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0% found this document useful (0 votes)
8 views8 pages

New Microsoft Word Document

Uploaded by

jnidhi88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Introduction to Multimedia

What is Multimedia?

 Multimedia is the combination of text, graphics, audio, video, and animation presented in an
integrated way using computers or digital devices.

 It makes information more interactive, attractive, and easy to understand.

🌟 Needs and Areas of Use of Multimedia

Needs

 To make communication effective and engaging.

 To present large amounts of data visually.

 To provide interactive learning and training.

 To support entertainment and creativity.

Areas of Use

 Education & E-Learning – digital classrooms, tutorials, simulations.

 Entertainment – movies, games, animation, music.

 Business – product demos, advertising, presentations.

 Healthcare – medical training videos, diagnosis aids.

 Engineering/Design – CAD, simulations, modeling.

 Public Services – e-governance, kiosks, awareness campaigns.

Development Platforms for Multimedia

 Authoring Tools: Adobe Director, Adobe Flash (older), Unity, Blender.

 Presentation Software: Microsoft PowerPoint, Google Slides.

 Web Platforms: HTML5, CSS, JavaScript (for interactive content).

 Multimedia Editing Tools: Photoshop (images), Audacity (audio), Premiere Pro (video).

🎨 Identifying Multimedia Elements

1. Text – Basic element for conveying information.

2. Images/Graphics – Photos, illustrations, icons.

3. Audio/Sound – Voice, music, sound effects.

4. Video – Moving visuals with/without sound.


5. Animation – Moving graphics, 2D/3D models.

Making Simple Multimedia with PowerPoint

 Insert text for headings and descriptions.

 Add images (Clipart, photos).

 Insert audio (narration, background music).

 Insert video (mp4, avi clips).

 Use animations and transitions for effects.

 Combine these into a multimedia presentation.

📑 Concepts of Text in Multimedia

1. Plain Text

o Simple characters without formatting.

o File formats: .txt.

2. Formatted Text

o Includes style, fonts, colors, alignment, bullet points.

o Example: Word files, PowerPoint slides.

3. RTF (Rich Text Format)

o Cross-platform text format that supports formatting but not advanced features.

o Used for portability between systems.

4. HTML Texts

o HyperText Markup Language used for web pages.

o Supports text formatting, hyperlinks, embedding multimedia.

Using Common Text Preparation Tools

 Notepad – Plain text.

 MS Word – Formatted text, tables, images.

 WordPad – RTF.

 HTML Editors – Notepad++, Sublime, VS Code.

🔄 Conversion of Text Formats


 From TXT → RTF/HTML using MS Word or online converters.

 From RTF → TXT/HTML by saving in different formats.

 From HTML → TXT/RTF by opening in Word and saving as required.

🔗 Object Linking and Embedding (OLE) Concept

 Object Linking: Links an external file (e.g., Excel sheet in Word). Changes in the source
update in the linked document.

 Object Embedding: Embeds a copy of the object into the document. Changes in the source
do not affect the embedded object.

Example:

 Linking an Excel chart in PowerPoint (auto-updates when Excel changes).

 Embedding an image file in Word (static, does not update).

Sound in Multimedia

1. Sound and its Attributes

 Frequency (Pitch): Number of sound waves per second, measured in Hertz (Hz).

o Low frequency → Deep/bass sound.

o High frequency → Sharp/treble sound.

 Amplitude: Determines loudness.

 Sound Depth (Bit Depth): Number of bits used to represent each sample.

o 8-bit → Lower quality, less storage.

o 16-bit, 24-bit → Higher quality, requires more storage.

 Channels:

o Mono: Single channel.

o Stereo: Two channels (Left + Right).

o Surround / 3D Sound: Multiple channels (5.1, 7.1).

2. Sound in Multimedia

 Enhances mood and emotion (background music, effects).

 Supports interaction (voice commands, feedback sounds).

 Creates realism (environmental sounds in games/movies).

3. Size Estimation of Sound File


File Size=Sampling Rate×Bit Depth×Channels×Duration\text{File Size} = \text{Sampling Rate} × \
text{Bit Depth} × \text{Channels} × \
text{Duration}File Size=Sampling Rate×Bit Depth×Channels×Duration

Example: CD quality audio

 44,100 Hz × 16-bit × 2 channels × 60 sec = ~10 MB per minute (uncompressed).

4. Sound Card Standards

 FM Synthesis Cards – Generate sound by simulating frequencies (older, low quality).

 Wavetable Cards – Use recorded sound samples → more realistic.

5. File Formats

 MIDI: Stores musical notes (lightweight, not real sound).

 WAV: Uncompressed, high quality, large size.

 MP3: Compressed, smaller size, some quality loss.

 3D Sound: Surround sound effects for immersive experience.

6. Recording & Editing

 Audacity: Free sound editor (cut, mix, apply effects).

 Sound Forge: Professional sound editing (restoration, mastering).

Images & Graphics in Multimedia

1. Importance of Images

 Improve visual communication.

 Represent ideas quickly and clearly.

 Make multimedia appealing and interactive.

2. Types of Graphics

 Vector Graphics

o Based on mathematical equations (lines, curves).

o Scalable, small size.

o Used in logos, illustrations (e.g., CorelDraw, Illustrator).

 Raster/Bitmap Graphics
o Made of pixels.

o High detail but resolution-dependent.

o Used in photos (e.g., Photoshop).

3. Regular vs. Interlaced Graphics

 Regular: Image loads line by line (slow on web).

 Interlaced: Low-res version loads first, then sharpens (faster preview on web).

4. Image Capturing Methods

 Scanner – Converts hardcopy images into digital.

 Digital Camera – Captures directly into digital format.

5. Color Models

 RGB (Red, Green, Blue) – Used for screens (additive color model).

 CMYK (Cyan, Magenta, Yellow, Black) – Used for printing (subtractive).

 HSB (Hue, Saturation, Brightness) – Used in editing for intuitive color control.

6. Attributes of Images

 Size – Dimensions (width × height in pixels).

 Resolution – Pixels per inch (ppi/dpi).

 Color Depth – Number of bits per pixel (1-bit = B/W, 24-bit = True color).

7. Image File Formats

 BMP/DIB – Bitmap, large files, uncompressed.

 CIF – Common Intermediate Format, used in video conferencing.

 PIC – Generic image format (used in CAD/graphics).

 TIF/TIFF – High quality, supports layers, widely used in publishing.

Limitations:

 BMP → Too large.

 TIF → Large, but supports compression.

 JPG/PNG (modern) → Web-friendly.


8. Image Format Conversion

 Done using editors like Photoshop, GIMP, IrfanView.

 Example: PNG → JPG (reduce size), JPG → TIF (for publishing).

9. Creating & Editing Images

 Photoshop (Raster graphics)

o Layers: Different elements stacked separately.

o Channels: Store color information (R, G, B, or CMYK).

o Masks: Hide/reveal parts of an image non-destructively.

o Effects: Shadows, filters, blending.

 CorelDraw (Vector graphics)

o Shapes, paths, curves.

o Used for logos, illustrations, DTP.

o Supports layering & effects.

Video in Multimedia

1. Basics of Video

 Video = sequence of moving images (frames) + optional sound.

 Displayed at a frame rate (commonly 24, 25, 30 fps).

 Quality depends on resolution, frame rate, and compression.

2. Analog vs. Digital Video

 Analog Video

o Continuous electrical signals.

o Examples: VHS, Betacam.

o Quality degrades with copying.

 Digital Video

o Stored as discrete binary data (0s, 1s).

o Examples: MP4, AVI, MOV.

o Quality remains the same across copies.


3. Digitization of Analog Video

 Process:

1. Capture analog signal (camera, VHS).

2. Convert into digital using Analog-to-Digital Converter (ADC).

3. Store in digital formats (AVI, MPEG).

 Benefits: Easy editing, sharing, compression.

4. Video Standards

 NTSC – USA, Japan.

o 30 fps, 525 lines.

 PAL – Europe, Asia.

o 25 fps, 625 lines.

 SECAM – France, Russia (less common).

 HDTV (High Definition TV)

o 720p, 1080p, 4K, 8K.

o High resolution, digital broadcast.

5. Video Capturing Media/Instruments

 Videodisk – Stores video digitally.

 Camcorder – Portable camera + recorder.

 Capture Cards – Convert analog signals into digital (TV tuner cards).

 Webcams / Smartphones – Modern video capture devices.

6. Compression Techniques

 Uncompressed Video – High quality, huge size.

 Compression reduces file size by removing redundancy:

o Lossless Compression: No quality loss (e.g., Huffman coding).

o Lossy Compression: Removes details not noticed by the eye (MPEG, MP4).

 Codecs = COder + DECoder (e.g., H.264, HEVC).

7. Video File Formats


 AVI – Microsoft format, large, less compression.

 MPEG (MPG) – Compressed, widely used, good balance of quality/size.

 MOV – Apple QuickTime format.

 MP4 – Standard, high compression, web-friendly.

 JPG Sequence – Stores each frame as an image.

8. Video Editing & Movie-Making Tools

 Adobe Premiere Pro – Professional video editor, supports effects, transitions, sound mixing.

 Sony Vegas (Vegas Pro) – Easy interface, strong for audio-video editing.

 Final Cut Pro – Apple’s editing tool.

 DaVinci Resolve – Professional free editor, powerful color grading.

 iMovie – Beginner-friendly tool for Mac.

9. Converting Video Formats

 Tools: HandBrake, Format Factory, VLC Media Player.

 Example: AVI → MP4 (reduce size), MOV → MP4 (web use).

 Conversion may cause quality loss depending on compression.

10. Recording & Editing Videos

 Recording: Use camcorder, smartphone, or screen recorder.

 Editing Steps (in Premiere / Vegas):

1. Import raw footage.

2. Cut/Trim clips.

3. Add transitions (fade, dissolve).

4. Insert titles & captions.

5. Mix background music & sound effects.

6. Apply color correction & filters.

7. Export in desired format (MP4 for web, MOV for Mac, AVI for high quality).

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