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Understanding Multimedia Concepts

Multimedia refers to the integration of various forms of media, including text, graphics, audio, and video, into a single digital format. It encompasses multimedia applications that utilize multiple media sources and multimedia systems that process and manage these data types. Key challenges in multimedia include maintaining temporal relationships, data representation, and large data requirements for storage and bandwidth.
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0% found this document useful (0 votes)
4 views239 pages

Understanding Multimedia Concepts

Multimedia refers to the integration of various forms of media, including text, graphics, audio, and video, into a single digital format. It encompasses multimedia applications that utilize multiple media sources and multimedia systems that process and manage these data types. Key challenges in multimedia include maintaining temporal relationships, data representation, and large data requirements for storage and bandwidth.
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

What is Multimedia?

Multimedia means that computer


information can be represented
through audio, video, and animation
in addition to traditional media (i.e.,
(i e
text, graphics/drawings, images).

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General Definition

A good general working definition for this


module is:
 Multimedia is the field concerned with the
computer controlled integration of text,
graphics,
g p drawings,
g still and moving g images
g
(Video), animation, audio, and any other
media where every type of information can
b represented,
be t d stored,
t d ttransmitted
itt d and
d
processed digitally.

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M lti di Application
Multimedia A li ti Definition
D fi iti

 A Multimedia Application is an
application
pp which uses a collection of
multiple media sources e.g. text, graphics,
images,
g , sound/audio,, animation and/or
video

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What is HyperText
yp and HyperMedia?
yp

 Hypertext is a text
which contains links
to other texts.
 The term was
i
invented
t dbby T
Tedd
Nelson around 1965.

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Hypermedia
yp
 HyperMedia is not constrained to be text-based. It can
include other media
media, ee.g.,
g graphics
graphics, images
images, and
especially the continuous media – sound and video.

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Example Hypermedia Applications?

 The World Wide Web (WWW) is the best


example
p of a hypermedia
yp application.
pp
 Powerpoint
 Adobe Acrobat

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M lti di Systems
Multimedia S t
 A Multimedia System is a system
capable
p of p
processingg multimedia data
and applications
 A Multimedia System is characterised by
the processing, storage, generation,
manipulation of Multimedia information
information.

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Characteristics of a Multimedia System

A Multimedia system 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.

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Challenges for Multimedia Systems

 Distributed Networks
 Temporal relationship between data
– Render
R d diff differentt d
data
t att same titime -
continuously.
– Sequencing within the media
playing
p y g frames in correct order/time
frame in video
– Synchronisation — inter inter-media
media scheduling

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Key
y Issues for Multimedia Systems
y

The keyy issues multimedia systems


y need to deal
with here are:
 How to represent and store temporal information.
 How to strictly maintain the temporal relationships
on play back/retrieval
 What
Wh t process are involved
i l d iin th
the above.
b
 Data has to represented digitally — Analog–
Digital Conversion
Conversion, Sampling etcetc.
 Large Data Requirements — bandwidth, storage,
compression

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Components of a Multimedia System
Now let us consider the Components (Hardware and
S ft
Software) ) required
i d for
f a multimedia
lti di system:
t
 Capture devices — Video Camera, Video Recorder,
Audio Microphone, Keyboards, mice, graphics tablets, 3D
i
inputt devices,
d i ttactile
til sensors, VR ddevices.
i Di
Digitising
iti i
Hardware
 Storage Devices — Hard disks, CD-ROMs, DVD-ROM,
etc
 Communication Networks — Local Networks, Intranets,
Internet, Mulitmedia or other special high speed networks.
 Computer
C t S Systems
t — Multimedia
M lti di D Desktop
kt machines,
hi
Workstations, MPEG/VIDEO/DSP Hardware
 Display Devices — CD-quality speakers, HDTV,SVGA,
Hi R
Hi-Resolution
l ti monitors,it C
Colour
l printers
i t etc.
t

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Applications
Examples of Multimedia Applications include:
 World Wide Web
 Hypermedia courseware
 Video conferencing
 Video-on-demand
 Interactive TV
 Groupware
 Home shopping
 G
Games
 Virtual reality
 Digital video editing and production systems

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Practical
Lab 1 and 2

Adobe Photoshop
 Welcome to Adobe Photoshop, the professional image-editing
standard for p
photographers,
g p ,pprofessional designers,
g , and g
graphics
p
producers.
 Photoshop provide a consistent work environment with other Adobe
applications including Adobe Illustrator, Adobe InDesign , Adobe
GoLive Adobe LiveMotion
GoLive, LiveMotion, Adobe After Effects
Effects, and Adobe
Premiere.
Objectives:
 By doing this Lab student will be able to edit various format of
I
Images andd give
i ththe various
i effects
ff t in
i iimages.
 We can use various exciting tools of Adobe Photoshop to edit
image, which includes

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Lab 3 and 4

Macromedia FreeHand
 Macromedia FreeHand is a vector-based drawing application. With
FreeHand, you can create vector graphics that can be scaled and printed at
anyy resolution,, without losing
g detail or clarity.
y
 We can use FreeHand to create print and web illustrations such as logos
and advertising banners. We can also use FreeHand to turn our artwork into
Macromedia Flash animations.
 The FreeHand user interface contains a workspace p and Tools ppanel that
are consistent with other Macromedia products such as Macromedia
Dreamweaver, Fireworks, and Flash, to give us a true integrated print and
web solution. In addition, now we can view and test our freeHand
documents in a Macromedia Flash Player window without ever leaving the
freeHand environment
environment.
Objectives:
 By doing this Lab student will able to design a various type of logos using
the different tools of Macromedia freehand.

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Lab 5 and 6

Macromedia Flash
 Flash is an authoring tool that designers and developers use to create presentations,
applications, and other content that enables user interaction. Flash projects can
include simple animations, video content, complex presentations, applications, and
everything in between
between. In general
general, individual pieces of content made with Flash are
called applications, even though they might only be a basic animation. You can make
media-rich Flash applications by including pictures, sound, video, and special effects.
 Flash is extremely well suited to creating content for delivery over the Internet
because its files are very small. Flash achieves this through its extensive use of
vector
t graphics.
hi V t graphics
Vector hi require
i significantly
i ifi tl lless memory andd storage
t space
than bitmap graphics because they are represented by mathematical formulas
instead of large data sets. Bitmap graphics are larger because each individual pixel in
the image requires a separate piece of data to represent it.
Objectives:
j
 By doing this Lab student will able to create different types of animation, use the
action script to control the various objects.

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Lab 7

Swish Max
 SWiSHmax is a new addition to the SWiSHzone family
of Flash authoring tools
tools. If you want to create stunning
and powerful Flash animations without using Flash, then
SWiSHmax is the tool for you.

Objectives:
 By doing this Lab student will able to create different
t
types off animation
i ti and d give
i diff
differentt ttype off effect
ff t to
t an
object.

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Lab 8 and 9
Adobe Premiere
 Adobe Premiere, a revolutionary nonlinear video-editing
pp
application that delivers a breakthrough g render-free
experience. Its high-performance toolset takes video and
audio production to a new level, giving a professional
edge. Adobe Premiere Pro delivers the power and
precision
i i you need d tto ttellll a story
t b
better
tt and d ffaster
t ththan
ever before.
Objectives:
 By
B doing
d i thithis Lab
L b student
t d t will ill able
bl tto edit
dit andd publish
bli h th
the
movie in various formats.

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Lab 10 and 11
Macromedia Director

 Macromedia Director MX is the most popular authoring tool of choice for


legions of web and multimedia developers
developers. With Director
Director, you can create
movies for websites, kiosks, and presentations as well as movies for
education and entertainment. Movies can be as small and simple as an
animated logo or as complex as an online chat room or game. Director
movies can include a variety of media, such as sound, text, graphics,
animation,
i ti and
d di
digital
it l video.
id A Di
Director
t moviei can lilink
k tto external
t l media
di or
be one of a series of movies that refer to one another actions.

Objective:
 This lab should be done after using all the tools of the multimedia. By doing
this lab student will be able to integrate all the multimedia objects like audio,
video , images etc and will able to create different interactive presentations.

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Project

Multimedia related project

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References books;

 Tay Vaughan, Multimedia, Making it work


 Ralf Steinmetz and Klara Nahrstedt , Multimedia:
Computing communication & applications
Computing,
 John Villamil-casanova and Louis Molina , Multimedia
production, Planning Delivery
 Lee Allis, Inside Macromedia Director
 John R. Nyquist and Robert Martin, Director 8 and Lingo
Bible
 Gary Rosenzweig and John Thompson, using
Macromedia Director 8

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Video and Animation

Prof. S. Shakya

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Motion

 Both video and animation give us a sense of


motion
 They exploit some properties of human eye’s
ability of viewing pictures
 Motion video is the element of multimedia
that can hold the interest of viewers in a
presentation

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Visual Representation
 The visual effect of motion is due to a biological
phenomenon known as persistence of vision
 An object seen by the human eye remains mapped on the eye’s
retina for a brief time after viewing (approximately 25 ms)
 Another
A th phenomenon
h contributing
t ib ti to
t the
th vision
i i off motion
ti is
i
known as phi phenomenon
 When two light sources are close by and they are
illuminated in quick succession,
succession what we see is not two
lights but a single light moving between the two points
 Due to the above two phenomena of our vision system, a
discrete sequence of individual pictures can be perceived as
a continuous sequence

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Visual Representation
 Temporal aspect of Illumination—To represent
 visual reality, two conditions must be met the rate of
repetition of the images must be high enough to guarantee
smooth motion from frame to frame
 the rate must be high enough so that the persistence of
vision extends over the interval between flashes
 The frequency at which the flicking light source must be
repeated before it appears continuous is known as the
f i
fusion frequency
f
• This depends on the brightness of the light source
• The brighter the light source the higher the fusion frequency

 It is known that we perceive a continuous motion to happen


at any frame rate faster than 15 frames per second
 PAL television system
y has a frame rate of 25 frames/s

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Visual Representation

 Another problem known as flicker occurs


due to a periodic fluctuation of brightness
p
perception
p
 A technique known as interleaving
improves the view by
-dividing a frame into two fields, each contains
t ea
the alternative
te at e sca
scan lines,
es, a
and
d
- displaying the field in twice of the frames rate

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Video resolution
 The smallest detail that can be reproduced in the image is a
pixel
i l
 Practically, some of the scene inevitably fall between
scanning lines, so that two lines are required for such
picture elements
 Only about 70% of the vertical detail is presented by
the scanning lines
 Aspect ratio is the ratio of the picture width to height.
 It is 4:3 for conventional TV
 The picture width, horizontal resolution and the total detail
content of the image can be calculated

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Video resolution
 Conventional video systems have relative low resolution
- compare to computer screens: typical resolution of
 640 x 480, even up to 1024 X 768

 One consequence
q of this low resolution is that video played
p y
on computer screen are usually in a small window
 On the other hand, even with this low resolution, the amount
of data in video is huge
Consider PAL TV at 25 frames per second, if we sample at
352 x 288 with 16 bits per pixel, the raw video size is
352 x288 x16 x 25 = 40.55Mbit/s = 5Mbytes/s
-Compare this with a typical Ethernet bandwidth of 10Mbit/s
-or a double speed CD-ROM drive of 300Kbyte/s
 Therefore we need to compress the video data
Therefore,

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Digitalising Video

 We need to capture or digitize video for playing back on


comp ters or integrating into m
computers multimedia
ltimedia applications
 We need to take a lot of samples
 At 25 frames per second, each frame requires 1/25 = 40ms
 There 625 scan lines in each frame
frame, giving each scan line is
40ms/625 = 64µs
 At a horizontal resolution of 425 pixel, the time for sampling
each ppixel is 64µs/425
µ = 0.15µs
µ , i.e.,, sampling
p g rate is at least
7Mhz
 This requires very fast hardware
 Hardware required to capture video:
• Video sources: TV, VCR, LaserDisc player, Camcorder
• Video capture card
• Storage space: large hard disk

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Video capture cards
 There are many different video capture cards on the market
The common features in these cards are:
 Can accept composite video or S-VHS in NTSC or PAL;
high-end capture cards can accept digital video (DV)
 Video input mixer and ADC— to select/combine video
sources, to convert analog video signal to digital samples
 Video frame buffer— temporary storage for video frame

 Video processor— to filter or enhance the video frame, e.g.,


reduce noise, adjust brightness, contrast and colour
 Compressor/encoder—
p to compress
p and encode the digital
g
video into a required format
 Interface to the system PCI bus

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Video capture cards

10

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Video formats
 AVI (Audio Video Interleaved) format was defined by
Microsoft for its Video for Windows systems
 It supports video playback at up to 30 frames per second on
a small window (typical size 300X200 with 8 or 16 bit colour)
 It is a software-only system
 It supports a number of compression algorithms
 QuickTime was originally developed by Apple for storing
audio and video in Macintosh systems
 It supports video playback at up to 30 frames per second on
a small window (typical size 300X200 with 8 or 16 bit colour)
 It is a software-only system
 It supports a number of compression algorithms

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Animation
 To animate something is, literally, to bring it to life
 An animation covers all changes that have a
visual effect
 Visual effect can be of two major kinds:
 motion dynamic— time varying positions
 update dynamic— time varying shape, colour,
texture or even lighting,
texture, lighting camera position,
position etc
etc.
 The visual effects is the result of exploiting the
properties of human vision system as described
above (in the section about video)
 A computer animation is an animation performed
by a computer using graphical tools to provide
visual effects
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Input process
 The first step in producing computer animation is input
process
 Key frames have to be created and input into the computer
 Key frames are the frames in which the objects being
animated are at extreme or characteristic positions
 They can be drawn using traditional artistic tools, such as
pen and brush, and then digitised
 The digital images may need to be cleaned up
 They can also be created using drawing or painting tools
directly
 In composition stage, the foreground and background
figures are combined to generate the individual frames

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Inbetween process

 The animation of movement from one


position to another needs a composition
of frames with intermediate p
positions in
between the key frames
 The process of inbetweening is performed
in computer animation through
interpolation
p
 The system is given the starting and ending positions
 It calculates the positions in between

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Inbetween process
 The easiest interpolation is linear interpolation
 It has many limitations: the object does no move smoothly, look
unreal
 Spline interpolation can make object move more smoothly
 I b
Inbetweening
i also
l involves
i l interpolating
i l i the
h shapes
h off
objects
 Some animation involves changing the colour of objects
 This is
Thi i usually
ll done
d using
i colour
l look-up
l k table
bl (CLUT)
 By cycling through the colours in the CLUT, the objects’ colours will
change
 Morphing is a popular effect in which one image transforms
into another

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Controlling animation
 Full explicit control —the animator provides a description of
everything that occurs in the animation
 either by specifying simple changes, such as scaling,
transformation
 or by providing key frames
 Procedural control —using a program to calculate the position,
angle, etc. of the objects
 In physical systems, the position of one object may influence the
motion of another
 Constraint-based systems —movement of objects that are in
contact with each other is constraint by physical laws
 An animation can be specified by these constraints
 Tracking live action —
 People or animals act out the parts of the characters in the
animation
 The animator trace out the characters

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Controlling animation
 Kinematics refers to the position and velocity of points
 The ball is at the origin at time t = 0. It moves with a constant
acceleration in the direction (1,1,5) thereafter.
 The final result of an animation is the sum of all the steps. If
it does not fit
fit, the animator has to try again
again. This is known
as forward kinematics.
 Inverse kinematics (IK) is concerned with moving a
skeleton from one pose to another.
another
 The animator specifies the required position of the end effecter, the IK
algorithm will calculate the joint position, angle, etc.
 Dynamics
y takes into account the p
physical
y laws that g
govern
the masses and forces acting on the objects
 The ball is at the origin at time t = 0 second. It has a mass of 200 grams. The
force of gravity acts on it.

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Displaying animation
 The rules governing the showing of video apply to
animation as well
ell
 The frame rate should be at least 10, preferably 15 to 20, to
give a reasonably smooth effect
 There are basically three common ways to display
animation
 Generate a digital video clip
 Manyy Animation tools will export
p an animation in common digitalg
video format, e.g., QuickTime
 Create a package including runtime system of the animation
tool
 F example,
For l DiDirector
t can createt a projector
j t including
i l di allll casts.
t
The projector can then be distributed and play the animation.
 Show the animation in the animation tool

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Animation tools

 Macromedia Director and Flash


 It is one of the most popular interactive animation
tool for generating interactive multimedia
applications
 MetaCreations Poser
 It understands human motion and inverse kinematics, e.g., move an
arm the shoulders will follow.
 Discreet 3D Studio Max
 Very
y popular
p p for creating
g 3D animations
 Animation language—VRML (Virtual Reality
Modeling Language)

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Video formats
MPEG (Motion Picture Expect Group) is a working group under
ISO
 There are several versions of mpeg standard.
 The most commonly used now is mpeg-1

 It requires hardware support for encoding and decoding (on


slow systems)
 The maximum data rate is 1.5Megabit/sec
 The next generation mpeg-2 is now getting popular

 Mpeg-2 improves mpeg-1 by increasing the maximum data


rate to 15Mbit/sec
 It can interleave audio and video

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DATA COMPRESSION

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Wh C
Why Compress?
pr ?
 To reduce the volume of data to be
transmitted (text, fax, images)
 Too reduce
educe the
t e bandwidth
ba d dt required
equ ed for
o
transmission and to reduce storage
requirements (speech, audio, video)

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Data compression implies sending or storing a smaller
number of bits. Although many methods are used for this
purpose, in general these methods can be divided into two
broad categories: lossless and lossy methods.

Figure1 Data compression methods

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C pr i
Compression
 How is compression possible?
 Redundancy in digital audio, image, and video
data
 Properties of human perception
 Digital audio is a series of sample values;
image is a rectangular
l array off pixell
values; video is a sequence of images
played out at a certain rate
 Neighboring sample values are correlated

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R d d
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,
d d neighboring
hb images in a
video sequence may be similar (temporal
redundancy)

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H
Human P
Perception
r pti F Factors
t r
 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
l
lower ffrequencies (transform
( f coding)
d )

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Cl ifi ti
Classification
 Lossless compression
 lossless compression for legal and medical
documents, computer programs
 exploit only data redundancy
 Lossy compression
 digital audio, 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

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E tr p
Entropy
 Amount of information I in a symbol of
occurring probability p : I = log2(1/p)
 Sy
Symbols
bo s that
t at occur
occu rarely
a e y convey
co ey a large
a ge
amount of information
 Average
g information p per symbol
y 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
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H ff
Huffman Coding
C di
 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

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R l th Coding
Run-length C di
 Repeated occurrence of the same
character is called a run
 Number
u be of
o repetition
epet t o is
s called
ca ed the
t e length
e gt of
o
the run
 Run of any
y length
g is represented
p byy three
characters
 eeeeeee7tnnnnnnnn
 @e7t@n8

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15.11 Figure 15.2 Run-length encoding example

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L p l Zi W l h (LZW) Coding
Lempel-Ziv-Welch C di
 Works by building a dictionary of phrases
from the input stream
 A to
token
e or
o an
a index
de is s used to identify
de t y
each distinct phrase
 Number of entries in the dictionary y
determines the number of bits required for
the index -- a dictionary with 25,000
words
d requires 15 b bits to encode
d the
h index
d

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Arith ti Coding
Arithmetic C di
 String of characters with occurrence
probabilities make up a message
 A co
complete
p ete message
essage may
ay be fragmented
ag e ted
into multiple smaller strings
 A codeword corresponding
p g to each string
g
is found separately

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D t Compression
Data C mpr i n
Cod g Requirements
Coding equ e e ts
 Let us consider the general
requirements imposed on most
multimedia
l i di systems:
 Storage — multimedia elements
require much more storage space
than simple text. For example, a full
screen true colour image is 640 x 480
X 3 = 921600 bytes

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D t Compression
Data C mpr i n
 The size of one second of
uncompressed CD quality stereo
audio is 44.1kHz X 2 X 2 = 176400
bytes
 The size of one second of
uncompressed PAL video is
384X288X 3 X 25 frames = 8294400
bytes

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D t Compression
Data C mpr i n
Throughput — continuous media require
very large throughput. For example, an
uncompressed CD quality stereo audio
stream needs 176400 bytes/sec. A raw
digitized PAL TV signal needs(13.5MHz +
6 75MH + 6
6.75MHz 6.75MHz)
75MH ) X 8bits
8bit
= 216 X106bits/sec
= 27
2 X10 06Bytes/sec
/

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D t Compression
Data C mpr i n
 Interaction — to support
pp fast interaction,, the
end-to-end delay should be small. A ‘face-to-face’
application, such as video conferencing, requires
the delayy to be less than 50ms. Furthermore,,
multimedia elements have to be accessed
randomly.
 Conclusion:
 Multimedia elements are very large.
 We need to reduce the data size using
compression.i

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D t Compression
Data C mpr i n
Kinds
ds o
of cod
coding
g methods
et ods
 Lossless — the compression process
does not reduce the amount of
i f
information.
i
- The original can be reconstructed
exactly
 Lossy — the compression process
reduces the amount of information.
-Only an approximation of the original
can be reconstructed.

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D t Compression
Data C mpr i n
Categories of Compression Techniques

 Entropy coding is lossless


 Source coding and hybrid coding are
lossy.

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D t Compression
Data C mpr i n
Coding techniques
 Vector Quantization — a data stream is divided into
blocks of n bytes (where n > 1). A predefined table
contains a set of patterns is used to code the data
blocks.
blocks
 LZW —a general compression algorithm capable of
working on almost any type of data. It builds a data
y of data occurring
dictionary g in an uncompressed
p data
stream. Patterns of data are identified and are
matched to entries in the dictionary. When a match is
found the code of the entry is output.

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D t Compression
Data C mpr i n
 Since the code is shorter than the data
pattern, compression is achieved. The
popular zip application used this method to
compress
p files.
 Differential coding — (also know as
prediction or relative coding) The most
known coding of this kind is DPCM (
Differential Pulse Code Modulation). This
method encodes the difference between the
consecutive samples instead of the sample
values. For example,

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D t Compression
Data C mpr i n
 PCM 215 218 210 212 208 . . .
 DPCM 215 3 -8 2 -4 . . .
 DM ( Delta Modulation) is a
modification of DPCM. The difference
is coded with a single
g bit.

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D t Compression
Data C mpr i n
Huffman coding
 The principle of Huffman coding is to
assign
ass g shorter
s o te code for
o symbol
sy bo that
t at
has higher probability of occurring in
the data stream.
 The length of the Huffman code is
optimal.

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A Huffman code tree is created using the
f ll i procedures
following d
 Two characters with the lowest p probabilities are
combined to form a binary tree.
 The two entries in the probability table is
replaced
l d by
b a new entryt whose
h value
l is
i the
th sum
of the probabilities of the two characters.
 Repeat the two steps above
 Assign 0 to be left branches and 1 to the right
branches of the binary tree.
 The Huffman code of each character can be read
from the tree starting from the root.

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D t Compression
Data C mpr i n
JPEG
 JPEG (stands for Joint Photographic Experts
Group) is a joint ISO and CCITT (Comité
Consultatif International
Téléphonique et Télégraphique),
working group for developing standards for
compressing still images
 The JPEG image compression standard
became an international standard in 1992
 JPEG can be applied
pp to colour or g
grayscale
y
images

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LOSSY COMPRESSION METHODS

Our eyes
y and ears cannot distinguish
g subtle changes
changes.
g . In
such cases, we can use a lossy data compression method.
method.
These methods are cheaper
cheaper— —they take less time and
space when it comes to sending millions of bits per
second for images and video.
video. Several methods have
been developed using lossy compression techniques
techniques..
JPEG (Joint Photographic Experts Group) encoding is
used to compress pictures and graphics, MPEG
(Moving Picture Experts Group) encoding is used to
compress video, and MPMP33 (MPEG audio layer 3) for
audio compression
compression..

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Image
g compression
p – JPEG encodingg
an image can be represented by a two-dimensional array
(table) of picture elements (pixels).
A grayscale picture of 307,200 pixels is represented by
2,457,600 bits, and a color picture is represented by
7,372,800 bits.

IIn JPEG,
JPEG a grayscale l picture
i t i divided
is di id d into bl k off 8 × 8
i t blocks
pixel blocks to decrease the number of calculations because,
as we will see shortly,
shortly the number of mathematical
operations for each picture is the square of the number of
units.

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Figure 2 JPEG grayscale example, 640 × 480 pixels

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The whole idea of JPEG is to change the picture into a linear
(vector) set of numbers that reveals the redundancies. The
redundancies (lack of changes) can then be removed using
one of the lossless compression methods we studied
previously.
i l A simplified
i lifi d version
i off the
h process isi shown
h i
in
Figure 3.

Figure 3 The JPEG compression process

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Video compression – MPEG encoding
The Moving Picture Experts Group (MPEG) method is used
to compress video. In principle, a motion picture is a rapid
sequence of a set of frames in which each frame is a picture.
In other words, a frame is a spatial combination of pixels,
and a video is a temporal combination of frames that are sent
one after
ft another.
th Compressing
C i video,
id th
then, means spatially
ti ll
compressing each frame and temporally compressing a set of
frames.
frames

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Figure 4 MPEG frames

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Audio compression

Audio compression
p can be used for speech
p or music. For
speech we need to compress a 64 kHz digitized signal,
while for music we need to compress a 1.411 MHz signal.
Two categories of techniques are used for audio
compression: predictive encoding and perceptual
encoding.
encoding

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D t Compression
Data C mpr i n
 By changing appropriate parameters,
the user can select

– the quality of the reproduced image


– compression processing time
– the size of the compressed image

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D t Compression
Data C mpr i n
 The JPEG standard have three levels of definition
as follows:
 Baseline system — must reasonably decompress
colour images, maintain a high compression
ratio, and handle from 4bits/pixel to 16bits/pixel.
 Extended system — covers the various encoding
aspects such as variable length encoding,
encoding
progressive encoding, and hierarchical mode of
encoding.

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D t Compression
Data C mpr i n
 Special lossless function
function— ensures that at
the resolution at which the image is
compressed, decompression results in no
loss of any detail the was in the original
image.

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D t Compression
Data C mpr i n
 JPEG — Preparation
p
 A source image consists of at least one and
at most 255 planes.
 Each plane Ci may have different number of
pixels in the horizontal (Xi) and vertical (Yi)
dimension.
 Th resolution
The l ti off the
th individual
i di id l plane
l may
be different.
 Each ppixel is represented
p byy a number of
bits p where 2 ≤p ≤ 12.

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D t Compression
Data C mpr i n
 The meaning of the value in these
planes is not specified in the
standard.
 The image is divided into 8 X 8 blocks.

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D t Compression
Data C mpr i n
MPEG
 MPEG (stands for Moving Picture Experts
Group) is also a joint ISO and CCITT
working
ki group for
f d
developing
l i standards
t d d forf
compressing still images
 The MPEG video compression standard
became an international standard in 1993
 MPEG uses technology defined in other
standards,
t d d such h as JPEG and d H.261
H 261

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D t Compression
Data C mpr i n
 Itt defines
de es a bas
basicc data rate
ate o
of
1.2Mbits/sec
 It is suitable for symmetric as well
asymmetric i compression
i It
I follows
f ll
the reference scheme that consists of
four stages of processing:
1. Preparation
2. Processing
3. Quantization
4. Entropypy Encodingg

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D t Compression
Data C mpr i n
 In the p
preparation
p stage,
g , unlike JPEG,, MPEG
defines the format of the images
 Each image consists of three components — YUV
 The luminance component has twice as many
samples in the horizontal and vertical axes as
the other two components (known as colour sub-
sampling
 The resolution of the luminance component
should not exceed 768 pixels

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D t Compression
Data C mpr i n
 for each component, a pixel is coded with
eight bits

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D t Compression
Data C mpr i n
How MPEG encode the video stream
 In order to achieve higher compression
ratio, MPEG uses the fact the image on
consecutive
ti fframes diff
differ relative
l ti small.
ll It
uses a temporal prediction technique to
encode the frame so that the storage
requirement is greatly reduced.
 Common MPEG data stream consists of four
kinds of frames:

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D t Compression
Data C mpr i n
 I-frame (
(Intra-frame)) — it is a self
contained frame, and it is coded without
reference to any other frames.
 P-frame
P frame (Predictive
(Predictive-coded
coded frame) — It is
coded using the predictive technique with
reference to the previous I-frame and/or
previous P
P-frame.
frame.
 B-frame (Bi-directionally predictive coded
frame) — It requires information of the
previous and following I-
I and P-frames
P frames for
encoding and decoding.

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D t Compression
Data C mpr i n
 D frame (DC
D-frame (DC-coded
coded frame) Only the
lowest frequency component of image is
encoded. It is used in fast forward or fast
rewind.

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D t Compression
Data C mpr i n
MPEG-2
 MPEG-2 is a newer video encoding standard
which builds on MPEG-1
 It supports
pp higher
g video q
quality
y and higher
g
data rate (up to 80 Mbits/sec)
 It supports several resolutions:
 pixels/line line/frame frames/sec
 352 288 30
 720 576 30
 1920 1152 60

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D t Compression
Data C mpr i n
Summary
 Compression methods — lossless vs.
lossy
ossy
 Entropy coding — run-length
encoding,
g, Huffman encoding
g
 Source coding — prediction (DPCM,
DM), transformation (DCT)
 hybrid coding — JPEG, MPEG

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User interface design

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Obj ti
Objectives
 To suggest some general design principles for user interface design
 To explain different interaction styles and their use
 To explain when to use graphical and textual information
presentation
 To explain the principal activities in the user interface design
process
 To introduce usability attributes and approaches to system
evaluation

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T i covered
Topics d
 Design issues
 The user interface design process
 User analysis
 User interface prototyping
 Interface evaluation

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Th user iinterface
The t f
 User interfaces should be designed to match the skills,
experience
i andd expectations
t ti off itits anticipated
ti i t d users.
 System users often judge a system by its
interface rather than its functionality.
y
 A poorly designed interface can cause a user to make
catastrophic errors.
 Poor user interface
f design
d is the
h reason why h so many
software systems are never used.

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H
Human factors
f t in
i interface
i t f design
d ig
 Limited short-term memory
 People
P l can iinstantaneously
t t l remember
b about
b t 7 it
items off iinformation.
f ti If you
present more than this, they are more liable to make mistakes.
 People make mistakes
 When
Wh people l makek mistakes
i k andd systems go wrong, iinappropriatei alarms
l
and messages can increase stress and hence the likelihood of more mistakes.
 People are different
 People have a wide range of physical capabilities. Designers should not just
design for their own capabilities.
 People have different interaction preferences
 Some like pictures, some like text.

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UI design
d ig principles
i i l
 UI design must take account of the needs, experience and
capabilities
biliti off th
the system
t users.
 Designers should be aware of people’s physical and mental
limitations ((e.g.g limited short-term memory) y) and should
recognise that people make mistakes.
 UI design principles underlie interface designs although not
allll principles
i i l are applicable
li bl to
t allll designs.
d i

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U
User iinterface
t f design
d ig principles
i i l
Principle Description
User familiarity The interface should use terms and concepts which are drawn
from the experience of the people who will make most use of the
system.
system
Consistency The interface should be consistent in that, wherever possible,
comparable operations should be activated in the same way.
Minimal surprise
p Users should never be surprised
p byy the behaviour of a system.
y
Recoverability The interface should include mechanisms to allow users to
recover from errors.
User guidance The interface should provide meaningful feedback when errors
occur andd provide
id context-sensitive
t t iti user help
h l facilities.
f iliti
User diversity The interface should provide appropriate interaction facilities for
different types of system user.

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D ig principles
Design i i l
 User familiarity
 The
Th interface
i t f should
h ld be b based
b d on user-oriented
i t d
terms and concepts rather than computer concepts. For example, an office
system should use concepts such as letters, documents, folders etc. rather
than directories, file identifiers, etc.
 Consistency
 The system should display an appropriate level
y Commands and menus should have the same format,,
of consistency.
command punctuation should be similar, etc.
 Minimal surprise
 If a command operates in a known way, the user should be
able to predict the operation of comparable commands

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D ig principles
Design i i l
 Recoverability
 The
Th system
t should
h ld provide
id some resilience
ili tto
user errors and allow the user to recover from errors. This might include an
undo facility, confirmation of destructive actions, 'soft' deletes, etc.
 User guidance
 Some user guidance such as help systems, on-line manuals, etc. should be
supplied
 User diversity
 Interaction facilities for different types of user should be supported. For
example, some users have seeing difficulties and so larger text should be
available

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D ig issues
Design i iin UI
UIs
 Two problems must be addressed in interactive systems design
 How should information from the user be provided to the computer system?
 How should information from the computer system be presented to the
user?
 User interaction and information presentation may be integrated
through a coherent framework such as a user interface metaphor.

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I t
Interaction
ti styles
t l
 Direct manipulation
 Menu selection
 Form fill-in
 Command language
 Natural language

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Interaction styles
Interaction Main advantages Main disadvantages Application
style examples
Direct Fast and intuitive May be hard to implement. Video games
manipulation interaction Only suitable where there is a CAD systems
Easy to learn visual metaphor for tasks and
objects
objects.
Menu Avoids user error Slow for experienced users. Most general-
selection Little typing required Can become complex if many purpose systems
menu options.
Form fill-in
fill in Simple data entry Takes up a lot of screen space.
space Stock control,
control
Easy to learn Causes problems where user Personal loan
Checkable options do not match the form processing
fields.
Command Powerful and flexible Hard to learn. Operating
p g systems,
y ,
language Poor error management. Command and
control systems
Natural Accessible to casual Requires more typing. Information
language users Natural language und erstanding retrieval systems
E il extended
Easily t d d systems
t are unreliable.
li bl

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M lti l user interfaces
Multiple i t f

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LIBSYS interaction
 Document search
 Users need to be able to use the search facilities to find the
documents that they need.
 Document request
 Users request that a document be delivered to their machine or
to a server for printing.

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Web based interfaces
Web-based
 Many web-based systems have interfaces based on web
forms.
 Form field can be menus, free text input, radio buttons, etc.
 In
I the
h LIBSYS example,l users makek a choice
h off where
h to
search from a menu and type the search phrase into a free
text field..

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LIBSYS search form

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Information presentation
 Information presentation is concerned with presenting
system
t iinformation
f ti tot system
t users.
 The information may be presented directly (e.g. text in a
word pprocessor)) or mayy be transformed in some wayy for
presentation (e.g. in some graphical form).
 The Model-View-Controller approach is a way of supporting
multiple
lti l presentations
t ti off ddata.
t

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I f
Information
ti presentation
t ti

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Model view controller
Model-view-controller

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I f
Information
ti presentation
t ti
 Static information
 Initialised at the beginning of a session. It does not change
during the session.
 May be either numeric or textual.
textual
 Dynamic information
 Changes
g duringg a session and the changes
g must be
communicated to the system user.
 May be either numeric or textual.

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I f
Information
ti display
di l factors
f t
 Is the user interested in precise information or
ddata relationships?
l i hi ?
 How quickly do information values change?
Must the changeg be indicated immediately?y
 Must the user take some action in response to
a change?
 Is there a direct manipulation interface?
 Is the information textual or numeric? Are relative values
important?

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Alt
Alternative
ti information
i f ti presentations
t ti

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Analogue or digital presentation?
 Digital presentation
 Compact - takes up little screen space;
 Precise values can be communicated.
 Analogue
A l presentation
t ti
 Easier to get an 'at a glance' impression of a value;
 Possible to show relative values;
 Easier to see exceptional data values.

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P
Presentation
t ti methods
th d

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Di l i g relative
Displaying l ti values
l

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D t visualisation
Data i li ti
 Concerned with techniques for displaying large amounts of
information
information.
 Visualisation can reveal relationships between entities and trends
in the data.
 Possible data visualisations are:
 Weather information collected from a number of sources;
 The state of a telephone
p network as a linked set of nodes;
 Chemical plant visualised by showing pressures and temperatures in a linked
set of tanks and pipes;
 A model of a molecule displayed in 3 dimensions;
 Web pages displayed as a hyperbolic tree.

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C l
Colour di
displays
l
 Colour adds an extra dimension to an interface and can help
the user understand complex information structures.
 Colour can be used to highlight exceptional events.
 Common
C mistakes
i k iin theh use off colour
l iin
interface design include:
 The use of colour to communicate meaning;
 The over-use of colour in the display.

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C l
Colour use gguidelines
id li
 Limit the number of colours used and be conservative in
their
th i use.
 Use colour change to show a change in system status.
 Use colour coding to support the task that users are trying to
perform.
 Use colour coding in a thoughtful and consistent way.
 Be careful about colour pairings.

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E
Error messages
g
 Error message design is critically important.
Poor error messages can mean that a user
rejects rather than accepts a system.
 Messages should be polite,
polite concise,
concise consistent and
constructive.
 The background
g and experience
p of users
should be the determining factor in message
design.

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Design factors in message wording
Factor Description
Context Wherever possible, the messages generated by the system should reflect the current
user context. As far as is possible, the system should be aware of what the user is doing
and should generate messages that are relevant to their current activity.
Experience As u sers become familiar with a s ystem they become irritated by long,
long ÔmeaningfulÕ
messages. However, beginners find it difficult to understand short terse statements of a
problem. You should provide both types of message and allow the user to control
message conciseness.
Skill level Messages
g should be tailored to the userÕsskills as well as t heir experience.
p Messages
g
for the different classes of user may be ex pressed in d ifferent ways depending on the
terminology that is familiar to the reader.
Style Messages should be positive rather than negative. They should use the active rather
than the passive mode of address. They should never be insulting or try to be funny.
Culture Wherever possible, the designer of messages should be familiar with the culture of the
country where the system is sold. There are distinct cultural differences between
Europe, Asia and America. A su itable message for one culture might be unacceptable
in another.

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User error
 Assume that a nurse misspells the name of a patient whose
records he is trying to retrieve.

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Good and bad message design

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The UI design process
 UI design is an iterative process involving close liaisons
bbetween
t users andd designers.
d i
 The 3 core activities in this process are:
 User analysis.
y Understand what the users will do with the
system;
 System prototyping. Develop a series of prototypes for
experiment;
 Interface evaluation. Experiment with these prototypes with
users.

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The design process

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User analysis
 If you don’t understand what the users want to do with a
system, you have no realistic prospect of designing an
effective interface.
 User analyses have to be described in terms that users and
other designers can understand.
 Scenarios where yyou describe typical
yp episodes
p of use,, are one
way of describing these analyses.

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User interaction scenario

Jane is a student of Religious Studies and is working on an essay


on Indian architecture and how it has been influenced by religious
practices To help her understand this
practices. this, she would like to access
some pictures of details on notable buildings but can’t find
anything in her local library.

She approaches the subject librarian to discuss her needs and he


suggests some search terms that might be used. He also suggests
some libraries in New Delhi and London that might have this
material so they log on to the library catalogues and do some
searching using these terms. They find some source material and
place a request for photocopies of the pictures with architectural
detail to be posted directly to Jane.

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Requirements from the scenario
 Users may not be aware of appropriate search terms so need
a way of helping them choose terms.
 Users have to be able to select collections to search.
 Users
U needd to be
b able
bl to carry out searches
h andd request
copies of relevant material.

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Analysis techniques
 Task analysis
 Models the steps involved in completing a task.
 Interviewing and questionnaires
 Asks
A k the
h users about
b theh workk they
h ddo.
 Ethnography
 Observes the user at work.
work

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Hierarchical task analysis

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Interviewing
 Design semi-structured interviews based on open-ended
questions.
 Users can then provide information that they think is
essential; not just information that you have thought of
collecting.
 Groupp interviews or focus groups
g p allow users to discuss with
each other what they do.

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Ethnography
 Involves an external observer watching users at work and
questioning them in an unscripted way about their work.
 Valuable because many user tasks are intuitive and they find
these very difficult to describe and explain.
explain
 Also helps understand the role of social and organisational
influences on work..

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Ethnographic records

Air traffic control involves a number of control ‘suites’ where the suites
controlling adjacent sectors of airspace are physically located next to
each other. Flights in a sector are represented by paper strips that are
fitted into wooden racks in an order that reflects their position in the
sector. If there are not enough slots in the rack (i.e. when the airspace
is very busy), controllers spread the strips out on the desk in front of the
rack.
rack
When we were observing controllers, we noticed that controllers
regularly glanced at the strip racks in the adjacent sector. We pointed
this out to them and asked them why they did this.
this They replied that
that, if
the adjacent controller has strips on their desk, then this meant that
they would have a lot of flights entering their sector. They therefore tried
to increase the speed of aircraft in the sector to ‘clear space’ for the
i
incoming
i aircraft.
i ft

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Insights from ethnography
 Controllers had to see all flights in a sector. Therefore,
scrolling displays where flights disappeared off the top or
bottom of the display should be avoided.
 The interface had to have some way of telling controllers
how many flights were in adjacent sectors so that they could
pplan their workload.

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User interface prototyping
 The aim of prototyping is to allow users to gain direct
experience
i with
ith the
th iinterface.
t f
 Without such direct experience, it is impossible to judge the
usabilityy of an interface.
 Prototyping may be a two-stage process:
 Early in the process, paper prototypes may be used;
 The
Th ddesign is then
h refined
f d andd increasingly
l sophisticated
h d
automated prototypes are then developed.

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Paper prototyping
 Work through scenarios using sketches of the interface.
 Use a storyboard to present a series of interactions with the
system.
 Paper
P prototyping is an effective
ff way off getting user
reactions to a design proposal.

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Prototyping techniques
 Script-driven prototyping
 Develop
l a set off scripts andd screens using a tooll suchh as
Macromedia Director. When the user interacts with these, the
screen changes to the next display.
 Visual programming
 Use a language designed for rapid development such as Visual
Basic. See Chapter 17.
 Internet-based prototyping
 Use a web browser and associated scripts.

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U
User interface
i t f evaluation
l ti
 Some evaluation of a user interface design
should be carried out to assess its suitability.
 Full scale evaluation is very expensive and
impractical for most systems.
systems
 Ideally, an interface should be evaluated against a usability
specification.
p . However,, it is rare for such specifications
p to be
produced.

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U bilit attributes
Usability tt ib t

Attribute Description
Learnability How long does it ta ke a new user to become productive with
the system?
Speed of operation How well does the system response match the userÕs work
practice?
Robustness How tolerant is the system of user error?
Recoverability How good is the system at recovering from user errors?
Adaptability How closely is the system tied to a single model of work?

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Si l evaluation
Simple l ti ttechniques
h i
 Questionnaires for user feedback.
 Video recording of system use and subsequent tape
evaluation.
 Instrumentation
I i off code
d to collect
ll iinformation
f i about
b facility
f ili
use and user errors.
 The provision of code in the software to collect on-line
on line user
feedback.

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K points
Key i t
 User interface design principles should help guide the design of
user interfaces.
i f
 Interaction styles include direct manipulation, menu systems form
fill-in,, command languages
g g and natural language.
g g
 Graphical displays should be used to present trends and
approximate values. Digital displays when precision is required.
 Colour should be used sparingly and consistently.

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K points
Key i t
 The user interface design process involves user analysis, system
prototyping and prototype evaluation.
evaluation
 The aim of user analysis is to sensitise designers to the ways in
which users actually work.
 UI prototyping should be a staged process with early paper
prototypes used as a basis for automated prototypes of the
interface.
 The goals of UI evaluation are to obtain feedback on how to
improve the interface design and to assess if the interface meets its
usability requirements.
requirements

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User Interfaces
• Multimedia user interfaces are computer
interfaces that communicate with users
using multiple media, sometimes using
multiple
p modes such as written text together
g
with spoken language.
• GUI
GUI-using
using the mouse as the main input
device-have greatly simplified human-
machine interaction
interaction.

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User Interfaces
• General design
g issues
• The main emphasis in the design of multimedia user
interfaces is multimedia presentation. There are several
issues which must be considered:
1. To determine the appropriate information content to be
communicated
2. To represent the essential characteristics of the
information.
3. To represent
p the communicative intent.
4. To chose the proper media for information presentation.
5. To coordinate different media and assembling
t h i
techniques within
ithi a presentation.
t ti
6. To provide interactive exploration of information
presented.
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Abstractions for Programming

By
Prof. S. Shakya

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Overview

The state of the art of programming


• Most of the current commercially available multimedia
applications are implemented in procedure‐oriented
programming languages
• Application code is still highly dependent on hardware
• Change of multimedia devices still often requires re‐
i l
implementation
t ti
• Common operating system extensions try to attack
these problems
p
• Different programming possibilities for accessing and
representing multimedia data

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Overview of different abstraction levels

• Libraries
• System software
• Toolkits
lki
• Higher Programming languages
• Object‐oriented approaches

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Abstraction for Programming

Abstraction Levels of the Programming of Multimedia Systems

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Abstractions from Multimedia
Hardware
d
Strong hardware dependency may cause
problems with:
• Portability
bili
• Reusability
• Coding efficiency

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Abstraction Levels
• Common operating system extensions try to
solve this problem
• Different programming possibilities for
accessing and representing multimedia data

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Libraries
Processing of continuous media based on
functions embedded in libraries
• Libraries differ in their degree of abstraction

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Libraries ‐ OpenGL
2D and 3D graphics API developed by Silicon Graphics
• Basic idea: “write applications once, deploy across many platforms”:
 PCs
 Workstations
 Super Computers
• Benefits:
 Stable
 Reliable and Portable
 Evolving
 Scalable (Features like Zoom, Rectangle handling ...)
 Well documented and easyy to use
• Integrated with:
 Windows 95/NT/2000/XP
 UNIX X Window System

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System Software
 Device access becomes part of the operating system:
 D t as time
Data ti capsules
l (file
(fil extensions)
t i )
• Each Logical Data Unit (LDU) carries in its time capsule its data type, actual
• value and valid life span
• Useful conceptp for video,, where each frame has a valid life span
p of 40ms (rate
(
• of read access during a normal presentation)
• Presentation rate is changed for VCR (Video Cassette Recorder) functions like
• fast forward, slow forward or fast rewind by
‐ Changing the presentation life span of a LDU
‐Skipping of LDUs or repetition of LDUs
 Data as streams
‐ a stream denotes the continuous flow of audio and video data between a
source and a sink
‐ Prior to the flow the stream is established equivalent to the setup of a
connection in a networked environment

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System Software: Windows Media
Controll Interface
f ((MCI):
)

MMSYSTEM library for


extensibility and device
independence

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System Software ‐ DirectX
• Low‐level
o e e APIss aand d libraries
b a es for
o high‐performance
g pe o a ce
applications
p y ggames ‐ formerlyy known as the "Game
• Especially
SDK"
• Direct access to hardware services
• E.g. audio & video cards, hardware accelerators
• “DirectX” = “direct access”
• Strong relationship/interaction with
ActiveX/DCOM

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System Software ‐ DirectX

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System Software ‐ DirectX
Components:
• DirectDraw ‐ 2 dimensional graphics capabilities
• Direct3D ‐ extensively functional 3D graphics programming API
• DirectSound ‐ (3D) sound, mixing and playback of multiple streams
• DirectPlay ‐ for network multiplayer game development
• DirectInput ‐ input from various peripherals, e.g. joysticks, data gloves
Implementation Strategy:
• Hardware Abstraction Layer (HAL)
• Hardware Emulation Layer (HEL)
• Media Layer (for aggregated “high level” functionality)
 Animations
 Media streaming
 Synchronization

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Toolkits
Simpler approach than the system software
interface from the users point of view are
toolkits:
• Abstract from the actual physical layer
• Allow a uniform interface for communication
with all different devices of continuous media
• Introduce the client‐server
client server paradigm
• Can be embedded into programming
languages or object‐oriented
object oriented environments

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Higher Programming Languages
Media as data types:
• Definition of appropriate data types (e.g. for
video and audio)
• Smallest unit can be a LDU
• Example of merging a text and a motion
picture:

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Higher Programming Languages
Media as files:
• instead of considering continuous media as data types they
can be considered as files:
file_h1 = open(MICROPHONE_1,...)
fil h2 = open(MICROPHONE_2,...)
file_h2 (MICROPHONE 2 )
file_h3 = open(SPEAKER, ...)
...
read(file h1)
read(file_h1)
read(file_h2)
mix(file_h3, file_h1, file_h2)
activate(file_h1, file_h2, file_h3)
...
deactivate(file_h1, file_h2, file_h3)
...
rc1 = close(file_h1)
close(file h1)
rc2 = close(file_h2)
rc3 = close(file_h3)

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Programming Language Requirements
• The high‐level language should support parallel processing, because
th processing
the i off continuous
ti d
data
t iis
• controlled by the language through pure asynchronous instructions
• an integral part of a program through the identification of media
Different
ff processes must bbe able
bl to communicate through
h h an inter‐
process communication mechanism, which must be able to:
• Understand a priori and/or implicitly specified time requirements
(QoS parameters or extracted from the data type)
• Transmit the continuous data according to the requirements
• Initiate the processing of the received continuous process on time

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Object‐Oriented
Object Oriented Approaches
Basic ideas of object‐oriented programming is data
encapsulation in connection with class and object
definitions
 Abstract Type Definition (definition of data types
through abstract interfaces)
 Class (implementation of a abstract data type)
 Object
Obj t (instance
(i t off a class)
l )
Other important properties of object‐oriented systems
are:
 Inheritance
 Polymorphism

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Object‐Oriented
Object Oriented Approaches
• Devices as classes: devices are assigned
g to objects
j which
represent their behavior and interface

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Devices as classes

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Object‐Oriented
Object Oriented Approaches
Processing units as classes:
• Three main objects:
 Source objects
 Destination objects
 Combined source‐destination objects allows the creation of data
flow paths through connection of objects

• Multimedia object
 Basic Multimedia Classes (BMCs) / Basic Multimedia Objects
(BMOs)
 Compound
C dM
Multimedia
l i di ClClasses (CMC
(CMCs)) / Compound
C d Multimedia
M l i di
Objects (CMO), which are compound of BMCs / BMOs and other
CMCs/CMOs
 BMOs and CMOs can be distributed over different computer nodes

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Object‐Oriented
Object Oriented Approaches
Media as classes:
• Media Class Hierarchies define hierarchical
relations for different media
• Different class hierarchies are better suited for
diff
different applications
li i

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Object‐Oriented Approaches‐Media
as Class
l

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Multimedia Applications
D l
Developmentt

Multimedia
M ltimedia Application Classes
 Game systems —they were the leaders in
using multimedia technology because:
 The market is very large
 The
Th demands
d d on quality,
lit although
lth h intense,
i t
are not crucial to the success
 Multimedia repositories —they
they are mostly
play-back only systems

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Multimedia Applications
D l
Developmentt

 End users
sers do not usually
s all add information
components
 The input and output components of the
workflow are completely independent of each
other
 They are similar to game systems except the
size of the database is usually
y much larger
g
and the indexing of the data components is
required
2

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Multimedia Applications
D l
Developmentt

Interactive
Interacti e TV
TV, video-on-demand
ideo on demand
 These systems are usually developed from
cable TV technology
 The term set-top box is the common short
name for the next generation of digital
information processing system providing a
connection between the digital
g network and
the TV and other home appliances, such as
telephone, fax, and so on
3

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Multimedia Applications
Development
 In addition to pro
providing
iding the the basic cable
TV converter function, the set-top boxes will
have a wide range of functions that will allow
them to provide a full interactive multimedia
interface to services p
provided by y cable
companies and other service vendors
 The standardisation of the interface between
the set-top box and the outside network and
the interface between the set-top box and the
h
home appliance
li is
i a critical
iti l issue
i
4

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Multimedia Applications
D l
Developmentt

Video/phone conferencing and hypermedia


mail
 The ability of seeing the picture of the other
person in a video conference is a major
improvement over just hearing the voice
 In addition to the ability of seeing the picture,
there are many more functions, for example,
interactive whiteboard
whiteboard, sharing of paper
based diagram, sharing of output from a
computer, etc
5

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Multimedia Applications
D l
Developmentt

 Video messages ma
may be kept for a longer
period than voice message, thus they require
much more storage space

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Multimedia Applications
Development
Shared workspaces and executive
environments
 A shared workspace
p allows a user to run
applications and to display the output on
screens on remote locations
 A shared executive environment allows
different users on remote locations to
execute the
h same application
li i on their
h i own
workstation with the same set of data

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Multimedia Applications
Development
Business process workflow Applications
 These applications depend on the
business pprocess for which a multimedia
solution is being designed
 Traditional relational databases need to be
extended in order to handle multimedia
elements
 Object-oriented databases are much more
natural medium for multimedia objects

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Multimedia Applications
Development
Types
yp of Multimedia Systems
y
Home/Entertainment systems
 Mostlyy interactive but not live
 The interaction is completely pre-
programmed
 These systems may include a PC and a
set-top box plus a TV
 They provide a connection to a cable
service or to some service available on the
Internet
9

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Multimedia Applications
Development
Business systems
Dedicated systems
 the creation, storage and manipulation of multimedia object is performed
completely within the system

Departmental systems
 use a LAN to provide shared object storage management and shared
processing
 support a specific business process or some well defined combination of
business processes shared by most or all users in the department

Enterprise-wide systems
 Consist of a large number of LANs and WANs that are interconnected and
allow sharing a number of departmental level or enterprise-level storage
management and processing resources
 Support a combination of dedicated local applications and departmental
applications as well as interdepartmental applications

10

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Multimedia Applications
Development
Components
p of Multimedia Systems
y

Multimedia input systems


 Scanning node—
node captures still image and document image
 User workstation— may be used as voice and video input
node
 Video capture node— this is required because video
capture
t requires
i special
i l hardware
h d andd software
ft
 Professional studio— for high quality, professional
multimedia objects

11

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Multimedia Applications
Development
Multimedia output systems
 User workstation— serve as the output node for text,
graphics, image, audio or video
 Teleconferencing g studio— a p professional studio may
y
contain multiple monitors, sound systems and channel
switching controls
 Print server – for text,, graphics
g p and image
g hard-copy
py
output
 Fax server— for data coming through the telephone
channel
 Gateway nodes— for communication with other systems

12

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Multimedia Applications
Development
Multimedia storage systems
 Require a large amount of on-line storage
as well as near-line and off-line storage.
g
Also require the ability of duplicating
some multimedia objects.
 Database server— supports the normal
database requirement of a multimedia
application
li i

13

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Multimedia Applications
Development
 Image server
server— provides a storage and
indexing of document images and
graphics
 Voice mail server—primarily for voice
messages
 Audio server—manages all digitized voice
and audio objects, is capable of handling
i
isochronous
h playback
l b k off these
h objects
bj

14

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Multimedia Applications
Development
 Video server
server— must be capable of
maintaining constant playback speed, and
handling of a very large amount of data
 Duplication station— provides specialized
high-speed duplication for different media,
such as recordable CDs, optical disks, and
so on

15

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Multimedia Applications
Development
Multimedia systems development cycle
 Planning and costing
 Designing
 Developing and producing
 Testing and debugging
 Delivering

16

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Multimedia Applications
Development
Planning
g and costing
g
The main concerns in this phase are
 to capture the ideas and requirements of you or
your clients
 to identify the potential audience and users of the
application
 to find out the benefit that will gain from
developing the application
 to evaluate the feasibility and costs of the entire
project, including all tasks of production, testing
and delivery

17

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Multimedia Applications
Development
 Often, a ‘back-of-the-envelop’
back of the envelop or ‘paper
paper
napkin’ approach is used at this stage
 The essentials are to capture the ideas and to quickly evaluate
the ffeasibility
th ibilit off these
th ideas
id
 The most important considerations are

18

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Multimedia Applications
Development
hardware— the most common limiting g factor for
both development time and final users
 very poor sound output device or even no sound
d i
device
 limited amount of storage
 very narrow network bandwidth
software
 the cost of development
p software is fairly
y high
g
 the cost of software required in delivering to the
end users may add up to a large sum

19

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Multimedia Applications
Development
contents— using existing material or producing from scratch
 existing material may not match your requirement
 they are copyrighted, permission may not be granted
 producing new material is expensive and time-consuming
skill— require very broad skill
 computer skill
 artistic skill
 application domain skill
 It is helpful to develop a pilot project or prototype before
starting a full-scale development

20

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Multimedia Applications
Development
Designing
Design is a creative activity
 It requires the knowledge and skill with
computer
 It requires the talent in graphics arts,
video and music
 Itt a
also
so requires
equ es tthe
e knowledge
o edge o of tthe
e
subject area of the application

21

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Multimedia Applications
Development
Storyboarding —graphical
graphical outlines
 Storyboards describes the project in exact
detail using words and sketches for each
screen images, sound, and navigational
choice
 Storyboarding can be very detail—
detail
sketching out every screen, right down to
specific
p colour and shade,, text contents,,
attributes, etc.
 It may just a schematic guide

22

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Multimedia Applications
Development
Storyboards can be drawn
 using traditional media, such paper and
p
pencil
 using a computer tool

23

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Multimedia Applications
Development
Design
g —Architecture
 Architecture is the arrangement of the multimedia
information
 A well-organized
well organized document will help the user find
information more efficiently
 The architecture design should start early

Types of architecture
 Linear
 Hierarchy
Hi h
 Nonlinear
 Composite
p
24

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Multimedia Applications
Development
Design
g —User interface
The main emphasis in the design of multimedia
user interface is multimedia presentation
 Contents selection is the key to convey the
information to the user
 content can be influenced by constraints
imposed
p byy
 the size and complexity of the presentation
 the quality of information
 the limitation of the display hardware
 the need for presentation completeness and
coherence

25

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Multimedia Applications
Development
 Media must be chosen to be “adequate”
adequate
For example, to present a course on how to
play
p y tennis,, g
graphics
p and video are more
suitable than text only.
 Coordination —composition
p of different
media

26

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Multimedia Applications
Development
 User interface techniques
A sample application in remote surveillance
 A camera is connected to a computer which
serves as a camera server. The server
controls the camera through g a standard serial
interface. The control command is initiated
from a client which is located remotely. The
video
id d data iis di
digitized,
i i d compressed d and
d sent
to the client to be displayed there.

27

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Multimedia Applications
Development
 Keyboard —fixed control commands are
assigned
i d to
t keys
k
 Buttons in a system with Graphical User Interface
(GUI)
 By clicking a button marked left, the camera is
panned to the left.
 Scroll bars—may be attached to the side of the
video window
 Special device —joystick may be a more natural
way of controlling the camera
 Direct manipulation of the video window —
clicking a point in the video window, the camera
is panned and/or tilted to centre at the point

28

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Multimedia Applications
Development
User-friendliness
 User-friendliness is the primary goal of
multimedia interface
 What this user-friendliness means and how this
property is achieved and how this is measured
are not always clear
 Easy to learn instructions —the users do not
need a long period of time before they can use
th system
the t
 Easy to remember instructions— for both
sporadic and everyday users
29

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Multimedia Applications
Development
Effective instructions —the user interface should
enable
bl effective
ff ti use off the
th application
li ti

 logically
g y connected functions should be
presented together and in a similar way
 graphical symbols are more effective than
textual input and output
 different media should be able to be exchanged
and shared among different applications
 Promptly
p y feedback after a user initiates an action
is necessary
 A configuration of a user interface should be
usable byy both p
professional and sporadic
p users
30

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Multimedia Applications
Development
Developing and producing
 Production
P d ti iis th the phase
h when
h your multimedia
lti di project
j t is
i actually
t ll
rendered
 By now your project plan (and storyboard) has be filled with all
details
 The
Th tasks
t k to t be
b performed
f d in
i this
thi phase
h are:
 Acquiring all media elements
 Composing the elements according to the storyboard
 This is the p
phase when your
y artistic talent and y
your technical
knowledge are in high demand
 You need to set up a method of tracking your media elements
 You need to set up a method of tracking the progress of your work
 You need a way (or an expert) to solve technical problem quickly

31

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Multimedia Applications
Development

Rights
Ri ht and d permissions
i i
 If you acquire content from somewhere, it is very
important to know who has the right of the work
 The copyright law lists the following nine types of
works that are protected:
 literary works, dramatic works, musical works,
artistic works
 sound recordings,
recordings cinematograph films,
films television
broadcast, sound broadcasts, published editions of
works

32

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Multimedia Applications
Development

You should license the rights to use


copyrighted material before you use it in a
multimedia project
 you may be able to negotiate outright ownership of
copyrighted
py g material
 you may be able to license the rights to use that
material

33

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Multimedia Applications
Development
You need to consider what rights do you
require
 How will the material be used and distributed
 Is the license for a fixed period
 Is the license exclusive or non-exclusive
 Where will your product be distributed
 Does the content owner have the authority to
assign right to you
 Will the copyright owner receive renumeration for
the license

34

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Multimedia Applications
Development
Testing and debugging
 Like all other software, testing and debugging is
an important and time-consuming phase
 Alpha testing is typically an internal activity
 The product is tested by in-house team
 B t ttesting
Beta ti involves
i l a wider
id range off testers
t t
 They should be representative of real users
 They should not include persons who have been
involved in the production of the project

35

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Multimedia Applications
Development
 A multimedia application may be used :
 by many different users, many of them know
veryy little about computers,
p , and
 on a variety of different platforms and
configurations,
g , manyy different hardware and
software
 Therefore, it is important to test the
product in a wide range of configurations

36

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Multimedia Applications
Development
Delivering
g
 You should plan how to deliver the product very
early in the development process
 Nowadays, CD-ROM and Internet are the two
most popular means of delivering multimedia
applications
 According to the means of delivery and the target
 audience, you need to plan how the application is
to be installed and used

37

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Multimedia Applications
Development
 You need to include all necessary
y
elements in the distribution
 all media elements— movie clips, sound
clips,
li external
t l casts
t
 runtime libraries— Director runtime
 drivers—
di Di
DirectX
tX
 helper programs— QuickTime viewer,
Acrobat reader
 installation program, compression and
decompression
p programs
p g
38

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Multimedia Applications
Development
Summary y
Multimedia application classes
 Game systems
 Multimedia repositories
 Interactive TV
 Video/phone
/ conferencing
f and hypermedia mail
 Shared workspace and execution environment
 Business process workflow applications

39

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Multimedia Applications
Development
Types of multimedia systems
 Home/entertainment systems
 Business systems

Components of multimedia systems


 Multimedia input systems
 Multimedia output systems
 Multimedia storage
g systems
y

Multimedia application development life cycle


 Planning and costing
 Designing
 Developing and producing
 Testing and debugging
 Delivering

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