Design
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• Text Books:
Multimedia Communications: Applications,
Networks, Protocols, and Standards by Fred
Halsall, 2001.
Fundamentals of Multimedia by Ze-Nian Li, Mark
S. Drew, and Jiangchuan Liu, Springer, 2014.
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Grade Date
Test 5 5th Week of Semester
Midterm Exam 10 9th Week of Semester
Activities 5
Course Work 30
Final Exam 50
Total 100
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• Introduction
• Multimedia Representation
• Multimedia Coding
• Multimedia Transmission
• Social Media
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• Multimedia (MM) is a combination of text, art,
sound, animation, and video.
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• Multimedia can be viewed as they combination of
audio, video, data and how they interact with the user
(more than the sum of the individual components).
Audio
Multimedia
Data Video
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• Evolution of communications and data networks.
• Increasing availability of almost unlimited
bandwidth demand.
• Availability of ubiquitous access to the network.
• Ever increasing amount of memory and
computational power.
• Advanced terminals.
• Digitization of virtually everything.
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13 January 2020 UST, YEMEN 10
• Two key communication modes:
Person-to-person.
Person-to-machine.
Use Use
Transport
Interface Interface
Processing
Use
Storage and Transport
Interface
Retrieval
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• Partitioning of information objects into distinct
types, e.g., text, audio, video.
• Standardization of service components per
information type.
• Creation of platforms at two levels – network
service and multimedia communication.
• Define general applications for multiple use in
various multimedia environments.
• Define specific applications, e.g. e-commerce,
tele-training, … using building blocks from
platform and general applications.
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• User Requirements:
– Fast preparation and presentation
– Dynamic control of multimedia applications
– Intelligent support to users
– Standardization
• Network Requirements:
– High speed and variable bit rates
– Multiple virtual connections using the same access
– Synchronization of different information types
– Suitable standardized services along with support
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Encoder Application Network Application Decoder
•Transformation Multiplexing/Routing •De-quantization
•Data Structuring •Re-Synch •Entropy decode
•Quantization
•Entropy Coding •Inv Trans
Video
•Bit-Rate •Loss conceal
Users
Control •Post process
•Overhead •Error detection
(FEC) •Loss detection
•Re-Trans •Error correction
•Erasure
correction
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• The set of parameters that defines the properties
of media streams.
• Can define four QoS layers:
1. User QoS: Perception of the multimedia data at the
user interface (“qualitative”).
2. Application QoS: Parameters such as end-to-end
delay (“quantitative”).
3. System QoS: Requirements on the communications
services derived from the application QoS.
4. Network QoS: Parameters such as network load and
performance.
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• Home - Most
multimedia projects
reach the homes via
television sets or
monitors with built-in
user inputs.
• Public places -
Multimedia will
become available at
stand-alone terminals
to provide information
and help.
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• Multimedia information systems: Databases, information kiosks,
hypertexts, electronic books, and multimedia expert systems
• Multimedia communication systems: Computer-supported
collaborative work, videoconferencing, streaming media, and
multimedia teleservices
• Multimedia entertainment systems: 3D computer games, multiplayer
network games, infotainment, and interactive audiovisual productions
• Multimedia business systems: Immersive electronic commerce,
marketing, multimedia presentations, video brochures, virtual shopping,
and so on.
• Multimedia educational systems: Electronic books, flexible teaching
materials, simulation systems, automatic testing, distance learning, and
so on.
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• Data Stream is any sequence of individual
packets transmitted in a time-dependent fashion.
oPackets can carry information of either
continuous or discrete media.
• Transmission modes:
Asynchronous
oPackets can reach receiver as fast as possible.
oSuited for discrete media.
oAdditional time constraints must be imposed
for continuous media.
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Synchronous
oDefines maximum end-to-end delay.
oPackets can be received at an arbitrarily earlier
time.
oFor retrieving uncompressed video at data rate
140Mbits/s & maximal end-to-end delay 1 second
the receiver should have temporary storage 17.5
Mbytes.
Isochronous
oDefines maximum & minimum end-to-end delay.
oStorage requirements at the receiver reduces.
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