Monday, September 6, 2010

Multi Media Notes

Q1 What do you mean by multimedia ? What are important multimedia components . Discuss the role of each components

Ans :
Multimedia is the media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the user. Multimedia also refers to the use of electronic media to store and experience multimedia content. Multimedia is similar to traditional mixed media in fine art, but with a broader scope. The term "rich media" is synonymous for interactive multimedia.

Categories of Multimedia

Multimedia may be broadly divided into linear and non-linear categories.
Linear :
active content progresses without any navigation control for the viewer such as a cinema presentation.
Non-linear :
content offers user interactivity to control progress as used with a computer game or used in self-paced computer based training. Non-linear content is also known as hypermedia content. Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via interaction with the presenter or performer.

Multimedia Building Blocks
Any multimedia application consists any or all of the following components :

(a) Text : Text and symbols are very important for communication in any medium.
With the recent explosion of the Internet and World Wide Web, text has become
more the important than ever. Web is HTML (Hyper text Markup language)
originally designed to display simple text documents on computer screens, with
occasional graphic images thrown in as illustrations.

(b) Audio : Sound is perhaps the most element of multimedia. It can provide the
listening pleasure of music, the startling accent of special effects or the ambience
of a mood-setting background.

(c) Images : Images whether represented analog or digital plays a vital role in a
multimedia. It is expressed in the form of still picture, painting or a photograph
taken through a digital camera.

(d) Animation : Animation is the rapid display of a sequence of images of 2-D
artwork or model positions in order to create an illusion of movement. It is an
optical illusion of motion due to the phenomenon of persistence of vision, and can
be created and demonstrated in a number of ways.

(e) Video : Digital video has supplanted analog video as the method of choice for
making video for multimedia use. Video in multimedia are used to portray real
time moving pictures in a multimedia project.

Text in Multimedia
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

Fonts and Faces in Multimedia

A 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.
F F
(Serif Font) (Sans serif font)
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.
1. As many number of type faces can be used in a single presentation, this concept
2. of using many fonts in a single page is called ransom-note topography.
3. For small type, it is advisable to use the most legible font.
4. In large size headlines, the kerning (spacing between the letters) can be adjusted
5. In text blocks, the leading for the most pleasing line can be adjusted.
6. Drop caps and initial caps can be used to accent the words.
7. The different effects and colors of a font can be chosen in order to make the text look in a distinct manner.
8. Anti aliased can be used to make a text look gentle and blended.
9. For special attention to the text the words can be wrapped onto a sphere or bent like a wave.
10. Meaningful words and phrases can be used for links and menu items.
11. In case of text links(anchors) on web pages the messages can be accented.
12. The most important text in a web page such as menu can be put in the top 320 pixels.

Character set and alphabets

ASCII Character set
The American standard code for information interchange (SCII) is the 7 bit character coding system most commonly used by computer systems in the United states and abroad. ASCII assigns a number of value to 128 characters, including both lower and uppercase letters, punctuation marks, Arabic numbers and math symbols. 32 control characters are also included. These control characters are used for device control messages, such as carriage return, line feed, tab and form feed.

The Extended Character set
A byte which consists of 8 bits, is the most commonly used building block for computer processing. ASCII uses only 7 bits to code is 128 characters; the 8th bit of the byte is unused. This extra bit allows another 128 characters to be encoded before the byte is used up, and computer systems today use these extra 128 values for an extended character set. The extended character set is commonly
filled with ANSI (American National Standards Institute) standard characters, including frequently used symbols.

Unicode
Unicode makes use of 16-bit architecture for multilingual text and character encoding. Unicode uses about 65,000 characters from all known languages and alphabets in the world. Several languages share a set of symbols that have a historically related derivation, the shared symbols of each language are unified into collections of symbols (Called scripts). A single script can work for tens or even hundreds of languages.Microsoft, Apple, Sun, Netscape, IBM, Xerox and Novell are participating
in the development of this standard and Microsoft and Apple have incorporated Unicode into their operating system.

Font Editing and Design tools

There are 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:
1 Fontographer
2 Fontmonger
3 Cool 3D text


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.

(a) Fontographer

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

(b) 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.

(c) 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.

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

(e) 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.














Q2 what are minimum hardware and software required for a good multimedia system? Explain

Ans :
The hardware required for multimedia PC depends on the personal preference,
budget, project delivery requirements and the type of material and content in the project.
Multimedia production was much smoother and easy in Macintosh than in Windows. But
Multimedia content production in windows has been made easy with additional storage
and less computing cost. Right selection of multimedia hardware results in good quality multimedia
presentation.

Multimedia Hardware

The hardware required for multimedia can be classified into five. They are
(a) Connecting Devices
Among the many hardware – computers, monitors, disk drives, video projectors, light valves, video projectors, players, VCRs, mixers, sound speakers there are enough wires which connect these devices. The data transfer speed the connecting devices provide will determine the faster delivery of the multimedia content. The most popularly used connecting devices are:
a) SCSI
b) USB
c) MCI
d) IDE
e) USB

(b) Input devices
Often, input devices are under direct control by a human user, who uses them to communicate commands or other information to be processed by the computer, which may then transmit feedback to the user through an output device. Input and output devices together make up the hardware interface between a computer and the user or external world. Typical examples of input devices include keyboards and mice. However, there are others which provide many more degrees of freedom. In general, any sensor which monitors, scans for and accepts information from the external world can be considered an input device, whether or not the information is under the direct control of a user.
Classification of Input Devices

Input devices can be classified according to:-
1 the modality of input (e.g. mechanical motion, audio, visual, sound, etc.)

2 whether the input is discrete (e.g. keypresses) or continuous (e.g. a mouse'sposition, though digitized into a discrete quantity, is high-resolution enough to be thought of as continuous)

3 the number of degrees of freedom involved (e.g. many mice allow 2D positional input, but some devices allow 3D input, such as the Logitech Magellan Space Mouse)
Pointing devices, which are input devices used to specify a position in space

4 Whether the input is direct or indirect. With direct input, the input space coincides with the display space, i.e. pointing is done in the space where visual feedback or the cursor appears. Touchscreens and light pens involve direct input. Examples involving indirect input include the mouse and trackball.

5 Whether the positional information is absolute (e.g. on a touch screen) or relative
(e.g. with a mouse that can be lifted and repositioned)

Keyboards

A keyboard is the most common method of interaction with a computer. Keyboards provide various tactile responses (from firm to mushy) and have various layouts depending upon your computer system and keyboard model. Keyboards are typically rated for at least 50 million cycles (the number of times a key can be pressed before it might suffer breakdown). The most common keyboard for PCs is the 101 style (which provides 101 keys), although many styles are available with more are fewer special keys, LEDs, and others features, such as a plastic membrane cover for industrial or food-service applications or flexible “ergonomic” styles. Macintosh keyboards connect to the Apple Desktop Bus (ADB), which manages all forms of user input- from digitizing tablets to mice.
Examples of types of keyboards include
1. Computer keyboard
2. Keyer
3. Chorded keyboard
4. LPFK

Pointing devices

A pointing device is any computer hardware component (specifically human interface device) that allows a user to input spatial (ie, continuous and multi-dimensional)data to a computer. CAD systems and graphical user interfaces (GUI) allow the user to control and provide data to the computer using physical gestures - point, click, and drag - typically by moving a hand-held mouse across the surface of the physical desktop and activating switches on the mouse. While the most common pointing device by far is the mouse, many more devices have been developed. However, mouse is commonly used as a metaphor for devices that move the cursor. A mouse is the standard tool for interacting with a graphical user interface (GUI). All Macintosh computers require a mouse; on PCs, mice are not required but recommended. Even though the Windows environment accepts keyboard entry in lieu
of mouse point-and-click actions, your multimedia project should typically be designed with the mouse or touchscreen in mind. The buttons the mouse provide additional user input, such as pointing and double-clicking to open a document, or the click-and-drag operation, in which the mouse button is pressed and held down to drag (move) an object, or to move to and select an item on a pull-down menu, or to access context-sensitive help. The Apple mouse has one button; PC mice may have as many as three. Examples of common pointing devices include
1. mouse
2. trackball
3. touchpad
4. spaceBall - 6 degrees-of-freedom controller
5. touchscreen
6. graphics tablets (or digitizing tablet) that use a stylus
7. light pen
8. light gun
9. eye tracking devices
10. steering wheel - can be thought of as a 1D pointing device
11. yoke (aircraft)
12. jog dial - another 1D pointing device
13. isotonic joysticks - where the user can freely change the position of the stick,
14. with more or less constant force
15. joystick
16. analog stick
17. isometric joysticks - where the user controls the stick by varying the amount
18. of force they push with, and the position of the stick remains more or less
19. constant
20. pointing stick
21. discrete pointing devices
22. directional pad - a very simple keyboard
23. dance pad - used to point at gross locations in space with fee

High-degree of freedom input devices
Some devices allow many continuous degrees of freedom to be input, and could
sometimes be used as pointing devices, but could also be used in other ways that don't
conceptually involve pointing at a location in space.
1 Wired glove
2 Shape Tape

Imaging and Video input devices

1 . Flat-Bed Scanners

A scanner may be the most useful piece of equipment used in the course of producing a multimedia project; there are flat-bed and handheld scanners. Most commonly available are gray-scale and color flat-bed scanners that provide a resolution of 300 or 600 dots per inch (dpi). Professional graphics houses may use even higher resolution units. Handheld scanners can be useful for scanning small
images and columns of text, but they may prove inadequate for the multimedia development. Be aware that scanned images, particularly those at high resolution and in color, demand an extremely large amount of storage space on the hard disk, no matter what instrument is used to do the scanning. Also remember that the final monitor display resolution for your multimedia project will probably be just 72 or 95 dpi-leave the very expensive ultra-high-resolution scanners for the desktop publishers. Most expensive flat-bed scanners offer at least 300 dpi resolution, and most scanners allow to set the scanning resolution. Scanners helps make clear electronic images of existing artwork such as
photos, ads, pen drawings, and cartoons, and can save many hours when you are incorporating proprietary art into the application. Scanners also give a starting point for the creative diversions. The devices used for capturing image and video are:
1. Webcam
2. Image scanner
3. Fingerprint scanner
4. Barcode reader
5. 3D scanner
medical imaging sensor technology
1. Computed tomography
2. Magnetic resonance imaging
3. Positron emission tomography
4. Medical ultrasonograph

Audio input devices

The devices used for capturing audio are
1 Microphone
2 Speech recognition

Touchscreens
Touchscreens are monitors that usually have a textured coating across the glass face. This coating is sensitive to pressure and registers the location of the user’s finger when it touches the screen. The Touch Mate System, which has no coating, actually measures the pitch, roll, and yaw rotation of the monitor when pressed by a finger, and determines how much force was exerted and the location where the force was applied.Other touchscreens use invisible beams of infrared light that crisscross the front of the monitor to calculate where a finger was pressed. Pressing twice on the screen in quick
and dragging the finger, without lifting it, to another location simulates a mouse clickand- drag. A keyboard is sometimes simulated using an onscreen representation so users can input names, numbers, and other text by pressing “keys”. Touchscreen recommended for day-to-day computer work, but are excellent for multimedia applications in a kiosk, at a trade show, or in a museum delivery systemanything involving public input and simple tasks. When your project is designed to use a
touchscreen, the monitor is the only input device required, so you can secure all other
system hardware behind locked doors to prevent theft or tampering.

3. Output devices
Presentation of the audio and visual components of the multimedia project requires hardware that may or may not be included with the computer itself-speakers, amplifiers, monitors, motion video devices, and capable storage systems. The better the equipment, of course, the better the presentation. There is no greater test of the benefits of good output hardware than to feed the audio output of your computer into an external amplifier system: suddenly the bass sounds become deeper and richer, and even music sampled at low quality may seem to be accept

1. Audio devices

All Macintoshes are equipped with an internal speaker and a dedicated sound clip, and they are capable of audio output without additional hardware and/or software. To take advantage of built-in stereo sound, external speaker are required. Digitizing sound on the Macintosh requires an external microphone and sound editing/recording software such as SoundEdit16 from Macromedia, Alchemy from Passport, or SoundDesingner from DigiDesign.
Amplifiers and Speakers
Often the speakers used during a project’s development will not be adequate for its presentation. Speakers with built-in amplifiers or attached to an external amplifier are important when the project will be presented to a large audience or in a noisy setting.

Monitors
The monitor needed for development of multimedia projects depends on the type of multimedia application created, as well as what computer is being used. A wide variety of monitors is available for both Macintoshes and PCs. High-end, large-screen graphics monitors are available for both, and they are expensive.Serious multimedia developers will often attach more than one monitor to heircomputers, using add-on graphic board. This is because many authoring systems allow towork with several open windows at a time, so we can dedicate one monitor to viewing the work we are creating or designing, and we can perform various editing tasks in windows on other monitors that do not block the view of your work. Editing windows that overlap a work view when developing with Macromedia’s authoring environment,director, on one monitor. Developing in director is best with at least two monitors, one toview the work the other two view the “score”. A third monitor is often added by director developers to display the “Cast”.

Video Device

No other contemporary message medium has the visual impact of video. With a video digitizing board installed in a computer, we can display a television picture on your monitor. Some boards include a frame-grabber feature for capturing the image and turning it in to a color bitmap, which can be saved as a PICT or TIFF file and then used as part of a graphic or a background in your project. Display of video on any computer platform requires manipulation of an enormous amount of data. When used in conjunction with videodisc players, which give precise control over the images being viewed, video cards you place an image in to a window on the computer monitor; a second television screen dedicated to video is not required. And video cards typically come with excellent special effects software. There are many video cards available today. Most of these support various videoin-
a-window sizes, identification of source video, setup of play sequences are segments, special effects, frame grabbing, digital movie making; and some have built-in television tuners so you can watch your favorite programs in a window while working on other things. In windows, video overlay boards are controlled through the Media Control Interface. On the Macintosh, they are often controlled by external commands and functions (XCMDs and XFCNs) linked to your authoring software.
Good video greatly enhances your project; poor video will ruin it. Whether you
delivered your video from tape using VISCA controls, from videodisc, or as a QuickTime or AVI movie, it is important that your source material be of high quality

Projectors
When it is necessary to show a material to more viewers than can huddle around a computer monitor, it will be necessary to project it on to large screen or even a whitepainted wall. Cathode-ray tube (CRT) projectors, liquid crystal display (LCD) panels attached to an overhead projector, stand-alone LCD projectors, and light-valve projectors are available to splash the work on to big-screen surfaces.
CRT projectors have been around for quite a while- they are the original “bigscreen” televisions. They use three separate projection tubes and lenses (red, green, and blue), and three color channels of light must “converge” accurately on the screen. Setup, focusing, and aligning are important to getting a clear and crisp picture. CRT projectors are compatible with the output of most computers as well as televisions. LCD panels are portable devices that fit in a briefcase. The panel is placed on the
glass surface of a standard overhead projector available in most schools, conference rooms, and meeting halls. While they overhead projectors does the projection work, the panel is connected to the computer and provides the image, in thousands of colors and, with active-matrix technology, at speeds that allow full-motion video and animation.Because LCD panels are small, they are popular for on-the-road presentations, often connected to a laptop computer and using a locally available overhead projector. More complete LCD projection panels contain a projection lamp and lenses and do
not recover a separate overheads projector. They typically produce an image brighter and shaper than the simple panel model, but they are some what large and cannot travel in a briefcase.
Light-valves complete with high-end CRT projectors and use a liquid crystal technology in which a low-intensity color image modulates a high-intensity light beam. These units are expensive, but the image from a light-valve projector is very bright and color saturated can be projected onto screen as wide as 10 meters.

Printers
With the advent of reasonably priced color printers, hard-copy output has entered the multimedia scene. From storyboards to presentation to production of collateral marketing material, color printers have become an important part of the multimedia development environment. Color helps clarify concepts, improve understanding and retention of information, and organize complex data. As multimedia designers already know intelligent use of colors is critical to the success of a project. Tektronix offers both solid ink and laser options, and either Phases 560 will print more than 10000 pages at a rate of 5 color pages or 14 monochrome pages per minute before requiring new toner.
Epson provides lower-cost and lower-performance solutions for home and small business users; Hewlett Packard’s Color LaserJet line competes with both. Most printer manufactures offer a color model-just as all computers once used monochrome monitors but are now color, all printers will became color printers.

4. Storage devices

To estimate the memory requirements of a multimedia project- the space required
on a floppy disk, hard disk, or CD-ROM, not the random access sense of the project’s
content and scope. Color images, Sound bites, video clips, and the programming code
that glues it all together require memory; if there are many of these elements, you will
need even more. If you are making multimedia, you will also need to allocate memory for
storing and archiving working files used during production, original audio and video
clips, edited pieces, and final mixed pieces, production paperwork and correspondence,
and at least one backup of your project files, with a second backup stored at another
location.

Random Access Memory (RAM)

RAM is the main memory where the Operating system is initially loaded and the application programs are loaded at a later stage. RAM is volatile in nature and every program that is quit/exit is removed from the RAM. More the RAM capacity, higher will be the processing speed.
If there is a budget constraint, then it is certain to produce a multimedia project on a slower or limited-memory computer. On the other hand, it is profoundly frustrating to face memory (RAM) shortages time after time, when you’re attempting to keep multiple applications and files open simultaneously. It is also frustrating to wait the extra seconds required oh each editing step when working with multimedia material on a slow processor. On the Macintosh, the minimum RAM configuration for serious multimedia production is about 32MB; but even64MB and 256MB systems are becoming common, because while digitizing audio or video, you can store much more data much more
quickly in RAM. And when you’re using some software, you can quickly chew up available RAM – for example, Photoshop (16MB minimum, 20MB recommended); After Effects (32MBrequired), Director (8MB minimum, 20MB better); Page maker (24MB recommended); Illustrator (16MB recommended); Microsoft Office (12MB recommended). In spite of all the marketing hype about processor speed, this speed is ineffective if not accompanied by sufficient RAM. A fast processor without enough RAM may waste processor cycles while it swaps needed portions of program code into and out of memory. In some cases, increasing available RAM may show more performance improvement on your system than upgrading the processor clip. On an MPC platform, multimedia authoring can also consume a great deal of memory. It may be needed to open many large graphics and audio files, as well as your) authoring system, all at the same time to facilitate faster copying/pasting and then testing in your authoring software. Although 8MB is the minimum under the MPC standard, much more is required as of now

Read-Only Memory (ROM)

Read-only memory is not volatile, Unlike RAM, when you turn off the power to a ROM chip, it will not forget, or lose its memory. ROM is typically used in computers to hold the small BIOS program that initially boots up the computer, and it is used in printers to hold built-in fonts. Programmable ROMs (called EPROM’s) allow changes to be made that are not forgotten. A new and inexpensive technology, optical read-only memory (OROM), is provided in proprietary data cards using patented holographic storage. Typically, OROM s offer 128MB of storage, have no moving parts, and use only
about 200 mill watts of power, making them ideal for handheld, battery-operated devices.

Floppy and Hard Disks

Adequate storage space for the production environment can be provided by largecapacity hard disks; a server-mounted disk on a network; Zip, Jaz, or SyQuest removable cartridges; optical media; CD-R (compact disc-recordable) discs; tape; floppy disks; banks of special memory devices; or any combination of the above. Removable media (floppy disks, compact or optical discs, and cartridges) typically fit into a letter-sized mailer for overnight courier service. One or many disks may be required for storage and archiving each project, and it is necessary to plan for backups
kept off-site. Floppy disks and hard disks are mass-storage devices for binary data-data that can
be easily read by a computer. Hard disks can contain much more information than floppy
disks and can operate at far greater data transfer rates. In the scale of things, floppies are,
however, no longer “mass-storage” devices. A floppy disk is made of flexible Mylar plastic coated with a very thin layer of special magnetic material. A hard disk is actually a stack of hard metal platters coated with magnetically sensitive material, with a series of recording heads or sensors that
hover a hairbreadth above the fast-spinning surface, magnetizing or demagnetizing spots along formatted tracks using technology similar to that used by floppy disks and audio and video tape recording. Hard disks are the most common mass-storage device used on computers, and for making multimedia, it is necessary to have one or more large-capacity hard disk drives. As multimedia has reached consumer desktops, makers of hard disks have been challenged to build smaller profile, larger-capacity, faster, and less-expensive hard disks. In 1994, hard disk manufactures sold nearly 70 million units; in 1995, more than 80 million units. And prices have dropped a full order of magnitude in a matter of months. By 1998, street prices for 4GB drives (IDE) were less than $200. As network and Internet servers increase the demand for centralized data storage requiring terabytes (1 trillion
bytes), hard disks will be configured into fail-proof redundant array offering built-in
protection against crashes.

Zip, jaz, SyQuest, and Optical storage devices
SyQuest’s 44MB removable cartridges have been the most widely used portable medium among multimedia developers and professionals, but Iomega’s inexpensive Zip drives with their likewise inexpensive 100MB cartridges have significantly penetrated SyQuest’s market share for removable media. Iomega’s Jaz cartridges provide a gigabyte of removable storage media and have fast enough transfer rates for audio and video development. Pinnacle Micro, Yamaha, Sony, Philips, and others offer CD-R “burners” for making write-once compact discs, and some double as quad-speed players. As blank CD-R discs become available for less than a dollar each, this write-once media competes
as a distribution vehicle. Magneto-optical (MO) drives use a high-power laser to heat tiny spots on the metal oxide coating of the disk. While the spot is hot, a magnet aligns the oxides to provide a 0 or 1 (on or off) orientation. Like SyQuests and other Winchester hard disks, this is rewritable technology, because the spots can be repeatedly heated and aligned. Moreover, this media is normally not affected by stray magnetism (it needs both heat and magnetism to make changes), so these disks are particularly suitable for archiving data. The data transfer rate is, however, slow compared to Zip, Jaz, and SyQuest technologies. One of the most popular formats uses a 128MB-capacity disk-about the size of a 3.5-inch floppy. Larger-format magneto-optical drives with 5.25-inch cartridges offering 650MB to 1.3GB of storage are also available

Digital versatile disc (DVD)

In December 1995, nine major electronics companies (Toshiba, Matsushita, Sony, Philips, Time Waver, Pioneer, JVC, Hitachi, and Mitsubishi Electric) agreed to promote a new optical disc technology for distribution of multimedia and feature-length movies called DVD.
With this new medium capable not only of gigabyte storage capacity but also fullmotion
video (MPEG2) and high-quantity audio in surround sound, the bar has again risen for multimedia developers. Commercial multimedia projects will become more expensive to produce as consumer’s performance expectations rise. There are two types of DVD-DVD-Video and DVD-ROM; these reflect marketing channels, not the technology. DVD can provide 720 pixels per horizontal line, whereas current television (NTSC) provides 240-television pictures will be sharper and more detailed. With Dolby AC-3 Digital surround Sound as part of the specification, six discrete audio channels can
be programmed for digital surround sound, and with a separate subwoofer channel, developers can program the low-frequency doom and gloom music popular with Hollywood. DVD also supports Dolby pro-Logic Surround Sound, standard stereo and mono audio. Users can randomly access any section of the disc and use the slow-motion and freeze-frame features during movies. Audio tracks can be programmed for as many as 8 different languages, with graphic subtitles in 32 languages. Some manufactures such as Toshiba are already providing parental control features in their players (user’s select lockout ratings from G to NC-17).

CD-ROM Players

Compact disc read-only memory (CD-ROM) players have become an integral part
of the multimedia development workstation and are important delivery vehicle for large,
mass-produced projects. A wide variety of developer utilities, graphic backgrounds, stock
photography and sounds, applications, games, reference texts, and educational software
are available only on this medium. CD-ROM players have typically been very slow to access and transmit data (150k per second, which is the speed required of consumer Red Book Audio CDs), but
new developments have led to double, triple, quadruple, speed and even 24x drives designed specifically for computer (not Red Book Audio) use. These faster drives spool up like washing machines on the spin cycle and can be somewhat noisy, especially if the inserted compact disc is not evenly balanced.

CD Recorders
With a compact disc recorder, you can make your own CDs using special CDrecordable (CD-R) blank optical discs to create a CD in most formats of CD-ROM and CD-Audio. The machines are made by Sony, Phillips, Ricoh, Kodak, JVC, Yamaha, and Pinnacle. Software, such as Adaptec’s Toast for Macintosh or Easy CD Creator for Windows, lets you organize files on your hard disk(s) into a “virtual” structure, then writes them to the CD in that order. CD-R discs are made differently than normal CDs but can play in any CD-Audio or CD-ROM player. They are available in either a “63
minute” or “74 minute” capacity for the former, that means about 560MB, and for the latter, about 650MB. These write-once CDs make excellent high-capacity file archives and are used extensively by multimedia developers for premastering and testing CDROM projects and titles.

Videodisc Players

Videodisc players (commercial, not consumer quality) can be used in conjunction with the computer to deliver multimedia applications. You can control the videodisc player from your authoring software with X-Commands (XCMDs) on the Macintosh and with MCI commands in Windows. The output of the videodisc player is an analog television signal, so you must setup a television separate from your computer monitor or use a video digitizing board to “window” the analog signal on your monitor.

5. Communicating devices.
Many multimedia applications are developed in workgroups comprising instructional designers, writers, graphic artists, programmers, and musicians located in the same office space or building. The workgroup members’ computers typically are connected on a local area network (LAN). The client’s computers, however, may be thousands of miles distant, requiring other methods for good communication. Communication among workshop members and with the client is essential to the efficient and accurate completion of project. And when speedy data transfer is needed, immediately, a modem or network is required. If the client and the service provider are both connected to the Internet, a combination of communication by e-mail and by FTP (File Transfer Protocol) may be the most cost-effective and efficient solution for both creative development and project management. In the workplace, it is necessary to use quality equipment and software for the communication setup. The cost-in both time and money-of stable and fast networking will be returned to the content developer.

Modems

Modems can be connected to the computer externally at the port or internally as a separate board. Internal modems often include fax capability. Be sure your modem is Hayes-compatible. The Hayes AT standard command set (named for the ATTENTION command that precedes all other commands) allows to work with most software communications packages. Modem speed, measured in baud, is the most important consideration. Because the multimedia file that contains the graphics, audio resources, video samples, and progressive versions of your project are usually large, you need to move as much data as possible in as short a time as possible. Today’s standards dictate at least a V.34 28,800 bps modem. Transmitting at only 2400 bps, a 350KB file may take as long as 45 minutes to send, but at 28.8 kbps, you can be done in a couple of minutes. Most modems follows the CCITT V.32 or V.42 standards that provide data compression algorithms when communicating with another similarly equipped modem. Compression saves significant transmission time and money, especially over long distance. Be sure the modem uses a standard compression system (like V.32), not a proprietary one.
According to the laws of physics, cpper telephone lines and the switching equipment at the phone companies’ central offices can handle modulated analog signals up to about 28,000 bps on “clean” lines. Modem manufactures that advertise data transmission speeds higher than that (56 Kbps) are counting on their hardware-based compression algorithms to crunch the data before sending it, decompressing it upon arrival at the receiving end. If we have already compressed the data into a .SIT, .SEA, .ARC, or .ZIP file, you may not reap any benefit from the higher advertised speeds
because it is difficult to compress an already-compressed file. New high-speed/hightransmission over telephone lines are on the horizon.

ISDN

For higher transmission speeds, you will need to use Integrated Services Digital Network (ISDN), Switched-56, T1, T3, DSL, ATM, or another of the telephone companies’ Digital Switched Network Services. ISDN lines are popular because of their fast 128 Kbps data transfer rate-four to five times faster than the more common 28.8 Kbps analog modem. ISDN lines (and the required ISDN hardware, often misnamed “ISDN modems” even though no modulation/demodulation of the analog signal occurs) are important for Internet access, networking, and audio and video conferencing. They are more expensive than conventional analog or POTS (Plain Old Telephone Service) lines, so analyze your costs and benefits carefully before upgrading to ISDN. Newer and faster Digital Subscriber Line (DSL) technology using copper lines and promoted by the telephone companies may overtake ISDN.

Cable Modems

In November 1995, a consortium of cable television industry leaders announced agreement with key equipment manufacturers to specify some of the technical ways cable networks and data equipment talk with one another. 3COM, AT&T, COM21, General Instrument, Hewlett Packard, Hughes, Hybrid, IBM, Intel, LANCity, MicroUnity, Motorola, Nortel, Panasonic, Scientific Atlanta, Terrayon, Toshiba, and Zenith currently supply cable modem products. While the cable television networks cross 97 percent of property lines in North America, each local cable operator may use different equipment,
wires, and software, and cable modems still remain somewhat experimental. This was a call for interoperability standards. Cable modems operate at speeds 100 to 1,000 times as fast as a telephone modem, receiving data at up to 10Mbps and sending data at speeds between 2Mbps and 10 Mbps.They can provide not only high-bandwidth Internet access but also streaming audio and video for television viewing. Most will connect to computers with 10baseT Ethernet connectors.Cable modems usually send and receive data asymmetrically – they receive more (faster) than they send (slower). In the downstream direction from provider to user, the date are modulated and placed on a common 6 MHz television carrier, somewhere between 42 MHz and 750 MHz. the upstream channel, or reverse path, from the user back to the provider is more difficult to engineer because cable is a noisy environment with interference from HAM radio, CB radio, home appliances, loose connectors, and poor home installation.


Q3 Explain different types of multimedia application

Ans

A few application areas of multimedia are listed below:

1. Creative industries

Creative industries use multimedia for a variety of purposes ranging from fine arts, to entertainment, to commercial art, to journalism, to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Request for their skills range from technical, to analytical and to creative.

2. Commercial

Much of the electronic old and new media utilized by commercial artists is multimedia. Exciting presentations are used to grab and keep attention in advertising. Industrial, business to business, and interoffice communications are often developed by creative services firms for advanced multimedia presentations beyond simple slide shows to sell ideas or liven-up training. Commercial multimedia developers may be hired to design for governmental services and nonprofit services applications as well.

3. Entertainment and Fine Arts
In addition, multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations. Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Some video games also use multimedia features.
Multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia.

4. Education
In Education, multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopaedia and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats.
Edutainment is an informal term used to describe combining education with entertainment, especially multimedia entertainment.

5. Engineering

Software engineers may use multimedia in Computer Simulations for anything from entertainment to training such as military or industrial training. Multimedia for software interfaces are often done as collaboration between creative professionals and software engineers.

6. Industry

In the Industrial sector, multimedia is used as a way to help present information to shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technologies.

7. Mathematical and Scientific Research

In Mathematical and Scientific Research, multimedia is mainly used for modeling and simulation. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the Journal of Multimedia.

8. Medicine

In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it.

9. Multimedia in Public Places

In hotels, railway stations, shopping malls, museums, and grocery stores, multimedia will become available at stand-alone terminals or kiosks to provide information and help. Such installation reduce demand on traditional information booths and personnel, add value, and they can work around the clock, even in the middle of the night, when live help is off duty. A menu screen from a supermarket kiosk that provide services ranging from meal planning to coupons. Hotel kiosk list nearby restaurant, maps of the city, airline schedules, and provide guest services such as automated checkout. Printers are often attached so users can walk away with a printed copy of the information. Museum kiosk are not only used to guide patrons through the exhibits, but when installed at each exhibit, provide great added depth, allowing visitors to browser though richly detailed information specific to that display.




Q4 Explain Hypermedia Information

Ans
Hypermedia is used as a logical extension of the term hypertext, in whichgraphics, audio, video, plain text and hyperlinks intertwine to create a generally nonlinear medium of information. This contrasts with the broader term multimedia, which may be used to describe non-interactive linear presentations as well as hypermedia.Hypermedia should not be confused with hypergraphics or super-writing which is not a related subject. The World Wide Web is a classic example of hypermedia, whereas a noninteractive cinema presentation is an example of standard multimedia due to the absence of hyperlinks. Most modern hypermedia is delivered via electronic pages from a variety of systems. Audio hypermedia is emerging with voice command devices and voice browsing.


Types and uses of hypermedia
Hypermedia documents can either be static (prepared and stored in advance) or dynamic (continually changing in response to user input). Static hypermedia can be used to cross-reference collections of data in documents, software applications, or books on CD.A well-constructed system can also incorporate other user-interface conventions, such as menus and command lines. Hypermedia can develop very complex and dynamic systems of linking and cross-referencing. The most famous implementation of hypermedia is the World Wide Web.





The user will use linearization to the document and that document will be de-linearization the converted into a format that can read by reader of the document .
When a document is read by the reader then we will follow the two steps.
1) Linearization
2) De-linearization




According to the diagram text documents can be represented in the form of graph and diagram can be represented .This diagram contains four diagram inside it first diagram indicate the text. The text contains the link between chart and object and maps of text.

Adantage
1) Hypermedia provide highly interactive environment by which we can generate interactive applications.
2) With the help of hypermedia we can see the information what is required by the user.
3) Hypermedia can combine different objects like text, video, audio, graphics.
4) Hypermedia provide the facility by which we can generate student learning program.
5) Hypermedia provides non-linear organization
6) Hypermedia can be used to connect different type of document with each other.


Hypermedia development tools

There are following development tools available in the market to develop hypermedia application
1) Adobe
2) Flash
3) Director
4) Authorware
5) Visual foxpro
6) Filemaker



Q 5 Differentiate between JPEG and MPEG compression techniques with their relative merits and demerits in details.

JPEG MPEG
1) JPEG stands for Joint Photographic Expert Groups 2) MPEG stands for Moving Pictures Experts Group
2) It use compression standard for still images 2) It use compression standard for moving images.
3) JPEG use small memory that why it is used on web sites. 3) It is still used on video related web sites.
4) JPEG it does provide high quality 4) MPEG contains high quality of picture
5) JPEG will compress the still images one by one in a particular sequence 5) MPEG will compress moving image at a time.
6) The latest version of JPEG is 2.0 6) The latest version of MPEG is 4.0
7) It will improve the quality of picture 7) It will improve the quality of images by reducing the gap between pixels.
8) Tradeoff easily between compression and
image quality 8) Tradeoff is not easy between compression and image quality.



Q6 what do you understand by authoring? Explain the entire process involved in authoring.

Ans:
Authoring is concept that we will use to generate Graphical Application. Using authoring tool we will combine different elements like Audio, Text, Picture, Animation, Text and other objects that can be used in multimedia.Authoring tool will use some concepts that will be used by any graphical application to develop the required application. In other word we can say that we will organized all elements to generate to required application.

With the help of authoring tool we can generate the following options.
1) Animation
2) Games
3) Interactive application
4) Simulation
5) Computer based training
6) Presentations of documents
7) Different video production
8) Effects on different objects

There are following steps are used to generate application
Step 1 :
Problem will be decided. For Example we want to generate an animation application or graphical application
Step 2:
In this step we will decide how many objects are available in library or we have to import objects from external library.
Step 3:
All objects will be collected from different resources. all objects will arranged according to the requirement of the user.
Step 4:
In this step we will decide the framing of different objects
Step 5:
In this step we will decide different types of action script for particular objects that we want to use in an application
Step 6:
In this step we will execute the program and final output will appear to the user.
Step 7:
Once we will see the final output of the program then we will convert the program to executable file that can be run on every system on which we will store that file.


Authoring tools

1) Card Based Authoring tool
Card Based Authoring tool is a tool by which we will arrange different multimedia elements.in card based authoring tool we will arrange different elements in a particular page. Card Based Authoring tool will show different objects in a particular card and different cards are arranged to get the final output according to the user. HyperCard is the software by which we will arrange different cards to get the final output to the user. HyperCard is an interactive way to represent different types of objects

Advantage
1) We can arrange large information into different sub parts each sub part will show a specific information to us.
2) We can easily shift from one page to another page.
3) We can interlink one card with another card

Disadvantage
We can not show large information on a single page.
1) Some time single card does not show the sufficient information to user.

2) Page based Authoring tool
Page based authoring tool by which we will arrange different content on a single page. In this tool we can shift from one page to another page with the help of link from one page to another page. Page Based authoring tool will arrange different objects in a single page.

Advantage
1) We show different information on a single page
2) One page can contains information Plus images
3) One page can be arranged to get the final output to us

Disadvantage
1) we can not generate complex page because it will occupy more physical space on the memory
2) page based is not best when we want to show the information in moving objects


3) Icon based authoring tool
Icon based authoring tool is a tool by which we will generate different objects with the help of icons. Icon based authoring tool are an important because we can easily represent the appearance and working of an object.
For Example : Authorware is an icon-based authoring tool that allows you to develop a chart of how objects are linked together Authorware 5 Attain includes many Knowledge Objects that you can use right away. Knowledge Objects developed by Macromedia are organized into the following categories:
1) New File
Using this object we will generate different new icons.
2) File
Using this option we can perform different operation on them
3) Internet
This option will provide the facility to use an icons or other objects from internet
4) Interface Components
In this components we will decide how two icons will interface with each other.
5) Knowledge Objects created by independent developers
Knowledge objects are that objects that will be used to indicate the working of different objects which we want to place on an application.


Advantage

1) we easily represent an object
2) we can easily show the working of an object
3) we can link two icons with each other
4) different icons can be display on a single window.
5) Icons can be grouped according to working of an icon.

Disadvantage
1) we are only limited to icons
2) we can only show different types of icons.
3) we can not accept the input from the user.


4) Time based authoring tool
Time based authoring tool in which time play very important role to handle the appearance of different objects appear on the window.Time based authoring tool will use the concept of timer that will decide the sequence of objects. Time based authoring tool will decide the sequence of different object. For Example We generate animation application that will contains different objects that will appear in the sequence decided by the user.

Advantage
1) action on an object is performed automatically
2) objects are shifted from one location to another location according to action script we place for time based authoring tool
3) we can perform multi-tasking perfectly.

Disadvantage
1) This authoring tool required more system resources.
2) It will slow down the process of the system

5) Object Oriented authoring tool

Object oriented authoring tool will use the concepts of object oriented programming. In this concept we will make a class using the following concepts inside it
1) Encapsulation
2) Inheritance
3) Polymorphism
4) Abstraction
5) Overloading
6) Overriding
Different other concepts available that we can apply to generate a graphical application.

Advantage
1) We can arrange different objects according to user requirement
2) We can easily use predefine objects
3) We can perform different types of operation on objects
4) We can reuse different objects

Disadvantage
1) We can not inter-relate two different types of an object.




Q7 What are multimedia stream protocol? Discuss their significance


Ans
Multimedia Streaming : Clients request audio/video files from servers and pipeline reception over the network and display

According to the diagram Raw Video and Raw Audio is stored in the storage. The storage will store video and audio in compression mode. Multimedia streaming protocols will identify compressed Video and Compressed Audio. Multimedia Streaming protocol will make the interface with transport protocol. Transport protocols will make the interface Internet and internet will decode the compressed video and audio to show the final output.

Challenges we are facing in Multimedia Streaming Protocol
1) Sending data rate will be depend on the available bandwidth in the network
2) TCP/UDP/IP suite provides best-effort, no guarantees on expectation or variance of packet delay
3) Error can not handled properly.
4) Some time transport protocols does not transmit the data properly.

Multimedia streaming protocol use a protocol that is called Real Time Protocol






According to the diagram sender will send request with the help of internet. The receiver will receive the request with the help of internet. Sending and receiving request will be handled by Real Time Protocol

Advantage of Multimedia Streaming

l) We can send and receive the video and audio from one system to another system
2) We interface with large collection of video and audio or we can say that we are interfacing with large library of media and audio.
3) We can perform Video-conferencing
4) We can play any song in the form of audio or video on-demand





Q8 What do you mean by workstation operating system? How it is useful and used . What are its limitations ? Explain briefly

Ans

For the processing of audio and video, multimedia application demands that
humans perceive these media in a natural, error-free way. These continuous media data
originate at sources like microphones, cameras and files. From these sources, the data are
transferred to destinations like loudspeakers, video windows and files located at the same
computer or at a remote station. The major aspect in this context is real-time processing of continuous media data. Process management must take into account the timing requirements imposed by the
handling of multimedia data. Appropriate scheduling methods should be applied. In
contrast to the traditional real-time operating systems, multimedia operating systems also
have to consider tasks without hard timing restrictions under the aspect of fairness.
The communication and synchronization between single processes must meet
the restrictions of real-time requirements and timing relations among different media.
The main memory is available as shared resource to single processes. In multimedia systems, memory management has to provide access to data with a guaranteed timing delay and efficient data manipulation functions. For instance, physical data copy operations must be avoided due to their negative impact on performance; buffer management operations (such as are known from communication systems) should be used. Database management is an important component in multimedia systems. However, database management abstracts the details of storing data on secondary media storage. Therefore, database management should rely on file management services
provided by the multimedia operating system to access single files and file systems.
Since the operating system shields devices from applications programs, it must provide services for device management too. In multimedia systems, the important issue is the integration of audio and video devices in a similar way to any other input/output device. The addressing of a camera can be performed similar to the addressing of a keyboard in the same system, although most current systems do not apply this technique.


Workstation operating system provides the following uses
1) We can handle multimedia data easily
2) With the help of workstation operating system we can interact with different types of processes
3) With the help of workstation operating system we can handle the manipulation of memory
4) Workstation operating system provides the facility to handle database that maintain the data related to different clients are attached with the system
5) Workstation can handle different audio and video devices perfectly.
6) Workstation can convert the file from one format to another format
7) Secure interaction between application on which we are working.

How it used
Workstation are used in the following fields

(a) Resource Management

Multimedia systems with integrated audio and video processing are at the limit of their capacity, even with data compression and utilization of new technologies. Current computers do not allow processing of data according to their deadlines without any resource reservation and real-time process management. Resource management in distributed multimedia systems covers several computers and the involved communication networks. It allocates all resources involved in the data transfer process between sources and sinks. In an integrated distributed multimedia system, several applications compete for system resources. This shortage of resources requires careful allocation. The system management must employ adequate scheduling algorithms to serve the requirements of the applications. Thereby, the resource is first allocated and then managed. Resource management in distributed multimedia systems covers several
computers and the involved communication networks. It allocates all resources involved
in the data transfer process between sources and sinks.

(b) Process Management

Process management deals with administration of the resource main processor. The capacity of this resource is specified as processor capacity. The process manager maps single processes onto resources according to a specified scheduling policy such that all processes meet their requirements. In most systems, a process under control of the process manager can adopt one of the following states:
1) In the initial state, no process is assigned to the program. The process is in the idle state.
2) If a process is waiting for an event, i.e., the process lacks one of the necessary resources for processing, it is in the blocked state.
3) If all necessary resources are assigned to the process, it is ready to run. The process only needs the processor for the execution of the program.
4) A process is running as long as the system processor is assigned to it.
The process manager is the scheduler. This component transfers a process into the ready-to-run state by assigning it a position in the respective queue of the dispatcher, which is the essential part of the operating system kernel. The dispatcher manages the transition from ready-to-run to run. In most operating systems, the next process to run is chosen according to priority policy. Between processes with the same priority, the one with the longest ready time is chosen.

(c) File Systems

Files are stored in secondary storage, so they can be used by different applications. The life-span of files is usually longer than the execution of a program. In traditional file systems, the information types stored in files are sources, objects, libraries and executables of programs, numeric data, text payroll records, etc. In multimedia systems, the stored information also covers digitized video and audio with their related real-time “read” and “write” demands. Therefore, additional requirements in the design and implementation of file systems must be considered. The file system provides access and control functions for the storage and retrieval of files. From the user’s viewpoint, it is important how the file system allows file organization and structure. The internals, which are more important in our context, i.e., the organization of the file system, deal with the representation of information in files, their structure and organization in secondary storage.


Limitation of Workstation Operating system
1) Timely response to different request is not an easy task.
2) Interaction between real and non-real application does not share the resources
3) Workstation does not provide overload handling concepts
4) When multiple program run at the same time then system performance will be down
5) Real time activities can be performed perfectly because we have to switch from one process to another process
6) The bandwidth demand of continuous media is not always that stringent
7) The fault-tolerance requirements of multimedia systems are usually less strict
than those of real-time systems that have a direct physical impact.
8) the time limit for a particular application is not given then it will create a problem when another request will arrive for processing




Q9 Explain the framework for multimedia system.
Ans
Framework of multimedia system will describe the overall picture of Distributed Multimedia Systems from which we can develop a good system architecture. Framework will contains four interrelated models.
1) Multimedia Information Model
2) Multimedia Distributed Processing Model
3) Multiserver Network Model
4) Multimedia Conferencing Model




1) Multimedia Information Model
Multimedia Information Model is a model that will be used to organized multimedia documents, presentations and other information. As we know that there is another model that can arrange different multimedia objects.
This model will describe the interrelation between different multimedia objects.
This model will describes logical structure of multimedia documents as well as it will process many forms and tools.

Advantage
1) We can process different types of multimedia documents
2) We can provide a sequence to different objects that will appear on the application
3) We can create logical link between two multimedia documents or objects

2) Multimedia Conferencing Model
This model will describe the communication between different computers with the help of telephony and communications channels. Existing model use the concepts of OSI model and TCP/IP model. Now-a-days mail system and shared windowing system are used to make multimedia conferencing between different types of user.

Advantage

1) We can view different users on-line
2) We can share our view on different topics
3) We can also handle the data between users
4) We can also share picture, images and other data between the user.

3) Multimedia Distributed Processing Model

In this model we will handle the distributed processing of data between the user.
This model will describes how data will be shared between different clients computers.
Multimedia Distributed Processing Model use the following layers

1) Script language
This language is used for controlling multimedia documents, presentationa and applications. Script language will contain different syntax by which we can handle the working and appearance of an object

2) Media Device Control
This is the combination of toolkit functions, programming abstractions and services which provide application programs access to multimedia peripheral equipment

3) Interchange
We can exchange the format between different types of systems. Suppose one document we have written in word that can be converted into text file.

4) Conferencing service
Multimedia Distributed Processing model will provide conferencing service by which two users can interact with each other.

5) Hypermedia Engine
Hypermedia Engine is an engine that will understand the hypertext and hypermedia that will make interactive application that we can use for different purpose

6) Real-Time Scheduler
Real-Time Scheduler in which we will handle the real time thread requirement of the user. Real-Time Scheduler will decide that which process will be processed first then second process will be executed.

Advantage
1) We handle different objects according to user requirement
2) We can handle different types of hypermedia objects
3) We can handle real time scheduler to get the proper response from the user.
4) We can handle different types of communication between users.



4) Multiservice Network Model
Multiservice network model is a model in which we will understand the multiservice provided by multimedia operating system.Multiservice Network Model in which we will decide the which protocol we will use to inherit and modify them. Multiservice Network model use the following protocol to handle the interface with different clients.

Advantage
1) We can share different types of services with each other
2) We ca also handle the resource
3) We can also ensure the working of the system.

























Q10 What is Compression ? Explain in detail JPEG compression

Ans.



Compression is a technique by we will compress an image to fit on the page. compression techniques can be classified into two category.

1)Model Method
In this technique we will compress an image according to the model.There are different models available. There are different model available
a) LPC
b) AR
c) ARMA
d) Polynomial Fitting
e) Object Based Model
f) Fractals



2) Waveform Model
In this model we use some waveform model to compress a
particular image. There are different models available

a) Lossless

In this techniques we will compress an image .When image is compressed the compressed image will be equal to actual image. Lossless techniques is used when we don’t want to loss the actual pixel of the picture. Lossless compression technique will be classified into two category.
i) Statistical
In this method we will use some statistical methods to compress am image, audio. This method is scientific method to compress an image and audio.
ii) Universal
This method will be applied universally on all types of images .This method will use algorithms that are accepted globally.


b) Lossy
In this method image will be compressed but actual size and appearance will be lost. This method can be classified in to two categories.
i) Time Domain
This method is very important method the use the concepts of time domain that are very important for performing calculation based on time interval that is provided to particular frame. Time Domain will specify that how the frame will be shifted from one frame to another frame.
ii) Frequency Domain
In this method frequency will be identified .Frequency means that how the pattern
will be repeated again and again in the image. What ever the pattern has been used
will be removed that will compress an image with sufficient amount of memory space.



JPEG Standards

This is the standard for still image. JPEG stands for Joint Photo Graphics Experts.This standard will be implement on color picture as well as black & white picture. JPEG standard contains an extension “.jpg” that will be used for different multimedia application..
There are three types of JPEG

a) Progressive JPEG
In this JPEG image will be stored in series of scan with image.As scaning will be increased then sharpen to the image will progressive, in other word we can say the image get sharper when scanning increase from one part to another part of an image.

b) Lossless JPEG
In this method we will use DCT method to transform an image. Lossless will an image in sharper form from the previous form of an image.




There is totally different between normal image compression and JPEG image compression.
In normal image compression image will be transform and divided into different parts and different parts will be compared with symbol encoding table. In JPEG same three steps are used but the difference between normal and JPEG the quality of compression. In JPEG First of all DCT Transform is performed and Quantization is performed the Huffman encoding algorithm is applied after that final compressed image will appears before us. When DCT transform is performed then image is sub divided into 8×8 parts and each part will handled separately.

Picture without Picture with DCT Transform
DCT Transform
The difference is clear by sharpness to an image. The picture without DCT transform having some distortion in an image and Image with DCT transform having less picture distortion in an image.


3) JPEG 2000
The JPEG (Joint Photographic Experts Group) 2000 standard, finalized in 2001, defines a new image-coding scheme using state-of-the-art compression techniques based on wavelet technology. Its architecture is useful for many diverse applications, including Internet image distribution, security systems, digital photography, and medical imaging.

A lot of confusion exists as to what JPEG 2000 is and how it compares with other compression standards such as MPEG (Moving-Picture Experts Group) -2, MPEG-4, and the earlier JPEG. With brief comparisons to other compression standards, this article is primarily intended to highlight some of the often misunderstood and rarely mentioned potential-become-actual benefits of JPEG 2000.

There are following area where JPEG 2000 are used.

a) Digital Still Images
JPEG 2000 can be used to manage Digital Still Images. Digital Still can be used in the following areas.
Military
a) Satellite Images
b)High-Quality Transmission
c)High-Quality Storage
d)Remote Sensing
Industrial
a)High-Quality Storage
b) Remote Sensing
Medical
a)High-Qualitystorage
b)High-Qualityprocessing
Consumer
a)Mobilephones
b)Palmpilots

2) Office Automation
a) Copier
b) Network
c) Scanners
d) Servers

3) CCTV Security
a) Motion Detection
b) Network Distribution
c) Storage
4) Internet
a) Image Databases
b) Streaming Video
c) Video Servers

JPEG Standard provides the following advantages to us

1) It will unique standard to understand the format of an image
2) This standard will be accepted globally.
3) This standard will contains different version by which we can easily understand the format of an image
4) This standard will DCT transform to get the better an image
5) This standard will use an Huffman algorithm to convert them to sharpen picture.
6) This standard provides better quality at high compression
7) Using this standard we can easily control rate control
8) This standard provides flexible code stream features
9) Using this standard we will improve the Regions of Interest
10) This standard provides new file format






Q11 What is MPEG Standard


Ans .

MPEG stands for Moving Picture Experts Group. This is the standard for moving pictures. One of the best-known audio and video streaming techniques is the standard called MPEG (initiated by the Motion Picture Experts Group in the late 1980s). This paper focuses on the video part of the MPEG video standards.Simply described, MPEG’s basic principle is to compare two compressed images to betransmitted over the network, and using the first compressed image as a reference frame (called an I-frame), only sending the parts of following images (B- and P-frames) that differ from the reference image. The network viewing station will then reconstruct all images based on the reference image and the “difference data” contained in the B- and P-frames. A typical sequence of I-, B-, and P-frames may look as below. Note that a P-frame may only reference a foregoing I- or P-frame, while a B-frame may reference both foregoing
and coming I- and P-frames:







At the cost of higher complexity, the result of applying MPEG video compression is that the amount of data transmitted across the network is less than that of Motion JPEG. This is illustrated below where only information about the differences in the second and third frames is transmitted
MPEG contains the following Standards
a) MPEG-1
b) MPEG-2
c) MPEG-4
d) MPEG-7
e) MPEG-21

a) MPEG-1

The MPEG-1 standard was released in 1993 with the target application of storing digital video onto CDs. Therefore, most MPEG-1 encoders and decoders are designed for a target bit-rate of about 1.5Mbit/s at CIF resolution. For MPEG-1, the focus is on keeping the bit-rate relatively constant at the expense of a varying image quality, typically comparable to VHS video quality. The frame rate in MPEG-1 is locked at 25 (PAL)/30 (NTSC) fps.
b) MPEG-2
MPEG-2 was approved in 1994 as a standard and was designed for high quality digital video (DVD), digital high-definition TV (HDTV), interactive storage media (ISM), digital broadcast video (DBV), and cable TV (CATV). The MPEG-2 project focused on extending the MPEG-1
compression technique to cover larger pictures and higher quality at the expense of a lower compression ratio and higher bit-rate. MPEG-2 also provides additional tools to enhance the video quality at the same bit-rate; thus producing very high image quality when compared to other compression technologies. The frame rate is locked at 25 (PAL)/30 (NTSC) fps, just as in MPEG-
c) MPEG-4
The MPEG-4 standard was approved in 2000 and is a major development from MPEG-2. In this section we’ll take a close look MPEG-4 to better understand terms and aspects such as:
• MPEG-4 profiles
• MPEG-4 short header and MPEG-4 long header
• MPEG-4 and MPEG-4 AVC
MPEG-4 constant bit-rate (CBR) and MPEG-4 variable bit-rate (VBR)

Because of the large number of techniques (tools) available in MPEG (especially MPEG-4) to reduce the bit-rate, the varying complexity of these tools, and the fact that not all tools are applicable to all applications, it would have been unrealistic and unnecessary to specify that all MPEG encoders and decoders should support all available tools. Therefore subsets of these tools for different image formats and target bit-rates have been defined. There are a number of different subsets defined for each of the MPEG versions. Such a subset of tools is called an MPEG Profile. A specific MPEG Profile specifies exactly which tools the MPEG decoder shall support. In fact the requirements are in the decoder and the encoder does not have to make use of all available tools. Furthermore, each profile exists at different Levels. The Level specifies parameters such as maximum bit-rate and supported resolutions. By specifying the MPEG Profile and Level, it’s possible to design a system that only uses the tools in MPEG that are applicable to the target application. MPEG-4 has a number of different profiles. Among them Simple Profile and Advanced Simple
Profile are the most commonly used in security applications. While many tools are used by both of these profiles, there are some differences. For example, Simple Profile supports I-, and P-VOPs (frames), while I-, B-, and P-VOPs (frames) need to be supported by
Advanced Simple Profile.
Another difference between Simple Profile and Advanced Simple Profile is the supported range of resolutions and bit-rates, denoted by the Level. While Simple Profile goes up to CIF resolution and 384 kbit/s (at the L3 level), Advanced Simple Profile goes up to 4CIF resolution and 8000 kbit/s (at the L5 level).
d) MPEG-21
MPEG -21 This standard is still under processing for image compression . This standard will be used to
understand different vision technology and strategy available. This standard will provide different functions
by which we will understand digital item declaration and digital item identification and description. MPEG-
21 contains the following elements

a. Vision, Technologies and Strategy
b. Digital Item Declaration
c. Digital Item Identification and Description
d. Rights Data Dictionary and Rights Expression Language

Application of MPEG

i) MPEG can be used for internet Video Streaming
ii) It can be used for video content distribution
iii) We can perform internet multimedia
iv) We can prepare interactive video games
v) Interpersonal Communication ( video conferencing and chatting etc.)
vi) Networked Database Services( For Example ATM)
vii) We can prepare Wireless Multimedia Application.



Advantage of MPEG
i) Graceful degradation: if bandwidth is reduced, image quality is maintained at the cost
of a lower frame rate
ii) Constant image quality: quality remains constant regardless of image complexity
iii) Interoperability: standard compression/decompression available on all PCs
iv) Low complexity: low-cost coding and decoding. Faster and simpler to perform content
searches and do image manipulation
v) less computation-intensive: many channels can be decoded and shown on a PC
monitor
vi) Low latency: encoding and decoding relatively simple and resultant low latency means
it’s good for live video
vii) Clear individual images
viii) Resiliency: fast image stream recovery in the event of packet loss

Disadvantage of MPEG
i) High bandwidth consumption at frame rates > 5 fps
ii) High storage requirements at frame rates > 5fps
iii) No support for synchronized sound.










Q12 What do you understand by Intelligence Multimedia System ? What are its salient features of Intelligence Multimedia System.

Ans.
As we know that multimedia system is the collections of different objects. Each objects will perform a specific task. In intelligence Multimedia System a Intelligence agent is used to perform the dialog between an application and user’s requirement. In intelligence Multimedia System two different models communicate with each other to share different types of resources attached with each computer. For Intelligence Multimedia System should have the following capabilities.

1) System should be able to dialogue with the user.
2) System would understand the rule of communication between user and system
3) System should be capable to understand the input provided by the user.
4) System should be enable to understand different types of dialogue happens between two system communication
5) What ever the task will perform should have sufficient knowledge
6) System should be capable to guide the user how to perform a particular task.
7) Media should be handled according to the format of data accepted by the user.
8) System should be capable to handle the interaction between different objects.






The Architecture of Intelligence Multimedia System



Architecture of Intelligence Multimedia System
According to the diagram there are different types of devices that has been attached with the system for example Speech Input Device, Keyboard Device, Mouse Pointing Device,Mono Display and different other devices we attached with system. What ever the input we will provide that will be handled by input Coordinator and input coordinator will interact with multimedia interpreter. Interpreter will use knowledge sources that will contain different parts inside it, different parts inside it will understand input provided by the user. After understand the input output is generated the transmitted to output device.



Intelligence Multimedia System provides the following advantages

1) It can understand different types of input
2) It can convert one format to another format
3) It will use the Intelligence with the help of Knowledge
4) It can under user interaction
5) It can perform the searching text and object
6) It can provide the flexibility from one media to another media.
7) It will provide different expression to understand the format of input.


Q13 Explain DVI Technology
Ans.
The Digital Visual Interface (hereinafter DVI) specification provides a high-speed digital connection for visual data types that is display technology independent. The interface is primarily focused at providing a connection between a computer and its display device. The DVI specification meets the needs of all segments of the PC industry (workstation, desktop, laptop, etc) and will enable these different segments to unite around one monitor interface specification.

The DVI interface enables:
1) Lossless Creation
When we use DVI technology the image is not loosed from creation to consumption. The lossless Creation will not affect resolution of an image.

2) Display technology independence
Display Technology Independence means that DVI can be shifted from one location to another location.DVI will understand the format of different types.

3) Plug and play through hot plug detection, EDID and DDC2B
DVI will understand plug and play technology that will understand and detect the hardware that will attached with the system. Plug and Play will detect automatically different devices which we attached with the system.

4) Digital and Analog support in a single connector
DVI will use single connector to identify digital and analog signal that means conversion can be possible from one format to another format.

DVI technology can be classified into two category

a) DVI Production Level Compression

Production Level Compression is an asymmetric approach where a large computer perform the compression and DVI hardware decompression. Production level compression can be used to compress Video that is generated by video player and other device that we attached with the system. Production level compress will compress the video at initial level of video that we take from initial state. When video is composed then different filter are applied on the motion picture and animation. Production level compression will provide still image in start of dynamic image and fixed time is provided to each frame that will come after the first frame. DVI will perform the compression from frame to frame.

Production Level Compression Provides the following advantages to us
1) We can compress the video at initial level of video
2) We can modify the resolution of image according to user requirement
3) We can change the format of an image.
4) We can easily change the size that is required by an image
5) Production Level will identify the still image from one frame to another frame

b) DVI Real Time Compression
DVI Real Time Compression will compress real time picture And video to get the proper output from video that we want to produced Real Time Compression will be applied on the Audio And Video. Image compression in Real Time Compression will done by a special hardware that is implemented in device that has been attached with the system.
1) Continous data stream :
When we use real time compression that required small buffer space to store different block of data shifted for compression
2) Fast & efficient
Real Time Compression is fast and efficient compression techniques.
3) Required data is transmitted
Data transmitted rate will be high if there is high speed server is available the required data can is compressed and transmitted for compression will be fast.
4) Reliability
If any packed is lost then other packet will not lost that will skip the lost packet and move to next packet.
5)Quality
We can improve the quality of image by compression .

6) Fully supports interactivity Real time compression will support interactively to different other format in which we want to transfer the data.


Disadvantages
1) Requires special server technologies Real time compression technique required special server technologies.


Q14 What do you understand by Desktop Virtual Reality.? Explain with the help of example
Ans
The term virtual reality was coined by Jargon Lanier in 1989.Virtual reality is synonymous with William Gibson’s concept of cyberspace and computer mediated communication (CMC)
.Virtual reality is an ‘almost’ reality that exists in the realm of cyberspace, it is a reality created and mediated by computer technology. Virtual reality has no geographical location but it looks and feels real. Virtual reality is interactive, it immerses the participant

Virtual Reality contains the following types.

1) Entry VR

This type of VR will contains simple computer with basic equipments. EVR will use VR Studio to make VR runtime and virtual environment.

2) Basic VR

This type of VR will contains some advanced features of Desktop. This type will add interactive and display enhancement. This type will add Stereographic viewer and input/output devices has been added like Gloves, Multi dimensional mouse or joystick.

3) Advanced VR

In this type of VR we added rendering acceleration and frame buffer parallel processor for input handling etc. The main advantage has been done in the area of Display card. In this type of VR VGA and SVGA has been introduced that has change the entire view of display.

4) Immersion VR
In this type of VR some new type of immersive display system has been added like HMD,a Boom or multiple large projection type display. This type of system has added more touch feedback to screen. The physical body is more fully engaged in terms of sensorial feedback. The physical body has some limited movement but is still constrained and is encumbered by technology .The body in VR is still a virtual body. More senses are catered to but the experience is still limited when compared to the rich sensorial environment of the real world

5) Big Time VR
Many of the more advanced system are being designed as software toolkits of operating system for VR. This workbench approach allows them to make the difference device rendering system. Some this type pf system runs us distributed processors over a network of computers.

Advantage of VR

a) Training
Virtual Reality can be used for providing the training to employee of company,students, doctors and different other persons who required training . Training can be related to military training simulations [SIMNET], flight simulators, medical simulations, etc

b) Risk-free experience
As we know that VR will represent actual item.If we perform any operation on them that is totally Risk-Free Experience.

c) Experiencing things you wouldn’t normally be able to experience
We can easily experience things easily by viewing demo on the system. Actually the item on which we are performing experiment is not easy but we can perform easily on that item.

d) Entertainment; fun, artistic expression
VR can be used for fun ,entertainment and different types of artistic expression. With the help of VR we can generate a animated movie and different other applications that can be used for fun point of view. Fun , Entertainment will include games, sports simulations, virtual museums, virtual actors, virtual travel

e) Telepresence applications
VR will provide the help to make Telepresence Application that are very popular now-a-days. Telepresence applications will include bomb defusing, remote operations in space or on the battlefield and in other dangerous or inaccessible locations


Disadvantage of VR
a) Disengagement with real world
VR does not replace the real world object. Because real world objects contain sense but VR does not contains sense.
b) VR replacing reality
Some time VR create confusion in the mind of user. because VR will replace reality of the world.
c) People preferring VR to reality
People prefer VR to reality because VR totally indication of real world
d) Addiction
As we know that we can make games and Fun Movies with the help of VR .The person who work on VR will be addicted
e) Difficulty of distinguishing between virtual and real, ‘false realities represented in VR

f) Psychological damage
Some time VR impact on psychological . There are some game who put effect on the mind of player who are playing on that game.
g) Possible impacts on real body?
Some time VR put effect on real world object by having animation on different objects.


Limitation of VR

a. Cost
The Cost of Virtual Reality System is High. Because it required large number of
Devices that are costly.

b. User disorientation and discomfit
VR can not satisfy each and every user.In other word we can say that it is user
Disorientation and user will feel discomfit. Suppose one user like red color it may be
possible other user does not like that color.

c. Non-intuitive interfaces
Interface in VR will not be Intuitive. That means user can not understand
interface because it is very complex and very typical.

d. The key to improving the VR experience is improving the human computer interface
It we want to improve VR system that means we have to improve Human
Computer Interface. That required lot of research on Human Computer
Interface.

e. Making the technology external to the body
Virtual Reality System is related to intelligence system of the human being. That
is the limitation of Virtual Reality.


Q15 What is digital audio/video? Why it is preferred over analog audio/video? Explain

Ans ;
Digital Audio
a digital audio system works by sampling (measuring) the instantaneous voltage level of an analog signal at a single point in time and then converting these samples into an encoded word that digitally represents that voltage level. By successively measuring changes in an analog signal’s voltage level (over time) this stream of representative
words can be stored in a form that represents the original analog signal. Once stored, the data
can then be processed and reproduced ways that have changed the face of audio production
forever.
The Basics of Digital Audio
The basic of Digital Audio contains two components
1) Sampling
In the world of analog audio, signals are passed, recorded, stored, and reproduced as changes in voltage levels that continuously change over time . The digital recording pro-
cess, on the other hand, doesn’t operate in a continuous manner; rather, digital recording takes periodic samples of a changing audio waveform and transforms these sampled signal levels into a representative stream of binary words that can be manipulated or stored for later processing and/or reproduction. Within a digital audio system, the sampling rate is defined as the number of measure- ments (samples) that are taken of an analog signal in one second. Its reciprocal (sampling time)
is the elapsed time that occurs between each sampling period. For example, a sample rate of 48 kHz corresponds to a sample time of 1/48,000th of a second. Because sampling is tied directly to the component of time, the sampling rate of a system determines its overall bandwidth, meaning that a system with higher sample rates is capable of storing more frequencies at its upper limit.



According to this diagram this is the sample
Rate for a particular amplitude That is Time
Happing at high level
Sampling
Period
Sample rate at small level of amplitude Time

Sampling Rate


Sample rate at very small level of amplitude
Sampling Rata Time


2) Quantization

Quantization represents the amplitude component of the digital sampling process. It is used
to translate the voltage levels of a continuous analog signal (at discrete sample points over
time) into binary digits (bits) for the purpose of manipulating and/or storing audio data in the
digital domain. By sampling the amplitude of an analog signal at precise intervals over time,
it becomes the job of the converter to determine the exact voltage level of the signal (during the
sample interval, when the voltage level is momentarily held) and then output an analogous
set of binary numbers (as a grouped word of n-bits length) that represents the originally
sampled voltage level. The resulting word is used to encodes the original voltage
level with as high a degree of accuracy as can be permitted by the word’s bit length and the
system’s overall design.


Full Scale = 5V

Voltage at Selected


Voltage 2.5V






Full Scale=5V

Selected Voltage
Current Voltage=3.475


Voltage 2.5 V






Full Voltage =5V
Current Level =4.475
Selected Level of Voltage=3.98


Voltage =2.5v
According to the diagram we will decide the following concepts
Using the ‘‘comparator’’ circuit, during each sample and hold period, the converter compares the input signal level with a given set of reference voltages (which are successively reduced in scale by one-half for each ‘‘bit’’) until an equivalent digital word has been determined.
(a) If the signal is greater than the first reference voltage, the first bit gets a ‘‘1,’’ and if it’s lower than
thefirst reference voltage, the first bit gets a ‘‘0.’’

(b) If the signal is greater than the second reference voltage, the second bit gets a ‘‘1,’’
and if it’s lower than the second reference voltage, the second bit gets a ‘‘0.’’

(c) If the signal is greater than the third reference voltage, the second bit gets a ‘‘1,’’ and if it’s
lower than the second reference voltage, the second bit gets a ‘‘0.’’


Digital Video

Digital video (DV) refers to the storage, manipulation and capture of video in digital formats. A digital video camera is a video camera that captures and stores images in digital format. These formats can be displayed on a television, computer or digital projector. Historically, analog video has been the primary format used. Digital video cameras are available in three various formats a) DV tape, b) Hard drive and c) DVD. DV tape is the most common format for Digital video cameras. The recorded images are stored onto a small digital video tape. Hard drive digital video cameras have the ability to store the recorded footage internally on the camera and do not require the purchase of additional media formats to store the video. DVD cameras have the ability to record the video footage onto a miniature DVD disk which upon completion of filming can be instantly watched on a DVD machine.
Digital video cameras enable users to capture, produce and edit broadcast-quality video. High quality images and digital video clips can be stored and reproduced on a computer, CD or writeable DVD or on the internet without any loss of quality. Analog video, on the other hand, has the quality of a videotape and this degrades each time it is reproduced.
Possible Educational Uses

Digital video cameras have enormous potential for impacting on pupil creativity, team building and higher-order thinking skills. They can be used to:
a) Record school excursions, field trips, school events
b) Produce video clips for use in multimedia creations and for inclusion on the school Web site
c) Prepare educational clips on subjects such as safety (road
safety, safety in the playground, etc.)
d) Record student role-playing exercises, e.g., in difficult
social situations for subjects such
e) Assist in language learning
f) Record interviews with visiting speakers, such as local historians, dignitaries, etc.,
Compile still images over a long period in order to produce time-lapse movies for analysis
g) ncrease student awareness of the manipulative techniques used in advertising
Prepare mini-documentaries or news reports
Technical Considerations

PC Specifications
A high specification PC or Mac is needed to edit video. It should have:
a) At least 500 MB of RAM (1 GB of RAM is recommended)
b) A relatively recently purchased PC or Mac with a fast processor
c) A minimum of 80GB of hard drive space, or 100GB or more if possible
d) A DVD Burner

Hard Drive
Recording digital video to the hard drive typically consumes 3.6MB per second. In other
words, 9 minutes of video will fill about 2 gigabytes of disk space. The fastest spin speed
available (usually 7,200 rpm) is recommended, as data needs to be moved from the hard disk
to memory very quickly during editing. It is possible to install two hard drives and this could be
a viable option for some schools. A smaller drive (20GB) can be used to hold the operating
system and program files, and a larger, high-speed drive (100GB or higher) installed for the
video files.
Software
Video-capturing software is required to edit video on the computer. This is often supplied with the digital video camera. Presently there is basic digital video editing software on both contemporary Apple and Microsoft operation systems.
Quality
Video quality can generally be considered in terms of its horizontal resolution. This denotes the amount of discernable detail across the screen's width. Measured in lines, higher the number of lines, the better the picture quality. The quality of the different video formats varies quite considerably, as the list below illustrates:
• Super VHS (SVHS) or Hi8 — approx. 400 lines
• Digital Video (MiniDV) or Digital 8 — approx. 500 lines
Video-editing Card
To edit video on a computer a video-editing card, such as the IEEE 1394 Card (FireWire or
iLink) or equivalent is needed. However, most recent laptops and desktop computers come
with the IEEE 1394 Card installed as standard. A portable TV can be connected to this card in
order to view the video as it is being edited on computer, before it is outputted to digital video
or VHS.
Analog Input Connection
Some digital video cameras have an analog input connection and this provides a means for
analog video to be transferred across to a digital environment. If footage from TV or older
VHS videos is likely to be used in video-editing exercises, it may be necessary to capture
analog video first. In such instances, an analog input connection would be required.

Digital Audio /Video Analog Audio /Video
1) Digital Audio and video does not required any type of conversion 1) Analog Audio/Video required lot of conversion
2) There is less chance of data lost 2) There is chance of data lost due to lack of conversion
3) This is best for long time storage 3) It is used for shor time storage
4) We can easily access the data that has been formatted in Digital Audio /Video 4) It required little bit of time to access Analog Audio/Video
5) Digital Audio/Video Recording is good 5) Analog Audio/video Recording is not so good
6) There is less chance of Disturbance from outside 6) There is chance of disturbance from out side
7) It contains superior quality of sound and video 7) It does not contains superior quality
8) Digital Audio/Video can be store on reliable storage medium 8)It can not be stored on reliable storage medium
9) Compression of Audio/Video can be done at good level 9) Compression can not be done at good level
10) Digital Audio/Video can be used for additional effects 10) Analog Audio/Video can not be used for additional Effects
11) We can perform different types of manipulation on Audio/Video 11) We can not perform good manipulation of Audio/Video
12) When storage medium of Digital Audio/Video is changed then quality of Audio/Video does not change 12) Quality of Audio/Video change every time storage medium is changed.
13) We change Time Instants between Video and Audio 13) We can not change Time Instants between Video and Audio
14) In digital Audio /Video we use a
Nyquist Theorem to represent Audio/Video 14) We can use Huffman/LWZ algorithms to show analog Audio/Video



Q16 Explain speech recognition and generation systems.

Ans :
Speech Recognitio
Speech recognition is an alternative to traditional methods of interacting with a computer, such as textual input through a keyboard. An effective system can replace, or reduce the reliability on, standard keyboard and mouse input. This can especially assist the following:

i) people who have little keyboard skills or experience, who are slow typists, or do
not have the time or resources to develop keyboard skills.
ii) dyslexic people, or others who have problems with character or word use and
manipulation in a textual form.
 iii) people with physical disabilities that affect either their data entry, or ability to
read (and therefore check) what they have entered.

A speech recognition system consists of the following:
a) a microphone, for the person to speak into.
b) speech recognition software.
c) a computer to take and interpret the speech.
d) a good quality soundcard for input and/or output.

Speech recognition systems used by the general public e.g. phone-based automated timetable information, or ticketing purchasing, can be used immediately – the user makes contact with the system, and speaks in response to commands and questions. However, systems on computers meant for more individual use, such as for personal word processing, usually require a degree of “training” before use. Here, an individual user “trains” the system to understand words or word fragments ,this training is often referred to as “enrolment”. At the heart of the software is the translation part. Most speech recognition software breaks down the spoken words into phonemes, the basic sounds from which syllables and words are built up. These are analyzed to see which string of these units best
“fits” an acceptable phoneme string or structure that the software can derive from its Dictionary. It is a common misassumption that such a system can just be used “out of the box” for work purposes. The system has to trained to recognize factors associated with the users voice e.g. speed, pitch. Even after this training, the user often has to speak in a clear and partially modified manner in order for his or her spoken words to be both recognised and correctly translated. Most speech recognition software is configured or designed to be used on a standalone computer. However, it is possible to configure some software in order to be used over a network


Speech Recognition System

According to the diagram speech is given by the user that will move for signal processing after signal processing pattern matching will be performed. Pattern matching will be done with the help of Template Dictionary and finally we will get the required result.


Speech Recognition use the following steps to understand the speech given by the user.
Step 1:
Speech Recognition System will understand the Speech and break them into different parts.
Step 2:
Each part will be considered as parameter that will be passed to model which we are using to understand the speech
Step 3:
Speech Recognition System will activate all templates that contain the format of speech.
Step 4:
Parameters that will be produced from the speech will be compared with template.
Step 5:
Temple will contain spectral data that is compared with speech parameters.
Step 6 :
If parameters are match with template then proper signal are transmitted to device otherwise no action is taken.


Advantage of Speech Recognition

a) We can understand the input given by the user in the form of sound
b) We translate the voice given by the user
c) We can make the difference between different types of voices.
d) It is best for user who are not able to see the object
e) It is best for individual words.

Disadvantage
a) We have maintain different vocabulary
b) Two person voice may be different that can create a problem for system
c) There are many words that contains different meaning Like “Sona” that means it is metal or sleeping state. At this moment system will be confused about the word that will make system process complex.
d) It is not best when we are using connected word.
e) Handling arbitrary user from population is very typical task.

Speech Generation

Speech is generate when voiced sound occurs when the vocal produce a more or less regular waveform. The speech will be depend on sound wavelength. If sound wavelength is good then sound will be good otherwise sound will not be good. Speech Generation can be performed with the following software
1) Text to speech Software
2) Encoding

1) Text to Speech Software
This is software in which text is already given in the system. The text will be in machine-readable format such as ASCII format. The Text can be taken from character recognition system. Text to Speech system will convert the text symbols into a parameter stream representing sounds.

Advantage of TTS
a) This is the best way to hear the input that has been by the user.
b) This is best software for blind people who can hear the sound
c) TTS can be implemented on different languages.

Disadvantage
a) Multiple language will create a problem
b) Two meaning word will create a problem for TTS
c) Sound wave will create a problem for TTS
d) Generating multi language software is not so easy task.

2) Encoding
Encoding is a technique in which System will understand the text from user and convert that text in to different sounds. The text given by the user will be converted into different parameters of sound. The sound will be compared with already stored data stored in template. Finally the speech will be generated according to text given by the user. Encoding will use a format that will be decided by system.

Advantage
1) We can convert a text into specific sound
2) We can modify the text according to language required by us.

Disadvantage
1) Multi-language is biggest problem
2) Different word with same meaning will create a problem.


Application Area of Speech Generation
1) Speech generation can be used in Education system
2) Speech generation can be used by railway reservation
3) It can be used to announce text on sound devices
4) It can be used when we can not understand the format of data.
5) It can be used to understand the coding of data which we have accepted from the user.













Q17 Explain the Following Terms
1) Temporal Instants
2) Temporal Intervals
3) Parallel and Sequential Relations
4) Temporal Access Control
5) Incomplete Timing

Ans.
1) Temporal Instants

The concepts will associates a unique sequential code to each frame associated with motion picture. Temporal Instants will synchronize image and audio with each other.In this scheme we will provide time interval to each elements. When we will use this scheme two problem will be faced by us.
1) Time interval between audio and image is disturbed than other frame will be disturbed because of earlier disturbance. As we know that video is the combination of image and audio both are appear according to time interval provided by the user.
2) Time difference between image and audio will create a problem to show video in proper manner.


Video with image and audio synchronization to show a video in proper order.




Video without image and audio synchronization will not show video in proper order



Finally we can say that time Instants are important to decide the sequence of image and sound.

2) Temporal Intervals
Temporal Intervals can be used to represent different types of elements with a specific time interval. With the help of Temporal Intervals we can decide the sequence of audio and video which we want to place in application. In earlier application time interval was decided based on one object, it means that one object time interval will decide the time interval for another object. Earlier temporal Intervals make parallel and sequential relationships between objects. When we use temporal interval then we can decide forward and reverse order of different types of audio and video.





Final Picture Object 2 Object1



According to the diagram what ever time interval we will provide that will be depend on the user requirement. First of all object1 will be moved to object2 and finally picture will appear in the front of user.

Advantage of Temporal Intervals
1) We can decide the time interval between different elements of multimedia
2) We can prepare the sequence of objects according to user requirement
3) We slow or fast the sequence of frame that has been placed in animation or multimedia application
Disadvantage
1) It will waste the system time

c) Parallel and Sequential Relations
Parallel relations are that relation in which one object will make a relation with another object that contains the same number of objects and elements. Parallel relations in which we will compare the equality between two objects.


Parallel Relations Between two objects. According to the diagram Object1 part A contains the link with object2’s part D . same relation will be generated between two objects.
Sequential Relations
In Sequential Relations one object contains the link with another object in sequential manner, that means one object make a link with linked list between two objects.



According to the diagram object A contain the relationship with another object B and object B contain the relationship with C and C with D.

Advantage
1) Parallel relation will be used to check objects can be combined with each other or not
2) Sequential relation will ensure the one object can be associated with another object with in the same class of object.

d) Temporal Access Control
Temporal Access Control will provide the functionality on which time-based application can be developed Temporal Access Control provides the following identies
1) Reverse
2) Fast-Forward
3) Fast-Backward
4) Mid-Point Suspension
5) Mid-Point Resumption
6) Random Access
7) Looping
8) Sequential Access
These operations can be implemented in various ways. For example Fast-Backward can be used to back the frame or back the entire frames at once.

According to the diagram we forward or backward the frame according to user requirement.

e) Incomplete Timing

Incomplete timing means that we will play time-dependent data are to be played in parallel with static ones Suppose we want to display a particular picture without time interval then audio will not display according to time interval. Incomplete timing will not synchronized image and audio that means image and audio are not matching according to time interval given by the user. Incomplete time will display a picture for continuously with any type of audio disturbance or any another external problem.



Q18. Explain Digital representation of sound
Ans
Before a continuous, time-varying signal such as sound can be manipulated or analyzed with a digital computer, the signal must be acquired or digitized by an analog-to-digital (A/D) converter. The A/D converter repeatedly measures or samples the instantaneous voltage amplitude of an input signal at a particular sampling rate, typically thousands or tens of thousands of times per second. The digital representation of a signal created by the converter thus consists of a sequence of numeric values representing the amplitude of the original waveform at discrete, evenly spaced points in time.





This diagram indicate sample will be started at high level once it get down and up according to the sample given by the audio. When we represent the sound the we will consider the following options.
1) Sample Rate
Canary’s Sound Recording dialog enables you to choose the sampling rate at which a signal is to be digitized. The choices available are determined by the A/D converter hardware and the program (called a device driver) that controls the converter; most converters have two or more sampling rates available. The highest frequency available with the Macintosh built-in A/D converter depends on which model of Macintosh you are using. Commercial digital audio applications use higher sampling rates (44.1 kHz for audio compact discs, 48 kHz for digital audio tape). Once a signal is digitized, its sampling rate is fixed. The more frequently a signal is sampled, the more precisely the digitized signal represents temporal changes in the amplitude of the original signal. The sampling rate that is required to make an acceptable representation of a waveform depends on how rapidly the signal amplitude
changes (i.e., on the signal’s frequency). More specifically, the sampling rate must be more than twice as high as the highest frequency contained in the signal. Otherwise, the digitized signal will have frequencies represented in it that were not actually present in the original at all. This appearance of phantom frequencies as an artifact of inadequate sampling rate is called aliasing . The highest frequency that can be represented in a digitized signal without aliasing is called the Nyquist frequency, which is half the frequency at which the signal was digitized. The highest frequency in a spectrogram or spectrum calculated by Canary is always the Nyquist frequency of the digitized signal. If the only energy above the Nyquist frequency in the analog signal is in the form of low-level, broadband noise, the effect of aliasing is to increase the noise in the digitized signal. However, if the spectrum of the analog signal contains any peaks above the Nyquist frequency, the spectrum of the digitized signal will contain spurious peaks below the
Nyquist frequency as a result of aliasing. The usual way to guard against aliasing is to pass the analog signal through a low-pass filter (called an anti-aliasing filter) before digitizing it, to remove any energy at frequencies greater than the Nyquist frequency. (If the original signal contains no energy at frequencies above the Nyquist frequency or if it contains only low-level broadband noise, this step is unnecessary.)



Aliasing as a result of inadequate sample rate. The same analog waveform is shown in both figures. Vertical lines indicate times at which samples are taken.

(a) Sampling frequency approximately five times the signal frequency.

(b) Sampling frequency approximately 1.5 times the signal frequency. The resulting digitized signal (gray waveform) exhibits aliasing: it portrays a waveform of lower frequency than the original analog signal.






2) Sample Size
The precision with which a sample represents the actual amplitude of the waveform at the instant the sample is taken depends on the sample size or number of bits used in the binary representation of the amplitude value. Some A/D converters can take samples of one size only; others allow you to choose (usually through software) between two or more sample sizes. Some Macintosh models provide only 8-bit sampling capability; others allow you to choose between 8-bit and 16-bit samples. An 8-bit sample can resolve 256 (=28) different amplitude values; a 16-bit converter can resolve 65,536 (=216) values. Sound recorded on audio CDs is stored as 16-bit samples. When a sample is taken, the actual value is rounded to the nearest value that can be represented by the number of bits in a sample. Since the actual analog value of signal amplitude at the time of a sample is usually not exactly equal to one of the discrete values that can be represented exactly by a sample, there is some error inherent in the process of digitizing, which results in quantization noise in the digitized
signal. The more bits used for each sample, the less quantization noise is contained in the
digitized signal.



Digitizing error with a hypothetical 2-bit sample size. 2-bit samples can
represent only four different amplitude levels. At each sample time (vertical lines),
the actual amplitude levels are rounded to the nearest value that can be represented
by a 2-bit sample (horizontal lines). The amplitude values stored for most samples
(black dots) are slightly different from the true amplitude level of the signal at the time
the sample was taken.















Q19 Explain the Quality of Service (QOS) based Resource Control, QOS-based memory management. Timed I/O management and Programming support.
Ans
Quality of Service:
Parameterization of the services is defined in ISO (International Standard Organization) standards through the notion of Quality of Service (QoS). The ISO standard defines QoS as a concept for specifying how “good” the offered networking services are. QoS can be characterized by a number of specific parameters. There are several important issues which need to be considered with respect to QoS

Quality of service Based resource Management:
QoS guarantees must be met in the application, system and network to get the acceptance of the users of MCS. There are several constraints which must be satisfied to provide guarantees during multimedia transmission:
(1) Time constraints which include delays
Time constraints means that what ever the task is going on should be performed in a particular time.
Time constraints can be classified into two categories.
a) Preemptive
Preemptive means that we will provide a specific time to each multimedia process that we want to
execute or process.
b) Non-Preemptive
Non-Preemptive means that we will not provide any time to any process. Any process will wait until
the first process is not over.
This constraint will handle the time delay that is coming during the transmission of data from one location to another location. QOS will ensure that continuous multimedia application should be capable to maximize or minimize the execution time of an application.

(2) Space constraints such as system buffers
This constraints we will consider the storage space required to run and store continuous multimedia application. In this constraints we will decide the memory allocation ,buffer allocation to multimedia application.

(3) Device constraints such as frame grabber’s allocation
In this constraint we will consider the device features about to display proper application on the device or not. We will check different types of errors that can come during the display of a particular picture, image and animation.
(4) Frequency constraints which include network bandwidth and system bandwidth for data transmission
In this constraint we will check network bandwidth and system bandwidth for data transmission. If both are good the data will be transmitted quickly and fast. Network bandwidth will decide the sharing of data between two systems and system bandwidth will decide the resource sharing among different parts of the system.
(5) Reliability constraints.
The reliability constraints means that if any system is not working then other system can share the work load that has been placed on that system.

These constraints can be specified if proper resource management is available at the end-points, as well as in the network
QOS based Memory Management

Quality of Service Memory Management will ensure the multimedia system will take proper memory and format of storage. QOS based memory management will consider the following factors
1) Windows Size Adjustment
Windows size adjustment will ensure that memory will be adjusted according to the size of the window. If window size is large then it will occupy more memory otherwise it will occupy less memory. In QOS we have to be careful about memory allocation

2) Time Adjustment
Time Adjustment means that time should be taken for accessing the data from memory should be less as well time taken to process the data should be less.

3) Sub query
We use perform a sub query then memory should be able to understand the sub query and return the result back to user. Sub Query should be written in a manner to get output quickly and fast

4) Sub Metadata
QOS will ensure that what the data we are providing that must be capable to handle the metadata we enter in the multimedia database.

Timed I/O management
As we know that importance of right input and output in continuous media application. Time Input output management we will consider the following factors
1) input format
QOS will ensure that what ever the input are providing to multimedia continuous system should be able to understand that format.
2) output format
QOS will ensure that what ever the output will come from the Multimedia Continuous System should be according to user requirement.
3) proper processing
System should be able to process the input and produce the proper output to the user.

Programming Support
QOS programming Support means that program which has written should be good. Programming support should have the following options.
1) Thread
QOS will ensure that thread which we want to execute should be able to perform the task that has been assign to the thread. QOS will ensure that multiple thread can be execute equally.
2) Error
If there is any error in the program or thread should be handled easily. If any part of program is effected by error should be removed without effecting other parts of the program.
3) Time Constraints
Time Constraints means that thread should be executed with in the time limit given by the user. Time Constraints will be depend on the coding that we have given in the thread.
Q20 Explain Media Stream Protocol

Ans:
Media Stream Protocol is such protocol which has the purpose to convey media along with required information for time-critical delivery, regulation. Media stream protocol will handle media data of an opaque entity in which no data is visible to the user.
Media Stream Protocol contains the following options inside it.

1) Time Stamp
Time stamp indicate that on which date data has been transmitted from one computer to another computer. Time Stamp will vary from transaction to another transaction. Time Stamp will provide the information about the data and related metadata

2) Duration
Media Stream Protocol will check duration of data transmission from one location to another location. Duration is an important because duration is high the data transmission will be slow otherwise data transmission will be fast.

3) Priority
Priority means that which will be passed first and which will be passed second. Priority will be given based on format of data which we want to transfer from one computer to another computer.

4) Dependency Information
Dependency information means that whether one data is dependent on another data or not. Dependency information will provide enough information to know about the data.

Q21 Explain an application of multimedia in Manufacturing

Ans.

It has now been widely accepted that the future of manufacturing organizations will need to be information- oriented, knowledge driven and much of the daily operations should be automated around the global information network that connects everyone together.
As scientific visualization enables engineers and scientists to examine data efficiently with a large degree of comprehension, multimedia in conjunction with visualization can be the vehicle for information and knowledge exchange and the Internet would be there to enable connection to globally distributed resources and personnel.
The Internet is proving itself to be a powerful medium for business communications. It appears as a
Shimmering ocean of digital information. Professional journals, literary classics, national news services, stock reports, virtual communities, image databases, and digital libraries are just some of the wonders awaiting the uninitiated.
Graphical browsers provide intuitive point-and-click access.
Powerful search tools combine with intelligent software agents to put a global network of information at users’ fingertips.
In the past few years, a diverse range of tools for resource discovery on the Internet have become available. Each tool serves a slightly different purpose. These tools carry the searcher into the brave new information society of tomorrow.
With the advancement of production automation, the involvement of digital computers in the design and manufacture of products is increasing rapidly.
The use of computers in design and manufacturing constitutes the most significant opportunity for substantial productivity gains in industry today. CAD, CAM and CNC play an important role in this con- text. Computer-aided design_CAD.can be described as any design activity that involves the effective use of the computer to create or modify an engineering design.
There are two basic reasons for using the computer in the design of a product:

(1) to increase the productivity of the designer
(2) to create a database for manufacturing.
The product designer uses the interactive graphics system to establish the geometry, dimensions, and tolerances for the various parts. These same design data can be displayed for the process planner to use in preparing generating the NC part program.
Though there are many advantages of
computer integrated manufacturing, it is evident that the unit cost will be much higher if the system
capacity is not properly utilised.
To achieve proper utilisation of the facilities, sufficient and continuous demand from the customer is a necessary condition. In such situations the Internet can help users, retailers and the manufacturers, to find the appropriate facility and users. Based on their long term plan, external demand and cost-benefit analysis, the manufacturer may have the option of purchasing the facility and establishing it in their own site or fabricating from elsewhere using the Internet. It is like a make or buy decision. In addition, the users and manufacturing companies wishing to fabricate their products
using distant facilities may also search for the fabrication service providers through the Internet according
to their requirements. CAD and CAM technology has been successfully diffused within the manufacturing industry, resulting
in significant improvements in productivity and competitiveness during the past two decades. Though CAD and CAM technology was developed in 1970s, this is still a single user application tool. The capability of CAD and CAM technology has been increased in recent years. The recent trend towards global manufacturing has led to sharp increases in multinational and multi-location enterprises. The number of multinational companies has increased from 7000 in 1969 to 24 000 in 1995 w18x.
This is also the trend in manufacturing globalization. The increased trend towards manufacturing
globalization has led to the need for collaborative CADrCAM systems w23x. In collaborative CAD and CAM, a combination of communication tools including e-mail, multimedia, video conferencing, WWW hypertext browser and viewer, 3D CAD geometry viewer and annotator w15x is essential. These tools can together form a feasible multimedia conferencing
environment through the Internet w27x. The developed model can be exchanged among the geographically
dispersed designers via e-mail after making annotations. However, the designers cannot concurrently and interactively coedit the CAD geometry. This is because the file size for a CAD model is usually very big, while e-mail is not designed for sending large files. The present focus of collaborative CAD and CAM research is to develop a system for
coediting CAD geometry interactively and using CAM for remote manufacturingw18–20,23x. With the advancement of manufacturing technology and communication tools, a product designed on one side of the world can be tested, analyzed and manufactured in another part of the world on a real time basis. Considering this, an attempt has been made to investigate the uses of the Internet and multimedia in distance design and manufacturing, and the scope for future research. It is expected that the use of the Internet and multimedia in manufacturing will increase the productivity of this sector and

The benefits of multimedia in manufacturing are

a) Elimination of travel time and associated expenditure

b) Availability of world wide experts

c) Maximum possible use of scare expertise

d) Elimination of design duplication and excessive design costs

e) Reduced design and production lead time

f) The production of the right product at the right place

g) Elimination of product shipment time and costs

h) Better utilization of manufacturing capacity in remote locations

i) Increased competitiveness and profit, etc.


Q22 .Explain an application of multimedia in Education

Ans .
There are following areas where we can use Multimedia
a) Virtual Lesson
With the help of multimedia we can prepare Virtual Lessons for the students who are not be
able to attend the classes. Or the students who are staying at remote area where education is not possible. With the help of Multimedia we prepare different lessons of basic knowledge that can be given to students easily.
b) Books on CD
We can prepare CD that contains different lessons on a single CD. One student can purchase a single CD that will contain different lessons inside it.
c) Encyclopedia
With the help of Multimedia we can prepare Encyclopedia that will contain different types of information that can guide a student, person to know about the different facts available in the world.
d) Internet
With the help of multimedia we can prepare different animation ,picture or interactive text that can display on the web pages. Multimedia contains different software by which we can prepare interactive application that can be uploaded on internet.
e) Learning
With the help of multimedia we can prepare different learning program for kids, , new user ,expert user or different types of user. Learning program can be related to programming , software ,hardware etc.
f) Smart Classes
With the help of multimedia we can prepare smart classes the can teach a particular student much better than normal class.
g) Online Journals and Magazine
we can use different types of journals and magazine available on the internet. We can download or view the document online with the help of different web browser available to us.
h) On-line learning
There are different programs available that provide on-line learning to us.
i) On-line exam.
Multimedia provides the facility by which we give on-line examination of different examination.





Q23. Explain Bit stream Syntax of MPEG

Ans The bit stream Syntax of MPEG play very important role to handle motion pictures.
The bit stream Structure contains the following six layers that play very important role.

1) Sequence Layer
This layer of bit stream will decide the sequence of different frames. This layer will decide the time interval that is given to each frame. This layer will handle the frame according to the time constraints provided by the programming
2) Group of Pictures Layer
This layer will contains a group of pictures that will appear on motion video. As we know that motion picture is the sequence of different frames that come one by one. This layer responsibility to increase the level of picture one by one according to the time interval
3) Picture Layer
This layer is responsible to display a picture according to the group of pictures. This layer will show the picture according to the sequence decided by the user.
4) Slice Layer
This layer will divide a picture into different sub-pictures and each sub-picture will perform a specific task. As well as we can implement different types of animation on them.
5) Macro block Layer
This layer will make 16×16 blocks to adjust the picture. This layer will not disturb the picture or we can say that picture will remain in real form in which it has been placed.
6) Block Layer
This layer will make 8×8 block of memory to adjust an image to intracode ,composed ,interpolated different parts of the picture.


Advantage of BitStream Structure

1) This structure will provide a sequence to different frames which we want to display in MPEG
2) This structure will follow a sequence that will design a animation or picture
3) This structure can be implemented on group of images or pictures.
4) This structure will improve the performance of multimedia application


Q24 Explain various stages for multimedia application development

Ans Stages of Multimedia Application Development

A Multimedia application is developed in stages as all other software are being
developed. In multimedia application development a few stages have to complete before
other stages being, and some stages may be skipped or combined with other stages.
Following are the four basic stages of multimedia project development :

1. Planning and Costing : This stage of multimedia application is the first stage which begins with an idea or need. This idea can be further refined by outlining its messages and objectives. Before starting to develop the multimedia project, it is necessary to plan what writing skills, graphic art, music, video and other multimedia expertise will be required. It is also necessary to estimate the time needed to prepare all elements of multimedia and prepare a budget accordingly. After preparing a budget, a
prototype or proof of concept can be developed.

2. Designing and Producing : The next stage is to execute each of the planned tasks and create a finished product.

3. Testing : Testing a project ensure the product to be free from bugs. Apart from bug elimination another aspect of testing is to ensure that the multimedia application meets the objectives of the project. It is also necessary to test whether the multimedia project works properly on the intended deliver platforms and they meet the needs of the clients.

4. Delivering : The final stage of the multimedia application development is to pack
the project and deliver the completed project to the end user. This stage has
several steps such as implementation, maintenance, shipping and marketing the
product.



Q25 Explain Breifly
(a) Hybrid System
Ans
By using existing technologies, integration and interaction between analog and
digital environments can be implemented. This integration approach is called the hybrid
approach. The main advantage of this approach is the high quality of audio and video and all
the necessary devices for input, output, storage and transfer that are available. The hybrid approach is used for studying application user interfaces, application programming interfaces or application scenarios.

Integrated Device Control
One possible integration approach is to provide a control of analog input/output audio-video components in the digital environment. Moreover, the connection between the sources (e.g., CD player, camera, microphone) and destinations (e.g., video recorder, write-able CD), or the switching of audio-video signals can be controlled digitally.

Integrated Transmission Control
A second possibility to integrate digital and analog components is to provide a
common transmission control. This approach implies that analog audio-video sources and
destinations are connected to the computer for control purposes to transmit continuous
data over digital networks, such as a cable network.

Integrated Transmission
The next possibility to integrated digital and analog components is to provide a
common transmission network. This implies that external analog audio-video devices are
connected to computers using A/D (D/A) converters outside of the computer, not only for
control, but also for processing purposes. Continuous data are transmitted over shared
data networks.

(b) Multimedia Workstation
Ans

A multimedia workstation is designed for the simultaneous manipulation of discrete
and continuous media information. The main components of a multimedia workstation
are:
1) Standard Processor(s) for the processing of discrete media information.
2) Main Memory and Secondary Storage with corresponding autonomous controllers.
3) Universal Processor(s) for processing of data in real-time (signal processors).
4) Special-Purpose Processors designed for graphics, audio and video media
5) Graphics and video Adapters.
6) Communications Adapters (for example, the Asynchronous Transfer Mode Host Interface.)
7) Further special-purpose adapters.

(c) Application of multimedia in medical

There are following areas of medical where we can use multimedia
1) we provide the training to new doctors with the help of multimedia For Example MYCIN expert system
2) We transfer the information from one system to another system with the help of internet
3) We can also discuss different critical medical problem with other experts who are working in remote country. We can communicate with that doctor with the help Video-Conferencing, Chatting.
4) We can prepare different types of presentation for physicians ,cardiologists and other medical professionals.
5) Doctor can perform the operation without sitting with patient .doctor can sit in one room and patient can be another room.
6) With the help of multimedia we can see the working of human body.






















































































BCA 6th Semester Examination
MULTIMEDIA AND APPLICATIONS
Paper-BCA-308

Time : 3 Hours M.M : 75


Note: Attempt any five questions. All questions carry equal marks.

1. a) What are Multimedia Computers? Explain the hardware requirement for
multimedia computers.
b) What are multimedia and presentation devices? Give two examples of each.
c) What are Multimedia Communication systems?
2. a) Explain the frame work for Multimedia System.
b) Explain the entertainment devices and entertainment computers.
3. a) What is graphical representation of digital and analog sound waves?
b) Explain the speech generation and recognition in multimedia.
4. a) Explain Motion Picture Coding Expert Group (MPECG) of motion video
compression standard.
b) Explain the Digital Video Interactive (DVI) of motion video compression technique.
5. a) explain the parallel and sequential rotation, incomplete timing, temporal access control and temporal transformation.
b) Explain the multimedia software environments.
6. a) Explain goals and functions of multimedia system services.
b) Explain Operating system support for continuous media
application for multimedia.
7. a) Explain the multimedia file system and traditional file system.
b) Explain data model for multimedia and Hypermedia information.
8. a) Describe in detail the intelligent multimedia system.
b) Explain virtual reality operating system.
c) Describe the distributed virtual environment system.


BCA 6th SEMESTER EXAMINATION
MULTIMEDIA AND APPLICATIONS
PAPER-BCA-308

Time: 3 Hours M. M.: 75

Note:- Attempt any five questions. All questions carry equal marks.

1. a) What is multimedia? Explain about multimedia computers.
b) Explain multimedia devices for communication
2. What are entertainment devices? Explain the working and use of any two entertainment devices.
3. a) Describe the media creation tools and explain with two examples.
b) Explain the digital presentation of sound.
4. a) Explain the transmission of digital sound wages.
b) Describe the graphical presentation of sound waves.
5. a) Explain in detail temporal interval, temporal access control and temporal
transmission.
b) Explain the limitation of workstation operating systems.
6. a) Explain the application of multimedia and intelligent multimedia systems.
b) Describe in detail media stream protocol.
7. a) Differentiate between digital file system and multimedia file system.
b) Describe in detail virtual reality operating system.
8. a) Describe in detail data models for multimedia and hypermedia information.
b) Explain the application of multimedia environments in business and
education.


BCA 6TH SEMESTER EXAMINATION
MULTIMEDIA AND APPLICATIONS
PAPER-BCA-308

Time: 3 Hours M.M.: 75

Note: Attempt any five questions. All questions carry equal marks.

1. a) Explain the multimedia and multimedia computers.
b) Explain the multimedia communication and entertainment devices.
2. a) Explain the multimedia multi service network model.
b) Explain the multimedia conferencing model.
3. a) Describe the media creation tools and explain with two examples.
b) Explain the digital representation of sound.
4. a) Explain the graphical representation of sound waves.
b) Explain the transmission of digital sound.
5. a) Described MPEG motion video compression standard.
b) Explain the digital image and video compression method.
6. a) Explain the goals of multimedia system services.
b) Explain the Quality of Service (QOS) based Resource Control, QOS-based memory management. Timed I/O management and Programming support.
7. a) Explain the goals of multimedia system services.
b) Described in detail multimedia file system and traditional file system.
8. a) Explain the virtual environment display.
b) Describe the data models for multimedia and hypermedia information.
c) Explain the intelligent multimedia systems.

BCA 6TH SEMESTER EXAMINATION
MULTIMEDIA AND APPLICATIONS
PAPER-BCA-308

Time : 3 Hours M. M.: 75

Note: Attempt any five questions. All questions carry equal marks.

Q.1 a) What is multimedia? What are its various components? Explain in detail.
b) Discuss the concept of Multimedia computers briefly.
Q.2 a) Write and describe the framework for Multimedia system.
b) What is graphical representation of digital and analog sound waves? Explain through examples.
Q.3 a) What do you mean by time-based media representation and delivery?
Explain in detail through an exmple.
b) Describe media stream protocol briefly.
Q.4 Define Authoring. Explain its various steps in detail with an example. Also
describe authoring tools briefly.
Q.5 a) Describe the speech generation and recognition in multimedia briefly.
b) Explain the Multimedia Communication systems briefly.
Q.6 a) Describe data model for Multimedia and Hypermedia information in detail.
b) What is virtual reality operating system? How it is useful in multimedia?
Explain briefly.
Q.7 a) Describe the parallel and sequential rotations, incomplete timing, temporal
access control and temporal transformation briefly.
b) Explain the distributed virtual environment system briefly.
Q,.8 a) Write short notes on the following :
i) DVI video compression.
ii) MPEG video compression.
iii) JPEG image compressions.





BCA 6TH SEMESTER EXAMINATION
MULTIMEDIA AND APPLICATIONS
PAPER-BCA-308
Time: 3 Hours M. M.: 75

Note: Attempt any five questions. All questions carry equal marks.

Q.1 a) What is Multimedia? Explain the multimedia system.
b) Explain the Multimedia Entertainment Devices with examples.
Q.2 a) Explain in detail Multimedia Services and the Windows Systems.
b) Explain the Multimedia Authoring Systems.
Q.3 a) Explain the Object Oriented Framework for Multimedia.
b) Describe in detail Routing in Hybrid Networks and Temporal Coordination and Composition.
Q.4 a) Explain in detail encoding and transmitting speech.
b) Describe in detail speech recognition and speech synthesis.
Q. 5 a) Explain with diagram MPEG Layered Bitstream structure.
b) Explain the multimedia operating system support for continuous media applications.
Q.6 a) Explain the DVI production level compression technique and performance.
b) Describe in detail Virtual reality Operating System and Virtual Environment displays and Orientation Tracking.
Q.7 a) Explain in detail the Deadline and Recovery Management.
b) Describe the Temporal Instants and temporal Intervals.
Q.8 a) Explain the QOS based Memory Management.
b) Describe in detail application of Multimedia environment in Manufacturing and Education.
BCA 6TH SEMESTER EXAMINATION
MULTIMEDIA AND APPLICATIONS
PAPER-BCA-308
Time : 3 Hours M. M.: 75

Note: Attempt any five questions. All questions carry equal marks.

Q.1 a) Define Multimedia. Explain its various components briefly.
b) Write a short note on Multimedia authoring.
Q.2 Describe various applications of Multimedia in different fields briefly.
Q.3 What do you mean by image compression? How is it useful ? What are its
techniques ? Explain briefly.
Q.4 Describe the following briefly :-
i) Media stream protocol.
ii) Multimedia file system.
Q.5 What do you mean by workstation operating system? How is it useful and used ?
What are its limitations ? Explain briefly.
Q.6 Explain the following briefly :-
i) Intelligent Multimedia system.
ii) Digital representation of sound.
iii) Multimedia devices.
Q.7 What is virtual reality ? How is it useful and used in Multimedia environment ? Also
discuss virtual reality operating system.
Q.8 Write short notes on the following :
i) DVI technology.
ii) Hypermedia information.
iii) Speech recognition.

1 comment:

myblog said...

This information is very helpful for students.

Thanks Sir
Narendra