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Fonts and Text in Multimedia Design

BA CA PU UNIVERSITY NOTES
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0% found this document useful (0 votes)
226 views20 pages

Fonts and Text in Multimedia Design

BA CA PU UNIVERSITY NOTES
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FACULTY OF SCIENCE

BA (Computer Applications)
SEMESTER – IV

Multi Media Systems


Internal marks = 20 Practical marks = 50 External Marks = 80

Unit - I
Multimedia: Introduction, Definitions, Where to Use Multimedia- Multimedia in Business, Schools, Home,
Public Places, Virtual Reality; Delivering Multimedia.
Text: Meaning, Fonts and Faces, Using Text in Multimedia, Computers and Text, Font Editing and Design
Tools, Hypermedia and Hypertext.
Images: Before You Start to Create, Making Still Images, Color.

Unit - II
Sound: The Power of Sound, Digital Audio, MIDI Audio, MIDI vs. Digital Audio, Multimedia System
Sounds, Audio File Formats, Adding Sound to Your Multimedia Project.
Animation: The Power of Motion, Principles of Animation, Animation by Computer, Making Animations.
Video: Using Video, How Video Works and Is Displayed, Digital Video Containers, Obtaining Video Clips,
Shooting and Editing Video.
Unit - III
Making Multimedia: The Stages of a Multimedia Project, the Intangibles, Hardware, Software, Authoring
Systems.
Designing and producing: designing the structure, designing the user interface, a multimedia design case
history, producing.

Unit - IV
The Internet and Multimedia: Internet History, Internetworking, Multimedia on the Web.
Designing for the World Wide Web: Developing for the Web, Text for the Web, Images for the Web,
Sound for the Web, Animation for the Web, Video for the Web.
Delivering: Testing, Preparing for Delivery, Delivering on CD-ROM, DVD and World Wide Web,
Wrapping.

Page 1 of 20
Unit – I

Multimedia: Introduction, Definitions, Where to Use Multimedia- Multimedia in Business, Schools, Home,

Public Places, Virtual Reality; Delivering Multimedia.

Text: Meaning, Fonts and Faces, Using Text in Multimedia, Computers and Text, Font Editing and Design

Tools, Hypermedia and Hypertext.

Images: Before You Start to Create, Making Still Images, Color.

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Unit -1
Chapter – 1
1. Introduction to Multimedia:
Multimedia refers to the integration of various forms of media elements, such as text, graphics,
audio, video, and interactive content, to convey information or entertainment. It involves the combination of
different media types to create a more engaging and complete experience for the audience. Multimedia can
be found in various aspects of our daily lives, including entertainment, education, business presentations,
and communication.
Definitions:
1. Broad Definition: Multimedia is the use of multiple forms of media to present information or
entertain an audience. It includes a range of media elements such as text, images, audio, video,
and interactive content.
2. Technical Definition: In a technical sense, multimedia involves the integration of different
media types through computer technology. This can include the use of software applications to
create, edit, and present multimedia content.
2. Where to Use Multimedia
1. Multimedia in Business:
 Presentations: Businesses use multimedia extensively for creating dynamic and engaging
presentations. This includes slideshows with images, videos, and audio to convey information
effectively.
 Marketing and Advertising: Multimedia is a key component of marketing strategies.
Companies use videos, animations, and interactive content for online advertisements, product
demonstrations, and promotional campaigns.
 Training and Development: Multimedia is employed for employee training programs. It
includes interactive training modules, simulations, and multimedia content to enhance
learning experiences.
 Web Design: Business websites often incorporate multimedia elements to make them
visually appealing and to convey information more effectively. This includes images, videos,
and interactive features.
2. Multimedia in Schools:

 Interactive Learning: Multimedia is used in educational settings to create interactive learning


materials. This includes e-learning courses, educational software, and multimedia presentations to
make learning more engaging.
 Visual Aids: Teachers use multimedia as visual aids in the classroom. This includes presentations,
educational videos, and interactive software to supplement traditional teaching methods.

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 Online Education: With the rise of online education, multimedia is integral to delivering course
content. It includes video lectures, interactive quizzes, and other multimedia elements for a richer
learning experience.
 Digital Libraries: Schools and educational institutions use multimedia to create digital libraries,
providing students with access to a variety of educational resources in different formats.
3. Multimedia at Home:

 Entertainment: Multimedia is a primary source of entertainment at home. It includes watching


movies, listening to music, playing video games, and accessing various forms of digital media.
 Communication: Video calls, multimedia messaging, and social media platforms heavily rely on
multimedia for communication and sharing experiences with friends and family.
 Information Consumption: Multimedia is used at home for consuming news, online articles, and
educational content. This includes reading articles, watching educational videos, and exploring
interactive content.
4. Multimedia in Public Places:

 Digital Signage: Public places such as malls, airports, and transit stations use multimedia for
digital signage. This includes displaying advertisements, announcements, and information on
digital screens.
 Interactive Kiosks: Multimedia kiosks are used in public places to provide information and
services. They may include touchscreens, videos, and interactive content to assist users.
 Museums and Exhibitions: Multimedia is commonly used in museums and exhibitions to
enhance visitor experiences. This includes interactive displays, audio guides, and multimedia
presentations.
 Events and Conferences: Multimedia plays a crucial role in events and conferences. This
includes presentations, live streaming, and interactive displays to engage attendees and convey
information effectively.
In summary, multimedia is universal across various settings, moving communication,
education, entertainment, and information consumption in business, schools, homes, and public
places.
5. Virtual Reality (VR):
Virtual reality (VR) is used in many industries, including:
 Entertainment: VR is used in video games, 3D cinema, amusement park rides, and social
virtual worlds.
 Healthcare: VR is used for training and surgery.
 Education: VR offers new methods for teaching and learning.
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 Architecture: VR is used for architecture and urban design.
 Digital marketing: VR is used for digital marketing.
 Engineering and robotics: VR is used for engineering and robotics.

VR can also be used for: Automotive, Space and military, Occupational safety, Retail, Real estate.
Multimedia and VR are supported by their interactivity. VR headsets can be used in physical environments
with special effects, or locally with an offline computer, game system, or simulator.
 Gaming: VR is extensively used in the gaming industry to provide immersive gaming experiences.
 Training Simulations: VR is utilized for training simulations in various fields, such as healthcare,
aviation, and military training.
 Virtual Tours: VR is used to create virtual tours for real estate, tourism, and historical sites.

3. Delivering Multimedia
Delivering multimedia involves the transmission or presentation of various forms of content, such as
text, audio, video, graphics, and animations, to a target audience. The method of delivery can vary
depending on the context and the intended purpose. Here are common ways to deliver multimedia:
1. Web Platforms:
 Websites: Multimedia content can be hosted on websites, providing users with the ability to access
and view content through web browsers. This includes streaming videos, interactive graphics, and
other multimedia elements.
2. Streaming Services:
 Video Streaming: Platforms like YouTube, Netflix, and Vimeo allow users to stream videos in real-
time. Live streaming services are also used for events, webinars, and online broadcasts.
 Audio Streaming: Services like Spotify, Apple Music, and podcasts deliver audio content in a
streaming format.
3. Social Media:
 Video and Image Sharing: Social media platforms like Facebook, Instagram, Twitter, and TikTok
enable users to share and view multimedia content, including videos, images, and animations.
4. Email and Newsletters:
 Multimedia Attachments: Multimedia content can be shared through email as attachments or
embedded within the email body. Newsletters often include multimedia elements for engagement.
5. Presentations and Slideshows:
 Microsoft PowerPoint, Google Slides: Multimedia is commonly used in presentations to enhance
communication. Slideshows can include images, videos, and audio elements.
6. Educational Platforms:

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 Learning Management Systems (LMS): Multimedia is delivered in educational settings through
online platforms, where students can access course materials, videos, interactive simulations, and
assessments.
7. Mobile Applications:
 Apps: Multimedia content is delivered through mobile applications, providing users with interactive
and engaging experiences on smartphones and tablets.
8. Digital Signage:
 Public Displays: Multimedia content is often delivered through digital signage in public places,
including malls, airports, and transportation hubs, for information, advertisements, and
announcements.
9. Virtual Reality (VR):
 VR Platforms: Virtual reality content is delivered through specialized platforms and applications,
offering immersive experiences in gaming, training, and virtual tours.
[Link]:
 Television and Radio: Traditional broadcasting methods are still relevant for delivering multimedia
content. TV and radio broadcasts include a mix of audio and visual elements.
[Link]/DVDs and Physical Media:
 Physical Storage: Multimedia content can be distributed through CDs, DVDs, and other physical
storage media. This is less common in the age of digital delivery but is still used for certain purposes.
When delivering multimedia, it's essential to consider the target audience, the purpose of the
content, and the most suitable platform or method for reaching them effectively. Advances in technology
continue to influence how multimedia is created and delivered, with an emphasis on accessibility,
interactivity, and user engagement.

Chapter -2
Text in Multimedia
All multimedia content consists of texts in some form. Even a menu text is accompanied by a single action
such as mouse click, keystroke or finger pressed in the monitor (in case of a touch screen). The text in the
multimedia is used to communicate information to the user. Proper use of text and words in multimedia
presentation will help the content developer to communicate the idea and message to the user.

Meaning:
Words and symbols in any form, spoken or written, are the most common system of communication.
They deliver the most widely understood meaning to the greatest number of people. Most academic related
text such as journals, e-magazines are available in the Web Browser readable form.

Page 6 of 20
About Fonts and Faces in multimedia
In the context of multimedia, the terms "fonts" and "faces" are often used interchangeably, both referring to
the visual representation of characters and text. Here's an overview of these concepts and their significance
in multimedia design:
Fonts in Multimedia:
1. Definition:
 A font refers to a set of characters with a consistent style, size, and weight. It includes letters,
numbers, punctuation marks, and symbols that share a unified design.
 Typeface is family of graphic characters that usually includes many type sizes and styles. A font is a
collection of characters of a single size and style belonging to a particular typeface family. Typical
font styles are bold face and italic. Other style attributes such as underlining and outlining of
characters, may be added at the users choice.
 The size of a text is usually measured in points. One point is approximately 1/72 of an inch i.e.
0.0138. The size of a font does not exactly describe the height or width of its characters. This is
because the x-height (the height of lower case character x) of two fonts may differ.
 Typefaces of fonts can be described in many ways, but the most common characterization of a
typeface is serif and sans serif. The serif is the little decoration at the end of a letter stroke. Times,
Times New Roman, Bookman are some fonts which comes under serif category. Arial, Optima,
Verdana are some examples of sans serif font. Serif fonts are generally used for body of the text for
better readability and sans serif fonts are generally used for headings. The following fonts shows a
few categories of serif and sans serif fonts.

Selecting Text fonts


It is a very difficult process to choose the fonts to be used in a multimedia presentation. Following are a few
guidelines which help to choose a font in a multimedia presentation.
 As many number of type faces can be used in a single presentation, this concept of using many fonts
in a single page is called ransom-note topography.
 For small type, it is advisable to use the most legible font.
 In large size headlines, the kerning (spacing between the letters) can be adjusted
 In text blocks, the leading for the most pleasing line can be adjusted.
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 Drop caps and initial caps can be used to accent the words.
 The different effects and colors of a font can be chosen in order to make the text look in a distinct
manner.
 Anti-aliased can be used to make a text look gentle and blended.
 For special attention to the text the words can be wrapped onto a sphere or bent like a wave.
 Meaningful words and phrases can be used for links and menu items.
Using Text in Multimedia
PURPOSE
1. To guide the user in navigating through the application.
2. To explain how application work
3. Deliver the information for which the application was designed.
# Text consists of two structures:
 Linear
 Non-linear
# Linear:
 A single way to progress through the text, starting at the beginning and reading to the end.
# Non-linear:
 Information is represented in a semantic network in which multiple related sections of the next are
connected to each other.
 A user may then browser trough the section of the next, jumping from one text section to another
Why text is important?
# Factors affecting legibility of text
1. Size: the size of the text
2. Background and foreground color: The color in which the text is written in / on
3. Style: Also known as typeface and font.
4. Leading:
 Refers to the amount of added spaces between lines of type.
 Originally, when type was set by hand for printing presses, printers placed slugs, strips
of lead of various thicknesses, between lines of type to add space.
Text technology
1. Based on creating letters, numbers and special characters.
2. May also include special icon or drawing symbols, mathematical symbol, Greek letter etc[©™≈ƒ]
3. Text elements can be categories into:
 Alphabet characters: A-Z
Page 8 of 20
 Numbers: 0-9
 special characters: Punctuation [. , ; „ …..] , Sign or symbols [*&^%$#@!…..]
 Also known Character Sets.
FONT VS TYPEFACE
Font
1. A „font‟ is a collection of characters of a particular size and style belonging to a particular typeface
family.
2. Usually vary by type sizes and styles.
3. The sizes are measure in points
4. This includes the letter set, the number set, and all of the special character and diacritical marks you
get by pressing the shift, option, or command /control keys.
Typeface
1. A „typeface‟ is a family of graphic characters that usually includes many type sizes and styles.
2. A typeface contains a series of fonts. For instance, Arial, Arial Black, Arial Narrow and Arial
Unicode MS are actually 4 fonts under the same family.
 Arial
 Arial Black
 Arial Narrow
 Arial Unicode MS
Font Effects
The technology of font effects in bringing viewer‟s attention to content
 Case : UPPER and lower cased letter
 Bold, Italic, Underline, Superscript and Subscript
 Embossed or Shadow
 Colours
 Strikethrough

Page 9 of 20
Leading of Text
 Spacing above and below a font or line spacing
TYPES OF FONTS
 Two classes of fonts

SERIF TEXT
 Decorative strokes added to the end of a letter‟s
 Serifs improve readability by leading the eye along the line of type
 Serifs are the best suited for body text
 Serif faces are more difficult to read in small scale (smaller than 8pt) and in very large sizes.
SANS SERIF TEXT
 Sans serif faces doesn‟t have decorative strokes
 A sans serif text has to be read letter by letter.
 Use sans serif faces for small (smaller than 8pt) and very large sizes
 Used for footnotes and headlines
USING TEXT IN MULTIMEDIA
The text elements used in multimedia are:
 Menus for navigation
 interactive buttons
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 Fields for reading
 HTML documents
 Symbols and icon
TEXT APPLYING GUIDELINES:
 Be concise
 Use appropriate fonts
 Make it readable
 Consider type style and colors
 Use restraint and be consistent

Computers and text


Computers play a fundamental role in handling and processing text within multimedia systems. Text is a
versatile element in multimedia, and computers are responsible for managing, rendering, and manipulating
text to create engaging and dynamic multimedia experiences. Here's how computers interact with text in
multimedia systems:
1. Text Creation and Editing:
 Multimedia content often requires textual information, such as titles, subtitles, captions, and
body text. Computers enable the creation and editing of text through various software
applications, including text editors and graphic design tools.
2. Font Rendering and Typography:
 Computers are responsible for rendering fonts and managing typography. They use font
rendering engines to display text on screens, ensuring proper spacing, kerning, and other
typographic aspects.
3. Text Encoding and Formats:
 Computers handle text encoding and format to ensure compatibility across different systems
and platforms. Common text formats include ASCII, Unicode, and various markup languages
like HTML for web-based multimedia.
4. Animation and Effects:
 Multimedia systems often incorporate animated text or special effects to enhance visual
appeal. Computers use animation software and graphic processing capabilities to animate
text, apply transitions, and create dynamic effects.
5. Speech Synthesis and Recognition:
 Computers can convert text to speech (TTS) using speech synthesis technologies. This is
particularly useful in multimedia applications where narration or voiceovers are required.
Additionally, computers can perform text recognition for tasks like subtitle generation or
voice command interpretation.
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6. Text-to-Image Conversion:
 Multimedia systems may involve converting textual content into images or graphics.
Computers use design software to create visual representations of text, such as info graphics,
charts, or stylized text elements.
7. Text Search and Indexing:
 In multimedia databases or content management systems, computers handle text indexing and
search functionalities. This allows users to search and retrieve specific multimedia content
based on textual queries.
8. Interactive Text:
 Computers enable the creation of interactive text elements in multimedia, such as clickable
links, buttons, or text-based user interfaces. This enhances user engagement and interaction
within multimedia applications.
9. Text Compression:
 To optimize storage and transmission of multimedia content, computers may employ text
compression algorithms. This is particularly important when dealing with large volumes of
text data in multimedia databases or streaming applications.
10. Accessibility Features:
 Computers facilitate the implementation of accessibility features for text in multimedia,
including screen readers, closed captions, and subtitles. These features ensure that multimedia
content is accessible to users with diverse needs.
11. Rendering on Different Devices:
 Computers adapt text rendering based on the characteristics of different devices (e.g.,
desktops, tablets, and smartphones). Responsive design and adaptive text rendering are
critical for delivering consistent and readable text across various platforms.

Font Editing and Design tools


There is several software that can be used to create customized font. These tools help an multimedia
developer to communicate his idea or the graphic feeling. Using these software different typefaces can be
created.
In some multimedia projects it may be required to create special characters. Using the font editing
tools it is possible to create a special symbols and use it in the entire text.
Following is the list of software that can be used for editing and creating fonts:
 Fontographer
 Fontmonger
 Cool 3D text

Page 12 of 20
Special font editing tools can be used to make your own type so you can communicate an idea or
graphic feeling exactly. With these tools professional typographers create distinct text and display faces.

1. Fontographer:
It is macromedia product; it is a specialized graphics editor for both Macintosh and Windows
platforms. You can use it to create postscript, TrueType and bitmapped fonts for Macintosh and Windows.

2. Making Pretty Text:


To make your text look pretty you need a toolbox full of fonts and special graphics applications that
can stretch, shade, color and anti-alias your words into real artwork. Pretty text can be found in bitmapped
drawings where characters have been tweaked, manipulated and blended into a graphic image.

3. Hypermedia and Hypertext:


Multimedia is the combination of text, graphic, and audio elements into a single collection or
presentation – becomes interactive multimedia when you give the user some control over what information
is viewed and when it is viewed.
When a hypermedia project includes large amounts of text or symbolic content, this content can be
indexed and its element then linked together to afford rapid electronic retrieval of the associated
information. When text is stored in a computer instead of on printed pages the computer‟s powerful
processing capabilities can be applied to make the text more accessible and meaningful. This text can be
called as hypertext.

4. Hypermedia Structures:
Two Buzzwords used often in hypertext are link and node. Links are connections between the
conceptual elements, that is, the nodes that ma consists of text, graphics, sounds or related information in the
knowledge base.

5. Searching for words:


Following are typical methods for a word searching in hypermedia systems: Categories, Word
Relationships, Adjacency, Alternates, Association, Negation, Truncation, Intermediate words, Frequency.

Hypermedia and hypertext


Hypermedia and hypertext are concepts that play a significant role in multimedia systems, facilitating
interactive and interconnected content experiences. Both terms are closely related but have distinct
characteristics.

1. Hypertext:
 Definition: Hypertext refers to text that contains links (hyperlinks) to other texts, allowing
users to navigate between related pieces of information in a non-linear manner.

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 Usage: In multimedia systems, hypertext is commonly employed in websites, e-books, and
interactive presentations. Users can click on hyperlinks within the text to access additional
information, related content, or navigate to different sections.

2. Hypermedia:
 Definition: Hypermedia extends the concept of hypertext by including various types of
media beyond text, such as images, audio, video, and interactive elements, all interconnected
through hyperlinks.
 Usage: Hypermedia is prevalent in modern multimedia systems, where users can navigate not
only through text but also through a mix of media types. This enhances the overall user
experience and allows for more dynamic and engaging content.
Key features and considerations regarding hypermedia and hypertext in multimedia systems include:
 Interactivity: Hypermedia and hypertext provide interactivity by allowing users to make choices and
navigate through the content based on their preferences. This non-linear approach contrasts with
traditional linear media.
 Navigation Structure: Hypermedia systems often have a hierarchical or networked structure, with
nodes representing individual pieces of content interconnected through hyperlinks. This structure
allows users to move seamlessly between different nodes.
 Rich Media Integration: Hypermedia systems incorporate various media formats, enabling a richer
and more immersive experience. This can include images, audio, video, animations, and interactive
elements, all linked together to convey information more dynamically.
 User Engagement: The non-linear nature of hypermedia and hypertext encourages user engagement
and exploration. Users have the flexibility to choose their own path through the content, making the
experience more personalized.
 Educational and Informational Applications: Hypermedia is widely used in educational
multimedia, interactive tutorials, and informational databases. It allows for the creation of dynamic
learning environments where users can explore topics at their own pace.
 Web Browsing: The World Wide Web is a prime example of a hypermedia system. Web pages are
interconnected through hyperlinks, enabling users to navigate from one page to another, accessing a
variety of content types along the way.
 Authoring Tools: Various authoring tools and multimedia development platforms support the
creation of hypermedia content. These tools often provide features for linking different types of media
and designing interactive navigation.
 Cross-Platform Compatibility: Hypermedia content is designed to be accessible across different
devices and platforms. Web browsers, multimedia players, and other applications support the
rendering and interaction of hyperlinked content.

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Chapter - 3
Images
Introduction and Before you start to create:
Still images are the important element of a multimedia project or a web site. In order to make a
multimedia presentation look elegant and complete, it is necessary to spend ample amount of time to design
the graphics and the layouts. Competent, computer literate skills in graphic art and design are vital to the
success of a multimedia project.
Images play a crucial role in multimedia systems, enriching the overall user experience by adding
visual elements to complement other forms of media such as text, audio, and video. Here are some key
aspects related to images in multimedia systems:
Here are some key features related to images in multimedia systems:
1. Formats and Compression:
 Images can be stored in various formats such as JPEG, PNG, GIF, BMP, and others. Each
format has its own advantages and is suitable for different types of images and use cases.
 Compression techniques are often applied to reduce the file size of images, making them
more manageable for storage and faster to transmit over networks.
2. Color Models:
 Images are typically represented using color models such as RGB (Red, Green, Blue) or
CMYK (Cyan, Magenta, Yellow, Key/Black). The choice of color model depends on the
application and requirements of the multimedia system.
3. Resolution:
 The resolution of an image refers to the number of pixels it contains. Higher resolution
images generally provide more detail but may require more storage space and computational
resources.
4. Image Editing and Processing:
 Multimedia systems often incorporate image editing and processing capabilities to
manipulate and enhance images. This may include tasks such as cropping, resizing, filtering,
and applying various effects.
5. Integration with Other Media:
 Images are frequently combined with other forms of media, such as text, audio, and video, to
create a rich multimedia experience. Presentations, websites, and educational materials often
leverage a combination of media types.

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6. Multimedia Authoring Tools:
 Specialized software tools exist for creating multimedia content, allowing users to integrate
and synchronize different media types, including images. These tools often have features for
arranging, editing, and enhancing images within a multimedia project.
7. Interactive Multimedia:
 In interactive multimedia applications, users may have control over how they interact with
images. This can include zooming, panning, rotating, or clicking on specific areas for
additional information.
8. Virtual and Augmented Reality:
 In virtual reality (VR) and augmented reality (AR) applications, images are a fundamental
component, providing the visual content that users interact with in a simulated or enhanced
environment.
9. Accessibility:
 Multimedia systems need to consider accessibility, ensuring that images are described
adequately for users with visual impairments. This is often done through alternative text or
other accessibility features.
[Link] and Delivery:
 Images, especially in web-based multimedia systems, need to be delivered efficiently.
Techniques such as lazy loading and content delivery networks (CDNs) are employed to
optimize image loading times.

Before you start to create


Digital Image
A digital image is represented by a matrix of numeric values each representing a quantized intensity
value. When I is a two-dimensional matrix, then I(r,c) is the intensity value at the position corresponding to
row r and column c of the matrix.
The points at which an image is sampled are known as picture elements, commonly abbreviated as
pixels. The pixel values of intensity images are called gray scale levels (we encode here the “color” of the
image). The intensity at each pixel is represented by an integer and is determined from the continuous image
by averaging over a small neighborhood around the pixel location. If there are just two intensity values, for
Example, black, and white, they are represented by the numbers 0 and 1; such images are called binary-
valued images. If 8-bit integers are used to store each pixel value, the gray levels range from 0 (black) to 255
(white).

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Digital Image Format
There are different kinds of image formats in the literature. We shall consider the image format that
comes out of an image frame grabber, i.e., the captured image format, and the format when images are
stored, i.e., the stored image format.

Captured Image Format


The image format is specified by two main parameters: spatial resolution, which is specified as
pixels x pixels (eg. 640×480) and color encoding, which is specified by bits per pixel. Both parameter values
depend on hardware and software for input/output of images.

Stored Image Format


When we store an image, we are storing a two-dimensional array of values, in which each value
represents the data associated with a pixel in the image. For a bitmap, this value is a binary digit.

Bitmaps
A bitmap is a simple information matrix describing the individual dots that are the smallest elements of
resolution on a computer screen or other display or printing device. A one-dimensional matrix is required for
monochrome (black and white); greater depth (more bits of information) is required to describe more than
16 million colors the picture elements may have, as illustrated in following figure. The state of all the pixels
on a computer screen make up the image seen by the viewer, whether in combinations of black and white or
colored pixels in a line of text, a photograph-like picture, or a simple background pattern.

Where do bitmap come from? How are they made?


 Make a bitmap from scratch with paint or drawing program.
 Take a bitmap from an active computer screen with a screen capture program, and then paste into a paint
program or your application.
 Capture a bitmap from a photo, artwork, or a television image using a scanner or video capture device
that digitizes the image. Once made, a bitmap can be copied, altered, e-mailed, and otherwise used in
many creative ways.

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Clip Art
A clip art collection may contain a random collection of images, or it may contain a series of
graphics, photographs, sound, and video related to a single topic. For example, Corel, Micrografx, and
Fractal Design bundle extensive clip art collection with their image-editing software.

Making Still Images


Still images may be small or large, or even full screen. Whatever their form, still images are
generated by the computer in two ways: as bitmap (or paint graphics) and as vector-drawn (or just plain
drawn) graphics.
Bitmaps are used for photo-realistic images and for complex drawing requiring fine detail. Vector-
drawn objects are used for lines, boxes, circles, polygons, and other graphic shapes that can be
mathematically expressed in angles, coordinates, and distances. A drawn object can be filled with color and
patterns, and you can select it as a single object. Typically, image files are compressed to save memory and
disk space; many image formats already use compression within the file itself – for example, GIF, JPEG,
and PNG.
Still images may be the most important element of your multimedia project. If you are designing
multimedia by yourself, put yourself in the role of graphic artist and layout designer.

Bitmap Software
The abilities and feature of image-editing programs for both the Macintosh and Windows range from
simple to complex. The Macintosh does not ship with a painting tool, and Windows provides only the
rudimentary Paint (see following figure), so you will need to acquire this very important software separately
– often bitmap editing or painting programs come as part of a bundle when you purchase your computer,
monitor, or scanner.

Figure: The Windows Paint accessory provides rudimentary bitmap editing

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Capturing and Editing Images
The image that is seen on a computer monitor is digital bitmap stored in video memory, updated
about every 1/60 second or faster, depending upon monitors scan rate. When the images are assembled for
multimedia project, it may often be needed to capture and store an image directly from screen. It is possible
to use the Prt Scr key available in the keyboard to capture an image.

Scanning Images
After scanning through countless clip art collections, if it is not possible to find the unusual
background you want for a screen about gardening. Sometimes when you search for something too hard, you
don‟t realize that it‟s right in front of your face. Open the scan in an image-editing program and experiment
with different filters, the contrast, and various special effects. Be creative, and don‟t be afraid to try strange
combinations – sometimes mistakes yield the most intriguing results.

Vector Drawing
Most multimedia authoring systems provide for use of vector-drawn objects such as lines, rectangles,
ovals, polygons, and text.
Computer-aided design (CAD) programs have traditionally used vector-drawn object systems for
creating the highly complex and geometric rendering needed by architects and engineers.
Graphic artists designing for print media use vector-drawn objects because the same mathematics
that put a rectangle on your screen can also place that rectangle on paper without jaggies. This requires the
higher resolution of the printer, using a page description language such as PostScript.
Programs for 3-D animation also use vector-drawn graphics. For example, the various changes of
position, rotation, and shading of light required to spin the extruded.

How Vector Drawing Works


Vector-drawn objects are described and drawn to the computer screen using a fraction of the memory space
required to describe and store the same object in bitmap form. A vector is a line that is described by the
location of its two endpoints. A simple rectangle, for example, might be defined as follows:
RECT 0, 0,200,200

Color
Color is a vital component of multimedia. Management of color is both a subjective and a technical
exercise. Picking the right colors and combinations of colors for your project can involve many tries until
you feel the result is right.

Understanding Natural Light and Color


The letters of the mnemonic ROY G. BIV, learned by many of us to remember the colors of the
rainbow, are the ascending frequencies of the visible light spectrum: red, orange, yellow, green, blue, indigo,

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and violet. Ultraviolet light, on the other hand, is beyond the higher end of the visible spectrum and can be
damaging to humans.
The color white is a noisy mixture of all the color frequencies in the visible spectrum. The cornea of
the eye acts as a lens to focus light rays onto the retina. The light rays stimulate many thousands of
specialized nerves called rods and cones that cover the surface of the retina. The eye can differentiate among
millions of colors, or hues, consisting of combination of red, green, and blue.

Additive Color
In additive color model, a color is created by combining colored light sources in three primary
colors: red, green and blue (RGB). This is the process used for a TV or computer monitor.

Subtractive Color
In subtractive color method, a new color is created by combining colored media such as paints or ink
that absorb (or subtract) some parts of the color spectrum of light and reflect the others back to the eye.
Subtractive color is the process used to create color in printing. The printed page is made up of tiny halftone
dots of three primary colors, cyan, magenta and yellow (CMY).

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Common questions

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User engagement in non-linear media systems, such as those found in hypermedia environments, is typically higher than in linear media due to the increased control and personal interaction offered. Non-linear systems allow users to dictate their navigation path, interact with content directly, and explore different aspects according to their interest, leading to a more personalized experience. In contrast, linear media offers a fixed, scripted pathway with minimal user input. This flexibility in hypermedia fosters exploration and learning opportunities, thereby enhancing engagement and satisfaction .

Traditional broadcasting, such as television and radio, continues to be relevant for delivering multimedia content that combines audio and visual elements. While digital delivery platforms have become more predominant, traditional methods are still used due to their established presence and accessibility. They provide a way to reach audiences who may not have access to digital platforms. However, advancements in technology and the rise of interactive and on-demand content have transformed the way broadcasting is integrated with modern multimedia systems, emphasizing user engagement and accessibility .

Hypermedia systems enhance user engagement by offering interactivity, allowing users to make choices and navigate content non-linearly. Unlike traditional linear media, hypermedia allows users to explore content at their own pace through interconnected links between various media types like text, images, and video. This not only makes the experience more personalized but also encourages active participation, as users can decide what information to view and when. The flexibility in navigation and the rich integration of different media types contribute significantly to increased user engagement .

Choosing between serif and sans serif typefaces for multimedia content involves considering readability and audience perception. Serif fonts, with their decorative strokes, are often used for traditional printed media; they can be seen as more formal and are thought to aid in the readability of lengthy text areas. Sans serif fonts, without these strokes, are generally preferred for digital displays and short text blocks due to their clarity and modern feel. The choice also depends on the context of the multimedia presentation and the intended message it aims to convey .

Image compression is crucial in multimedia systems to reduce file sizes, making images more manageable for storage and faster to transmit over networks, enhancing overall efficiency. Techniques such as lossless compression (e.g., PNG), which maintains original quality, and lossy compression (e.g., JPEG), which reduces quality for smaller file sizes, are used based on the requirements of image fidelity and file size. Selecting the appropriate compression technique ensures optimal performance while balancing the need for image quality and data management .

Bitmap images, composed of individual pixels, are ideal for photo-realistic and detailed images, providing depth and complexity, but they can suffer from quality loss when resized and usually require more storage space. Vector graphics, defined by mathematical equations, excel in scalability, maintaining quality regardless of size adjustments, making them suitable for logos and designs requiring clean, defined lines. However, they are less effective for depicting detailed, complex imagery. The choice between the two depends on the requirements of the multimedia project, such as detail, resolution, and scalability needs .

Multimedia authoring tools are essential in creating hypermedia content as they provide a platform to integrate various media types, such as text, images, audio, and video, into a cohesive and interactive user experience. These tools offer features for linking content, designing navigation structures, and enhancing interactivity, which facilitate the development of complex hypermedia systems. They support the creation of cross-platform compatible content and streamline the process of managing and synchronizing multiple media elements within a single project .

Interactivity in hypermedia environments enables users to engage with content non-linearly, choosing paths based on personal preferences, fostering active learning. This approach contrasts with passive consumption in linear media. In educational applications, interactivity is significant as it promotes engagement, enhances understanding through exploration, and allows learners to control their learning pace. It facilitates a deeper connection with the material, making educational content more dynamic and adaptable to individual learning styles .

The choice of color model in multimedia presentations affects visual consistency and how colors are rendered across different devices. RGB is commonly used for digital displays where colors are created through light emission, while CMYK is used for printing processes where colors are achieved by ink blending. When selecting a color model, consider the medium of delivery (screen or print), desired color accuracy, and the technological requirements of the project to ensure that the colors are accurately represented on the intended output device .

Hypertext refers to text that is connected by hyperlinks to other text, allowing non-linear navigation through content. In contrast, hypermedia extends this concept by interlinking various media forms, including text, images, audio, and video, creating a more dynamic and interactive environment. This difference means that hypermedia broadens the potential for user interaction and engagement by offering a richer multimedia experience, essential for modern web-based applications and educational tools. It impacts multimedia systems by enabling more sophisticated content integration and interactive features .

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