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Page 1: Web Technologies and Multimedia - jnujprdistance.comjnujprdistance.com/assets/lms/LMS JNU/B.Sc... · I/JNU OLE Index I. Content .....II II. List of Figures .....VI

Web Technologies and Multimedia

Page 2: Web Technologies and Multimedia - jnujprdistance.comjnujprdistance.com/assets/lms/LMS JNU/B.Sc... · I/JNU OLE Index I. Content .....II II. List of Figures .....VI

This book is a part of the course by Jaipur National University, Jaipur.This book contains the course content for Web Technologies and Multimedia.

JNU, JaipurFirst Edition 2013

The content in the book is copyright of JNU. All rights reserved.No part of the content may in any form or by any electronic, mechanical, photocopying, recording, or any other means be reproduced, stored in a retrieval system or be broadcast or transmitted without the prior permission of the publisher.

JNU makes reasonable endeavours to ensure content is current and accurate. JNU reserves the right to alter the content whenever the need arises, and to vary it at any time without prior notice.

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Index

ContentI. ...................................................................... II

List of FiguresII. ..........................................................VI

List of TablesIII. ......................................................... VII

AbbreviationsIV. ......................................................VIII

ApplicationV. ............................................................... 99

BibliographyVI. ......................................................... 106

Self Assessment AnswersVII. ................................... 109

Book at a Glance

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Contents

Chapter I ....................................................................................................................................................... 1Introduction to Web Design ........................................................................................................................ 1Aim ................................................................................................................................................................ 1Objectives ...................................................................................................................................................... 1Learning outcome .......................................................................................................................................... 11.1 What is Web Designing? .......................................................................................................................... 21.2 Web Design Basics ................................................................................................................................... 31.3 Elements of Good Design ........................................................................................................................ 3 1.3.1 The Elements of Design ........................................................................................................... 4 1.3.2 The Principles of Design .......................................................................................................... 7 1.3.3 The Web is Not Print .............................................................................................................. 10Summary ..................................................................................................................................................... 13References ................................................................................................................................................... 14Recommended Reading ............................................................................................................................. 14Self Assessment .......................................................................................................................................... 15

Chapter II ................................................................................................................................................... 17Basics of Web Designing ........................................................................................................................... 17Aim .............................................................................................................................................................. 17Objectives .................................................................................................................................................... 17Learning outcome ........................................................................................................................................ 172.1 Introduction ........................................................................................................................................... 182.2 Methodology .......................................................................................................................................... 182.3 Getting Started with Web Designing .................................................................................................... 192.4 STEP 1: HTML ...................................................................................................................................... 202.5 Step 2: WYSIWYG Editors ................................................................................................................... 202.6 Recommendations for Software and Tool for Designing Web .............................................................. 222.7 Step 3: Hosting ....................................................................................................................................... 22 2.7.1 Free Host Servers ................................................................................................................... 22 2.7.2 Paid Host Servers ................................................................................................................... 232.8 Step 4: Publish (Upload) ........................................................................................................................ 23Summary ..................................................................................................................................................... 25References ................................................................................................................................................... 25Recommended Reading ............................................................................................................................. 25Self Assessment .......................................................................................................................................... 26

Chapter III .................................................................................................................................................. 28Introduction to Multimedia ...................................................................................................................... 28Aim .............................................................................................................................................................. 28Objectives .................................................................................................................................................... 28Learning outcome ........................................................................................................................................ 283.1 Introduction ........................................................................................................................................... 293.2 Elements of Multimedia System ............................................................................................................ 29 3.2.1 Text ........................................................................................................................................ 29 3.2.2 Graphics ................................................................................................................................. 29 3.2.3 Audio ..................................................................................................................................... 29 3.2.4 Video ..................................................................................................................................... 30 3.2.5 Animation ............................................................................................................................... 303.3 Features of Multimedia .......................................................................................................................... 303.4 Applications of Multimedia ................................................................................................................... 313.5 Stages of Multimedia Application Development ................................................................................... 323.6 Multimedia on the Web .......................................................................................................................... 333.7 Plugins, Media Players, and Multimedia Types ..................................................................................... 33

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Summary .................................................................................................................................................... 36References ................................................................................................................................................... 36Recommended Reading ............................................................................................................................. 36Self Assessment ........................................................................................................................................... 37

Chapter IV .................................................................................................................................................. 39Text and Image ........................................................................................................................................... 39Aim .............................................................................................................................................................. 39Objectives .................................................................................................................................................... 39Learning outcome ........................................................................................................................................ 394.1 Introduction ............................................................................................................................................ 404.2 Multimedia Building Blocks .................................................................................................................. 404.3 Text in Multimedia ................................................................................................................................. 41 4.3.1 Fonts and Faces ...................................................................................................................... 41 4.3.2 Selecting Text Fonts ............................................................................................................... 41 4.3.3 Computers and Text ............................................................................................................... 41 4.3.4 Character Set and Alphabets .................................................................................................. 424.4 Font Editing and Design Tools ............................................................................................................... 424.5 Digital Image ......................................................................................................................................... 434.6 Digital Image Format ............................................................................................................................. 444.7 Captured Image Format ......................................................................................................................... 444.8 Stored Image Format .............................................................................................................................. 444.9 Capturing and Editing Images ............................................................................................................... 464.10 How Vector Drawing Works? .............................................................................................................. 46Summary .................................................................................................................................................... 48References ................................................................................................................................................... 48Recommended Reading ............................................................................................................................. 49Self Assessment ........................................................................................................................................... 50

Chapter V .................................................................................................................................................... 52Document, Hypertext and Hypermedia ................................................................................................... 52Aim .............................................................................................................................................................. 52Objectives .................................................................................................................................................... 52Learning outcome ........................................................................................................................................ 525.1 Introduction ............................................................................................................................................ 535.2 Documents ............................................................................................................................................. 53 5.2.1 Document Architecture .......................................................................................................... 53 5.2.2 Document Architecture - SGML ............................................................................................ 545.3 SGML and Multimedia .......................................................................................................................... 555.4 Open Document Architecture ODA ....................................................................................................... 565.6 Hypertext ............................................................................................................................................. 575.7 Hypermedia ............................................................................................................................................ 575.8 Hypertext and Hypermedia .................................................................................................................... 575.9 Hypertext, Hypermedia and Multimedia ............................................................................................... 585.10 Hypertext System ................................................................................................................................. 605.11 Multimedia System .............................................................................................................................. 605.12 Hypermedia System ............................................................................................................................. 605.13 Hypertext and the World Wide Web .................................................................................................... 60Summary .................................................................................................................................................... 61References ................................................................................................................................................... 61Recommended Reading ............................................................................................................................. 61Self Assessment ........................................................................................................................................... 62

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Chapter VI .................................................................................................................................................. 64Authoring Tools and Multimedia Workstation ...................................................................................... 64Aim .............................................................................................................................................................. 64Objectives .................................................................................................................................................... 64Learning outcome ........................................................................................................................................ 646.1 Authoring ............................................................................................................................................. 656.2 Authoring Tools ...................................................................................................................................... 65 6.2.1 Card Based Authoring Tool ................................................................................................... 65 6.2.2 Page Based Authoring Tool ................................................................................................... 66 6.2.3 Icon Based Authoring Tool .................................................................................................... 66 6.2.4 Time Based Authoring Tool ................................................................................................... 67 6.2.5 Object Oriented Authoring Tool ............................................................................................ 676.3. Multimedia System ............................................................................................................................... 686.4 Communication Architecture ................................................................................................................. 686.5 Hybrid Systems ...................................................................................................................................... 69 6.5.1 Integrated Device Control ...................................................................................................... 70 6.5.2 Integrated Transmission Control ............................................................................................ 70 6.5.3 Integrated Transmission ......................................................................................................... 706.6 Digital Systems ...................................................................................................................................... 706.7 Multimedia Workstation ........................................................................................................................ 70 6.7.1 Bus ......................................................................................................................................... 71 6.7.2 Multimedia Devices ............................................................................................................... 71 6.7.3 Primary Storage ..................................................................................................................... 71 6.7.4 Secondary Storage ................................................................................................................. 71 6.7.5 Processor ................................................................................................................................ 72 6.7.6 Operating System ................................................................................................................... 726.8 Preference of Operating System for Workstation .................................................................................. 726.9 The Macintosh Platform......................................................................................................................... 73 6.9.1 The Windows Platform .......................................................................................................... 73 6.9.2 Networking Macintosh and Windows Computers ................................................................. 73Summary .................................................................................................................................................... 74References ................................................................................................................................................... 74Recommended Reading ............................................................................................................................. 74Self Assessment ........................................................................................................................................... 75

Chapter VII ................................................................................................................................................ 77Basic Tools for Multimedia Objects ......................................................................................................... 77Aim .............................................................................................................................................................. 77Objectives .................................................................................................................................................... 77Learning outcome ........................................................................................................................................ 777.1 Introduction ............................................................................................................................................ 787.2 Text Editing and Word Processing Tools ............................................................................................... 787.3 OCR Software ........................................................................................................................................ 787.4 Image-Editing Tools ............................................................................................................................... 787.5 Painting and Drawing Tools ................................................................................................................... 797.6 Sound Editing Tools ............................................................................................................................... 807.7 Animation, Video and Digital Movie Tools ........................................................................................... 80 7.7.1 Video Formats ........................................................................................................................ 80 7.7.2 Common Organisation of Video Formats .............................................................................. 80 7.7.3 QuickTime ............................................................................................................................. 81 7.7.4 Linking Multimedia Objects .................................................................................................. 83 7.7.5 OLE ........................................................................................................................................ 83 7.7.6 DDE ....................................................................................................................................... 84 7.7.7 NetDDE ................................................................................................................................. 85

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Summary .................................................................................................................................................... 86References ................................................................................................................................................... 86Recommended Reading ............................................................................................................................. 87Self Assessment .......................................................................................................................................... 88

Chapter VIII ............................................................................................................................................... 90Multimedia Operating System .................................................................................................................. 90Aim .............................................................................................................................................................. 90Objectives .................................................................................................................................................... 90Learning outcome ........................................................................................................................................ 908.1 Introduction ............................................................................................................................................ 918.2 Multimedia Operating System ............................................................................................................... 918.3 Real Time Process .................................................................................................................................. 91 8.3.1 Characteristics of Real Time Systems ................................................................................... 91 8.3.2 Real Time and Multimedia .................................................................................................... 92 8.3.3 Resource Management ........................................................................................................... 92 8.3.4 Resources ............................................................................................................................... 93 8.3.5 Requirements ......................................................................................................................... 93 8.3.6 Components of the Resources ................................................................................................ 93 8.3.7 Phases of the Resource Reservation and Management Process ............................................ 94 8.3.8 Resource Allocation Scheme ................................................................................................. 94Summary .................................................................................................................................................... 95References ................................................................................................................................................... 95Recommended Reading ............................................................................................................................. 96Self Assessment .......................................................................................................................................... 97

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List of Figures

Fig. 1.1 Web Design ....................................................................................................................................... 3Fig. 1.2 Elements of good design ................................................................................................................... 3Fig. 1.3 Element design ................................................................................................................................ 4Fig. 1.4 Principles of design .......................................................................................................................... 7Fig. 1.5 Working with customers ..................................................................................................................11Fig. 1.6 Design techniques ............................................................................................................................11Fig. 2.1 Elements of web design ................................................................................................................. 18Fig. 2.2 WYSIWYG Editors ........................................................................................................................ 21Fig. 2.3 Publish ............................................................................................................................................ 24Fig. 3.1 Elements of multimedia systems .................................................................................................... 29Fig. 3.2 Types of audio ................................................................................................................................. 30Fig. 4.1 Multimedia application .................................................................................................................. 40Fig. 4.2 Tools editing and creating fonts ...................................................................................................... 43Fig. 4.3 Bitmap pattern ............................................................................................................................... 44Fig. 4.4 Paint brush ...................................................................................................................................... 46Fig. 5.1 Document architecture and its elements ......................................................................................... 54Fig. 5.2 SGML: document processing – from the information to the presentation ..................................... 55Fig. 5.3 ODA: content layout and logical view ........................................................................................... 56Fig. 5.4 Information transmission ................................................................................................................ 58Fig. 5.5 Hypertext data: an example of linking information of different media .......................................... 59Fig. 5.6 Hypertext system ............................................................................................................................ 60Fig. 6.1 Object oriented authoring tool ........................................................................................................ 68Fig. 6.2 Hybrid Systems............................................................................................................................... 69Fig. 6.3 Digital system ................................................................................................................................ 70Fig. 6.4 Example of a multiprocessor system .............................................................................................. 72Fig. 8.1 Components grouped for the purpose of video data transmission .................................................. 94

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List of Tables

Table 3.1 Four basic stages of multimedia project development ................................................................. 33Table 4.1 File formats .................................................................................................................................. 47

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Abbreviations

A/D - Analog to Digital AI - Audio InterchangeANSI - American National Standards InstituteAPB - Apple Desktop Bus ASCII - American Standard Code for Information InterchangeASP - Active Server Pages CAD - Computer-Aided DesignCGM - ComputerGraphicsMetafileCLV - Constant Linear VelocityCMY - Cyan, Magenta and YellowCOM - Component Object ModelCRT - Cathode-Ray TubeCSS - Cascading Style SheetsD/A - Digital to AnalogDCA - Document Content ArchitectureDDE - Dynamic Data ExchangeDSL - Digital Subscriber LineDSP - Dedicated Signal ProcessorDST - Discrete Cosine TransformDVD - Digital Versatile DiscEPROM - Erasable PROMFTP - File Transfer ProtocolGUI - Graphical User InterfacesHDTV - HighDefinitionTelevisionHTML - Hyper text Markup LanguageHTML - Hyper Text Mark-up LanguageIEC - International Electro-technical CommissionISDN - Integrated Services Digital NetworkISO - International Standards OrganisationLAN - Local Area NetworkLCD - Liquid Crystal DisplayLDU - Logical Data UnitLDU - Logical Data UnitsLED - Light Emitting Diode MIDI - Musical Instrument Digital InterfaceMO - Magneto-OpticalMO: DCA - Mixed Object Document Content Architecture NTSC - National Television Standards CommitteeOCR - Optical Character RecognitionODA - Open Document ArchitectureOLE - Object Linking and EmbeddingOPRAM - Optical Read-Only MemoryPAL - Phase Alternate LinePHP - Hypertext PreprocessorPLV - Production Level VideoPOTS - Plain Old Telephone ServicePROM - Programmable ROMsQoS - Quality of Service ParametersRAM - Random Access MemoryRGB - Red, Green and BlueROM - Read-Only Memory

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RTV - Real Time VideoSECAM - Sequential Color and MemorySGML - Standard Generalised Markup LanguageVLSI - Very Large Scale IntegratedWAN - Wide Area NetworksWWW - World Wide Web XCMDs - X-Commands XFCNs - X-Function XHTML - eXtensible Hyper Text Mark-up LanguageXML - Extensible Mark-up LanguageXSL - Extensible Style Sheet Language

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Chapter I

Introduction to Web Design

Aim

The aim of this chapter is to:

explain the concept of web designing •

enlist the technology used in web designing •

discuss web designing basic •

Objectives

The objectives of this chapter are to:

explain the elements of a good design •

describe lines and line work in web designing •

elaborate shapes and colours in web designing •

Learning outcome

At the end of this chapter, you will be able to:

understand texture in web designing •

identify direction while designing •

recognise the principle of designing•

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1.1 What is Web Designing?TheInternethasredefinedthebordersofourmodernworld.Bigorsmallcompaniesnowhavecustomersallacrosstheglobe.SmallorBigbusinesseshouses,groupsandnon-profitorganisationsareprovidinganinfinitearrayofinformation to a widespread audience.

ThepossibilitiesareendlessthrougheffectiveandefficientWebDesign.•Web Design is an art of content presentation to an end user through World Wide Web. •The efficientweb design helps your company in bringing enquiries that generate sales and add asset to•business.Inthedigitalworldwebsitesemergeasasignificanttoolthatnotonlyhelpthecompaniestofindtheirtarget•audience but also help in tapping desired customers while seating remotely. Website has become the medium of communication or interaction for Business houses. •You can establish your corporate identity globally and remain in contact with your customer throughout day •and night. This information technology based communication design helps you to place your products to global customer with details of the placed products relatively at low cost websites The cost effective medium of sales and promotions make the websites as the hottest stuff of today’s •generation.Website utilises multiple disciplines such as animation, graphics, interaction design and information architecture •while giving digital corporate identity to your business. Theamalgamatedfeatureshelpininteractingwithunknownaudienceineffectiveandefficientmanner.•Websites are often considered as the interactive marketing strategy to pull out the hidden customer around the •global arena.Eachofthewebsitesplannedinaprecisemannertocaterspecificneed.•Thepeoplewhoviewthewebsiteforaspecificreasonanditisimportanttoknowexactlywhattheyarelooking•for when they visit the site. Aclearlydefinedpurposeorgoalofthesitehelpsinunderstandingofwhatvisitorswant.Itgivesawayin•identifying the target audience. So company, who is developing website must be precise, on the target and object oriented in order to get •maximum of what they are putting.

The technologies being used during web designing are:Markup languages (such as HTML, XHTML and XML)•Style sheet languages (such as CSS and XSL)•Client-side scripting (such as JavaScript and VBScript)•Server-side scripting (such as PHP and ASP)•Database technologies (such as MySQL, MSSQL)•Multimedia technologies (such as Flash and Silverlight)•

Based on the requirements of the company website can be made in static or dynamic depending on the nature of the site.

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1.2 Web Design BasicsWeb design uses all the same elements as print design. You need to explore the space and layout, handle fonts and colours, and put it all together in a format that puts your message across.

Fig. 1.1 Web Design

1.3 Elements of Good DesignGood Web design is the same as good design. If you understand the elements that make up good design, you will have a Web page that works well. These elements of good design apply whether you are writing a Web page, a business card, or a t-shirt and once you understand them you will have the skills to be a great designer.

Elements of design•Principles of design•The web is not print•

Fig.1.2 Elements of good design

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1.3.1 The Elements of DesignThe elements of design are the building blocks of design. These elements are what make up every page you build. And understanding the basic elements you’ll be able to put together more powerful Web pages.Therearefivebasicelementsofeverydesign:

Lines and linework •Shape •Texture •Colour •Direction •

Lines and linework

Shape

Texture

Colour

Direction

Fig. 1.3 Element design

Lines and line workLines include borders and rules. They can be horizontal or vertical and help delineate the spaces around elements on Web pages.

Linework increases the readability of the design.•Lines are a basic element of design. They add to the style of a design and can enhance the comprehension and •readability of a design. Lines can be used as a border around elements or a divider between elements.•Use of Lines in Design are as follows: •

borders around elements �dividing lines between elements �countours around elements �decoration �

How to include lines in web design?•The <hr /> tag places horizontal lines in Web page documents. You can then style the <hr/> tag to get better �looking lines.CSS provides many ways to add borders to elements. With borders on one or two sides of an element, you �can create lines that are a little more interesting than a simple boxy border.Images can be used as lines and borders to create more decorative effects. �

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ShapeShapes make up any enclosed contour in the design.

Shapes on most Web pages are square or rectangular. But they don’t have to be. •You can use images to generate other shapes within your designs.•Shapes are a basic element of design. They are made up of closed contours and three dimensional objects placed •in the design. Shapes are used to convey meaning and organise information. •Shapes can be 2-dimensional or 3-dimensional.•There are three basic types of shapes:•

geometric shapes �natural shapes �abstract shapes �

Use of Shapes in Design:•add interest to a design �sustain interest �organise or separate elements �direct the eye through the design �

Geometric Shapes: Geometric shapes are what most people think of when they think of shapes. Most geometric •shapes on Web pages are created through layout and CSS. Some common geometric shapes you see on Web pages are:

squares and rectangles �circles �triangles �diamonds �

Natural Shapes: Natural shapes are shapes that are found in nature, but they are also shapes of man-made items. •Most natural shapes in Web pages are created with images. Some examples of natural shapes are:

leaves �puddles �

Abstract Shapes: Abstract shapes are those that have a recognisable form but are not “real” in the same way that •naturalshapesare.Forexample,astick-figuredrawingofadogisanabstractdogshape,butanotherdoginaphoto is a natural shape. Abstract shapes in Web designs are usually added through images. Some examples of abstract shapes are:

alphabet glyphs �icons �symbols �

TextureTexture gives a design a feeling of surface. Texture on Web pages is all visual, but you can use natural textures or artificialtogettheeffectinyourdesigns.

Texture is what gives a design the feeling of a surface. •It is the tactile sense of the elements in the design. •In Web design, texture is visual, but it provides the illusion of physical texture. Some common textures are:•

rough �smooth �hard �Soft �

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Use of texture in design:•backgrounds �emphasis �stylised designs like engravings or etchings �

How to Include Texture in Web Designs:•The most common way to incorporate texture into Web designs is with the background-image style �property. You can put background images on most block-level elements, which allows you to add texture throughout �your Web pages.Don’t forget that even things you don’t put backgrounds on can have or approximate texture. �For example, any images you have will have texture within the images. �And the combination of elements on a page can combine together to look textured. �

ColourColour is the one design element that most Web designers are acutely aware of. But remember that colour is not a required element of any design.

Infact,agoodplanindesignistocreatethedesignwithoutcolourfirst,thenaddaslittlecolourasyoucanto•enhance the design.Colour is a basic element of design, but what many designers don’t realise is that it’s not a required element. •Some of the best designs are done with only black and white or just a touch of one colour.•Use of colour in design: •

backgrounds �text and foregrounds �images �accents �

How to include colour in web designs: Colour is very easy to add to Web pages. There are many style properties •that add colour, including:

colour - for foreground colour, like fonts and text �background-colour - does what it sounds like, changes the background colour of the element �border-colour - to change the colour of borders around elements �

You can also add colour to your design through your images.•JPEGimagesforphotographsandimageswithmillionsofcoloursandGIFsforflatcolourimages.•

DirectionDirection gives your Web designs motion.

In most designs there is a sense of movement in a direction across the design. •Good designs lead the eye through the design in a deliberate fashion so that the viewer sees what the designer •wants.Direction in design provides mood and atmosphere. •Direction gives the illusion of movement within a design. •There are three basic directions in design:•

horizontal �vertical �diagonal �

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Use of direction in design: In Web design, direction is most often portrayed by the images on the page. But you •can impose direction through the placement of elements on the page, and with lines especially when they have arrow heads on them.How to include direction in web designs: Incorporate direction in your Web designs in the following ways:•

Look at your images to determine what direction the subjects are facing. If the people in the picture are �looking to the right, then you should place the image on the left side of the page. Otherwise the direction of the eyes in the photo will direct your readers’ eyes away from the page.Use your layout to suggest direction. Position dense elements, like photos, in horizontal, vertical, or diagonal �lines. While less dense elements, like text, surround them.Use lines, either images or HR tags, to suggest movement and direction. �

1.3.2 The Principles of DesignThe basic principles of design are true for Web design as well as other design.

They show you how to put together design elements in an effective manner. •Design is more than just slapping HTML tags up onto a page, and using these principles will help you build •more pleasing and useful designs.

Fig.1.4 Principles of designBalanceBalance is the distribution of heavy and light elements on the page.

Larger, darker elements appear heavier in the design than smaller, lighter elements. •The principle of balance shows you how to lay out your pages so that they work.•Balance in design is the distribution of elements across the design. •Balance is a visual interpretation of gravity in the design. Large, dense elements appear to be heavier while •smaller elements appear to be lighter. You can balance designs in three ways:•

symmetrical balance �asymmetrical balance �discordant or off-balance �

Use of balance in design: Balance in Web design is found in the layout. •The position of elements on the page determines how balanced the page appears. �One big challenge with achieving visual balance in Web design is the fold. �You may design a layout that is perfectly balanced in the initial view, but when the reader scrolls the page, �it can come out of balance.

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How to include balance in web designs: The most common way to incorporate balance into Web designs is in •the layout.

Youcanalsousethefloatstylepropertytopositionelementsandbalancethemacrossthepage. �A very common way to balance a layout symmetrically is to center the text or other elements on the page. �Most Web pages are built on a grid system, and this creates a form of balance for the page right away. �Customers can see the grid, even if there aren’t any visible lines. �Web pages are well suited to grid designs because of the square nature of Web shapes. �

Symmetrical Balance: Symmetrical balance is achieved by placing elements in a very even fashion in the •design.

If you have a large, heavy element on the right side, you’ll have a matching heavy element on the left. �Centeringistheeasiestwaytogetasymmetricallybalancedpage.Butbecareful,asitcanbedifficultto �createacentereddesignthatdoesn’tlookflatorboring.If you want a symmetrically balanced design, it’s better to create the balance with different elements - such �as an image on the left and a large block of heavier text to the right of it.

Asymmetrical Balance: Asymmetrically balanced pages can be more challenging to design - as they don’t have •elements matched across the centreline of the design.

For example, you might have a large element placed very close to the centreline of the design. �To balance it asymmetrically, you might have a small element farther away from the centreline. �If you think of your design as being on a teeter-totter or seesaw, a lighter element can balance a heavier one �by being further away from the center of gravity. You can also use colour or texture to balance an asymmetrical design. �

Discordant or Off-Balance: Sometimes the purpose of the design makes an off-balance or discordant design •work well.

Designs that are off-balance suggest motion and action. They make people uncomfortable or uneasy. �If the content of your design is also intended to be uncomfortable or make people think, a discordantly �balanced design can work well.

ContrastWhen most people think of contrast, they typically think of colours or black and white. But there is more to contrast than colour.

You can have contrasting shapes (square vs. circle), or contrasting sizes (large vs. small), or contrasting textures •(smooth vs. rough).Contrast in design is an accentuation of the differences between elements in a design.•Most people think of contrast only as it applies to colours, but contrast can work with any design element. •For example, if you have a group of lines that are all the same size, there is no contrast. But if one is a lot longer •than the others, it contrasts with them.Use of contrast in design: When applying contrast to Web designs, think beyond colour. Colour contrast can •easily be overdone. But by using more subtle differences in contrastin font sizes, layout shapes, images, and text styles (like lists versus long blocks of prose) you can take advantage of contrast without blasting your readers with a loud contrasting colour scheme.How to include contrast in web designs: Contrast in Web design can be implemented in many ways:•

Change the fonts �Font size �Font weight �Font family can all provide contrast to your text �Headlines provide a lot of contrast to surrounding text. �Links provide great contrast in text �

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The colour change and the addition of an underline work well to contrast from the surrounding text. �Use different sized images and elements �If you have a section of text that is the primary focus of a page, you might make it large and all the surrounding �elements and images small.Use contrasting colours or change the darkness and lightness of your colours. �

EmphasisEmphasis is what the eye is drawn to in a design.

It’s tempting to give everything equal emphasis or try to emphasise everything in a design, but this ends up •makingthedesignblandandflat.Instead, as a designer you should determine the hierarchy of the page and then apply the emphasis to the elements •based on that hierarchy.Emphasis in design provides the focal point for the piece.• It is a way of making the element that is most important stand out in the design. Emphasis is sometimes called •dominance.Use of emphasis in design: One of the biggest mistakes designers can make is trying to make everything in the •design stand out. When everything has equal emphasis at best it can make the piece appear busy, and at worst the design will be boring and unappealing.Instead, focus on creating a visual hierarchy in your designs.•Ifyou’veworkedtocreateasemanticflowtoyourHTMLmarkup,thatwillbeeasier.BecauseyourWebpage•will already have a hierarchy, all your design needs to do is put the emphasis on the correct elements - such as the H1 element for the most emphasis and so on.How to include emphasis in web designs: Emphasis in Web design can be implemented in many ways:•

Using semantic markup will provide some emphasis, even without any styles. �Change the size of fonts or images to emphasise or de-emphasise them in the design. �Using contrasting colours can provide emphasis. �

RhythmRhythm is also called repetition. Rhythm brings an internal consistency to your Web designs.

Patterns are easy for humans to comprehend, and repetition provides patterns that make your site easier to •comprehend. Rhythm allows your designs to develop an internal consistency that makes it easier for your customers to •understand. Once the brain recognises the pattern in the rhythm it can relax and understand the whole design. •Repetition rarely occurs on its own and so it embues a sense of order onto the design. And because of this, •repetition attracts attention and prompts customers to investigate further.Use of rhythm in design: Nearly anything in a Web design can be repeated to create a rhythm to your designs. •You can repeat a headline multiple times for emphasis, repeat an image across the top of your design, create a patterned background with repetitive elements, or repeat a style throughout the pages of your site to provide consistency.How to include rhythm in web designs: Rhythm in Web design can be implemented in many ways:•

Repeat the actual text in your HTML. �Add images multiple times. �Use the background-repeat property to repeat a background image horizontally or vertically. �Repeat the navigation elements of your design across the pages of your site. �

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UnityUnity is also called proximity. It is the principle of keeping like elements together and diverse elements further apart.

Unity pulls elements together •Unity provides cohesiveness to your designs •It is what pulls the elements together •Elements that are positioned close to one another are related while elements that are farther apart are less •related.Unity looks at how close or far apart various elements on the page are to one another. •The closer two elements are, the stronger the relationship is between the two elements.•Using the design principle of unity, you can assign your content into logical groups that make it easier for your •readers to navigate through your designs.Use of unity in design: Unity in design is achieved primarily through placement in your layout. But it can also •be achieved through margin and padding changes to the elements.Another way to use unity in web design is to separate your text into groups using headlines. •The headline adds some visual contrast, and by grouping it with the text below it, it is clearly related to that •content.How to include unity in web designs: Unity in Web design can be implemented in many ways:•

Adjust the layout of elements to place them close or far away �Change the spacing around text �Play with the box properties to affect margins and padding �

1.3.3 The Web is Not PrintMany Web designers come to the Web with a print background.

Either they were print designers, or they are just used to the control that a print world gives. •When you print something, it provides permanence and stability. You don’t have this on the Web.•The problem is, that it’s easy to forget. •When you build your Web page and test it in your browser, you get it looking exactly how you want it to •look. But then you test it in a different browser, and it looks different. And if you move to a different platform, it will •look differently again.As you’re a designer, you’ll need to work with customers. •You will be doing them and yourself a disservice if you don’t explain the difference between print and the •Web. Especially if you bring your portfolio as print outs. This is a common problem, where the customer expects the •printout to represent exactly what the page will look like.

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Working with customers

Printouts as a Portfolio

Setting Expectations

Know what your customer uses

Fig. 1.5 Working with customersPrintouts as a portfolioIt is always important to have a portfolio, but remember that the Web is not print, and bringing a print out is not a strong representation of your Web site design skills.

Setting expectationsBeup-frontwithyourcustomers.Iftheywanttheirpagetohaveveryspecificlayout,font,anddesignelements,besure to explain the tradeoffs such as download speed and maintenance before simply building them a completely graphical page.

Know what your customer usesIf you’re a big Netscape on the Mac fan, and your client only uses Internet Explorer for Windows, you should keep this in mind in your designs. Your page could look very different to them.

Design techniquesDesign technique includes:

Design Techniques

Fig.16 Design techniques

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Know your audienceKnow the characteristics of the audience of the site you’re building. If they are propellor-heads, they might browse in Unix on a 21 inch monitor. Or if they are more conservative they might have a 12 inch monitor running Internet Explorer 3. If you design a site that suits your audience, your customer won’t be complaining to you later.

Test Test your designs in every browser and OS combination that you can get your hands on. Emulators work if you have no other choice, but there is no substitute for hands on experience.

Don’t forget resolutionBrowsers and OS are important, but if your readers and customers are browsing on a smaller screen than you design on, they could be unpleasantly surprised.

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SummaryTheInternethasredefinedthebordersofourmodernworld.Bigorsmallcompaniesnowhavecustomersall•across the globe.Web Design is an art of content presentation to an end user through World Wide Web. •An efficientweb design helps your company in bringing enquiries that generate sales and adds asset to•business.Website utilises multiple disciplines such as animation, graphics, interaction design, and information architecture •while giving digital corporate identity to your business. Lines include borders and rules. They can be horizontal or vertical and help delineate the spaces around elements •on Web pages. Lines are a basic element of design. They add to the style of a design and can enhance the comprehension and •readability of a design. Lines can be used as a border around elements or a divider between elements.•Shapes on most Web pages are square or rectangular. But they don’t have to be. You can use images to generate •other shapes within your designs.Shapes are a basic element of design. They are made up of closed contours and three dimensional objects placed •in the design. Geometric shapes are what most people think of when they think of shapes. Most geometric shapes on Web •pages are created through layout and CSS.Natural shapes are shapes that are found in nature, but they are also shapes of man-made items.•Abstract shapes are those that have a recognisable form but are not “real” in the same way that natural shapes •are.Texture gives a design a feeling of surface. Texture on Web pages is all visual, but you can use natural textures •orartificialtogettheeffectinyourdesigns.Colour is the one design element that most Web designers are acutely aware of. But remember that colour is •not a required element of any design. JPEGimagesforphotographsandimageswithmillionsofcoloursandGIFsforflatcolourimages.•Direction in design provides mood and atmosphere. It gives the illusion of movement within a design. •Design is more than just slapping HTML tags up onto a page, and using these principles will help you build •more pleasing and useful designs.Balance is the distribution of heavy and light elements on the page. •Symmetrical balance is achieved by placing elements in a very even fashion in the design. •Asymmetrically balanced pages can be more challenging to design - as they don’t have elements matched across •the centreline of the design.

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ReferencesStev, M. J., 2008. • Web designing [Online] Available at: <http://technet.microsoft.com/en-us/magazine/2008.03.securitywatch.aspx> [Accessed 09 December 2011].Thamos, J., 2011• . Web in Multimedia [Video Online] Available at: <http://www.youtube.com/watch?v=bq1fXrxn9jM> [Accessed 30 December 2011].EdzJohnson, 2009. • Web designing [Video Online] Available at: <http://www.youtube.com/watch?v=GOfhmzNLWzY> [Accessed 1March 2012]. Bharat, O. and Broder, A., 1998. • A technique for measuring the relative size and overlap of public web search engines. John Wiley and Sons. Broder, A., Glassman, S., Manasse, M. and G. Zweig., 1997.• Syntactic clustering of the web. Cengage Learning.Jennifer, K., 1997. • Web Design / HTML [Online] Available at : <http://webdesign.about.com/> [Accessed 1March 2012].

Recommended ReadingPosey, B., 2008• . A content-based image browser for the world wide web, Syngress.Piter, A., 2008. • An image and video search engine for the world-wide web, Syngress.Jacob, S., 2008. • An image search engine for the world wide web, Dreamtech Press.

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Self Assessment

Which of the following increases the readability of the design?1. Shapes a. Direction b. Lineworkc. Linesd.

_______ adds to the style of a design and can enhance the comprehension and readability of a design. 2. Shapes a. Direction b. Lineworkc. Linesd.

___________ can be used as a border around elements or a divider between elements.3. Shapes a. Direction b. Lineworkc. Linesd.

Which of the following statements is true?4. Shapes on most Web pages are square or rectangular.a. Balance on most Web pages is square or rectangular.b. Direction on most Web pages is square or rectangular.c. Lines on most Web pages are square or rectangular.d.

____________ in design provides mood and atmosphere. 5. Shapes a. Direction b. Lineworkc. Linesd.

____________ gives the illusion of movement within a design. 6. Shapes a. Direction b. Lineworkc. Linesd.

_________ is more than just slapping HTML tags up onto a page. 7. Designa. Balance b. Symmetrical c. Emphasis d.

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________ is the distribution of heavy and light elements on the page. 8. Designa. Balance b. Symmetrical c. Emphasis d.

___________balance is achieved by placing elements in a very even fashion in the design. 9. Designa. Balance b. Symmetrical c. Emphasis d.

________ is what the eye is drawn to in a design. 10. Designa. Balance b. Symmetrical c. Emphasis d.

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Chapter II

Basics of Web Designing

Aim

The aim of this chapter is to:

enlist the basic elements of web designing •

elucidate HTML •

elaborate editor •

Objectives

The objectives of this chapter are to:

explain hosting •

describe publishing •

elaborate the steps of web designing •

Learning outcome

At the end of this chapter, you will be able to:

understand HTML documents •

identify WYSIWYG editor •

recognise free host servers •

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2.1 Introduction There are four basic things that are to be followed while designing web sites, they are as follows:

Fig. 2.1 Elements of web design

HTMLIt is an introduction to the computer language which forms the heart of web pages. Although it’s not absolutely necessary to know this stuff, you should still read this page to get an idea of how it works.

EditorsTools used to create websites

Hosting Howtofindahome(hostserver)foryourwebsite?

PublishHow to upload your site to the internet so that viewers can visit it

2.2 MethodologyThere are two very different ways to make a website.

The quickest and easiest way to make a site is to use an on-line “wizard” supplied by your internet service •provider (ISP) or some other organisation.To use this method, visit the internet address given to you by the organisation providing the service. There you •will be guided through a series of simple steps which will result in a site being constructed for you.

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The advantage of this method is that you don’t need any skills other than using your browser. The drawback is •that you are very limited in what you can do with this kind of website.The other approach is to construct a website on your own computer, then “upload” it to the internet so that other •people can access it.

NoteAs the internet is such a complicated environment, these introductory tutorials tend to over-simplify explanations •of how things work. You shouldn’t take all our examples and illustrations too literally, but the information is conceptually sound. •In time, you can choose to make the effort and build up a more technically accurate understanding.•

2.3 Getting Started with Web Designing It can all look very intimidating for the beginner, but if you know how to surf the internet and use a word processor then you should have no trouble making a website.

However, the single biggest mistake we see from beginners is trying to do too much too soon. •Whatever you’re level of experience with computers and the internet, it’s absolutely critical that you take things •slowly and don’t get ahead of yourself. Websiteconstructionisaminefield.Ifyouhaveamapyouwillbefine,butifyouthinkitlookseasyandgo•charging in you will end up coming apart!Many software applications will tell you that web design is easy. It’s common to see claims such as “Make your •own website in minutes no experience necessary!” In our opinion these claims are misleading you simply can’t learn enough in a few minutes to have any chance •of success. You can learn the basics in an hour or so, but you’ll need a lot longer if you want to be any good.•People often ask us to recommend a computer program which will allow them to create fantastic websites. •They sometimes show us a website they like and say “I want a program that will make sites like this.” •This scenario is somewhat like taking a photo of a house into a hardware shop and saying “I want a hammer •which will make a house like this”.Sohere’sthefirstrealitycheck:Thereisnosuchthingasaprogramwhichmakesgoodsites.Althoughsome•programs are more helpful than others, in the end it’s up to you. Good websites aren’t impressive because they were made with a good program; they are impressive because •they were made by an experienced person. To make a great site you need to do a great deal of learning. There are no shortcuts.•

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2.4 STEP 1: HTMLAt the heart of web page design is a computer language called “HTML”.

Although many new languages and technologies are superseding HTML, it still forms the foundation of virtually •all websites. For this study we will simplify the situation and pretend that all web pages use only HTML.•You don’t actually need to know anything at all about HTML and if your ambitions aren’t high then you can •get away without it. However, if you’re even slightly serious about making a good website then it will help you a lot if you understand •a few basics. Don’t be put off it’s not as intimidating as it sounds.•If you really can’t be bothered, there are other options available.•

HTML documentsAwebpageisan“HTMLDocument”.Thisisafileformatwhichusuallyusestheextension“.html”or“.htm”.

Forexample,ifyouuseMicrosoftWord,youwillusuallysaveyourfileswiththeextension“.doc”.•Howeveryoucanalsosaveyourfileswithmanyotherextensionssuchas“.txt”,“.wps”etc.Amongst the•options is “.html”.HTML documents are actually just plain text, but contain snippets of code which carry vital information about •how the page should be displayed. You can create such a document using any text editor even a very simple one like Windows Notepad.•In fact many web designers prefer to use simple text editors.•This is what a very simple HTML document looks like:•

<html><head><title>A Simple Web Page</title></head><body>This is about as simple as a web page can get.</body></html>

To view an HTML document, you must use a browser or similar softwareThe browser opens the HTML document in the background and “decodes” it before showing it to you.•What you see is your browser’s interpretation of how the web page should look •Note: this is actually an important point - it’s why you should test your site using a variety of browsers. •To see what the above example document looks like, click here, then click your browser’s back button to return •and continue.We won’t go into any more detail at the moment, but at the end of this tutorial we’ll show you how to learn •more about HTML.

2.5 Step 2: WYSIWYG EditorsWYSIWYG means “What You See Is What You Get”.

WYSIWYG web-page editors are similar to word processors and they allow you to construct a web page without •using HTML instructions.

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You simply type in your text, add pictures, etc, using familiar toolbars and menus. •The editor makes the HTML code in the background.•

Fig. 2.2 WYSIWYG Editors(Source: http://www.mediacollege.com/internet/design/dreamweaver01.gif)

Some well-known WYSIWYG web-page editors are:•Adobe Dreamweaver �Microsoft FrontPage �Microsoft Publisher �

The screenshot on the right is from Dreamweaver. •Using the tools provided, you can add text, images and other elements directly onto the page.•These editors have obvious advantages such as speed and ease of use. However, there is a trade-off: They are •not 100% reliable. IfyouexaminetheHTMLcode,youarelikelytofindmistakesandunwantedextracode.•Theyalsotendtobedeceptiveyoumaythinkyou’reproducingafantasticpagebutfindthat it looksvery•different once you publish it. Remember that these editors usually use an approximation of how the page will look. •To see your page as it really is you need to view it in a browser.•For these (and other) reasons, some professional web designers refuse to use WYSIWYG editors. Instead, they •use simple text editors and compose the entire HTML manually.

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However, it’s becoming more common to use a mixture of both methods. •A good WYSIWYG editor will give you the option to edit the HTML code manually. •At the bottom of the Dreamweaver screenshot there is a panel which shows the HTML code for the page being •worked on. As you edit the page in WYSIWYG mode, the HTML automatically updates. Likewise, you can edit the HTML code and the WYSIWYG view will be updated.•

2.6 Recommendations for Software and Tool for Designing WebFinding the right software isn’t easy. If possible you should try a number of different options most good editors have free trial versions available. Here’s what we think about a few leading contenders:

Adobe Dreamweaver is our tool of choice. •Itiswidelyconsideredtobeatleastbestequalinthefieldofprofessionalwebdesign.It’salsoperfectlysuitable•for the novice. Adobe Contribute is a lower-cost sibling of Dreamweaver.•It allows you to maintain and update your website as well as collaborate with other people who work with •you.MicrosoftFrontPageisagoodprogramforbeginners,butbewarned:thisprogramhasawholerangeofflaws•and does not have a good reputation in professional circles. Although it is a specialist web development program and is much cheaper than many of its competitors, there •are free programs available which offer essentially the same functionality without the hassles.IronicallyweuseFrontPagequitealot;becausepeopleoftensendusFrontPagefilestoworkononeofthe•drawbacks - FrontPage websites often can’t be edited with other programs. Believe it when we say FrontPage causes far more than its fair share of grief.•Microsoft Publisher was originally designed for print media but has evolved to include web design. •It has the advantage of being relatively cheap, versatile and familiar.• Many people use it simply because they already have it installed. However it is not a specialist HTML editor •and doesn’t perform well. We don’t recommend it.Microsoft Word is similar to Publisher in that it was never originally designed for internet work. Although it •can read and edit HTML documents, it does so very badly indeed. If at all possible, avoid it like the plague.•There are numerous free HTML editors available. Search the internet, visit web design newsgroups and spend •some time deciding.

2.7 Step 3: HostingOnce you’ve created your web site and you can see that it works properly on your computer, you need to “publish” it to the internet so that other people can see it.

Essentially you just need to copy the web pages from your computer to your host server.•Naturally,thefirstthingyou’llneedtodoistofindahostserver.•Therearemanyoptionsavailableandfindingtherightsolutionisn’talwayseasy.•There are two main categories of hosting options: Free and Paid.•

2.7.1 Free Host ServersThere are plenty of places on the internet which will host your site for free. Not surprisingly, there are catches. These may include:

Advertising banners: Most free services make their money by inserting advertisements into your pages. The •advertisements may also appear in pop-up windows which activate whenever someone visits your site.

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No domain hosting and ugly URLs: Free hosting doesn’t usually allow you to use a domain name (e.g., http://www.•myname.com).Youwillinsteadbeassignedanaddresswhichcouldbeverylonganddifficulttoremember.No support: If anything goes wrong or if you need any help, don’t hold your breath. Chances are no-one •cares.Limitedfeatures:Youwillfindthatcertainfeaturesaren’tallowed.•No guarantee of service: From time to time free hosts simply shut down, either temporarily or permanently. •More often, certain features they offer are discontinued or they start charging for them.Your best bet is to see what your ISP has to offer. Most ISP’s have some sort of free web hosting option with •their dial-up accounts.

2.7.2 Paid Host ServersIf the free services don’t meet your needs then you’ll be looking for a professional hosting service. Prices and features vary widely so shop around. Note that you don’t have to use a host which is geographically near you - you can have your site hosted on the other side of the world.

Features of paid host servers:FTPAccess:Thisisthemostcommonmethodofpublishingyourfilestothehostserverandisofferedonalmost•all serious hosting options. Make sure you know exactly how to access your host.Technical Support: This is most important - does your service provider offer help installing and running your •site? Does this cost extra?E-Mail: Exactly what e-mail facilities are included? Can you have multiple email addresses?•Statistics: Most hosts provide free statistics to see how many people are visiting your site.•CGI, PHP, etc: These are advanced features which allow you to add bells and whistles such as forms, dynamic •content, discussion forums, etc. Not for the novice, but not so complicated that you can’t learn. Many hosts have ready-made CGI features which you can add to your site with minimal fuss, or they may be able to add them for you.FrontPage Extensions: If you insist on using Microsoft FrontPage, then you’ll need FrontPage extensions. This •isasetoffilesandprotocolswhichallowbeginnerstouseadvancedfeaturessimilartothoseofferedbyCGI.When used very carefully they can be a handy tool. However, FrontPage extensions have many limitations and are prone to inexplicable failure - use them at your own risk!

2.8 Step 4: Publish (Upload)Thefinalstageofconstructionistheupload.

Using afile transfer program, you copy the entirewebsite structure to the appropriate folder on the host•server.The window below is from the popular program WS_FTP LE, available from www.ipswitch.com.•

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Fig. 2.3 Publish(Source: http://www.supersmartnet.com/Thread-Website-Tutorial.html)

Ifyou’re familiarwithfilemanagementsystemssuchasMSWindowsExplorer, thenyouwon’thaveany•difficultywiththispackage.The left window displays the site on your local drive; the right window displays the site on your host server. •You simply guide the program to the appropriate folders and use the left/right arrows to transfer selected •files.Some site authoring applications have the option to publish directly to the web. This may be largely automated, •such as the “Publish” command in FrontPage or the “Synchronise” command in Dreamweaver. Thesecommandscanidentifyfileswhichhavebeenmodifiedsinceyoulastpublishedandtellyouwhichones•need to be updated. If you have a large site, this can be a huge time-saver.•

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Summary HTMLis an introduction to the computer language which forms the heart of web pages. Although it’s not •absolutely necessary to know this stuff, you should still read this page to get an idea of how it works.The quickest and easiest way to make a site is to use an on-line “wizard” supplied by your internet service •provider (ISP) or some other organisation.Awebpage is an “HTMLDocument”.This is a file formatwhich usually uses the extension “.html” or•“.htm”.HTML documents are actually just plain text, but contain snippets of code which carry vital information about •how the page should be displayed. WYSIWYG means “What You See Is What You Get”. •WYSIWYG web-page editors are similar to word processors and they allow you to construct a web page without •using HTML instructions. Adobe Contribute is a lower-cost sibling of Dreamweaver.•MicrosoftFrontPageisagoodprogramforbeginners,butbewarned:thisprogramhasawholerangeofflaws•and does not have a good reputation in professional circles. Most free services make their money by inserting advertisements into your pages. The advertisements may also •appear in pop-up windows which activate whenever someone visits your site.

ReferencesThomas, O., 2011. • Multimedia Secrets, John Wiley and Sons.Gibson, D., 2010. • Guide to Multimedia, Enterprise Administration, Cengage Learning.Henderson, T. and Dvorak, R., 2008. • Multimedia: Faster, more manageable and secure, but still missing the virtual link [Online] Available at: <http://www.networkworld.com/reviews/2008/022108-windows-2008-server-test.html> [Accessed 09 December 2011].Johansson, M. J., 2008. • Using SCW on Multimedia [Online] Available at: <http://technet.microsoft.com/en-us/magazine/2008.03.securitywatch.aspx> [Accessed 09 December 2011].Webster, J., 2011. • Multimedia [Video Online] Available at: <http://www.youtube.com/watch?v=bq1fXrxn9jM> [Accessed 30 December 2011].EdzJohnson., 2009. • Web designing [Video Online] Available at: <http://www.youtube.com/watch?v=GOfhmzNLWzY> [Accessed 1 March 2012].

Recommended ReadingPosey, B., 2008. • The real MCTS/MCITP Exam 70-649: upgrading your MCSE on Windows server 2003 to Windows server 2008 prep kit, Syngress.Piltzecker, A., 2008. • The Best Damn Multimedia Book Period, Syngress.Seguis, S., 2008. • Microsoft Windows Server 2008 Administration In Simple Steps, Dreamtech Press.

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Self Assessment

__________isthemostcommonmethodofpublishingyourfilestothehostserverandisofferedonalmost1. all serious hosting options.

FTP Accessa. Technical support b. Microsoft FrontPage c. HTML d.

Which of the following department is most important which checks whether your provider offer helps installing 2. and running your site? Does this cost extra?

FTP Accessa. Technical support b. Microsoft FrontPage c. HTML d.

___________ Contribute is a lower-cost sibling of Dreamweaver.3. Adobea. HTML b. WYSIWYG c. ISP d.

__________isagoodprogramforbeginners,butbewarnedthatthisprogramhasawholerangeofflawsand4. does not have a good reputation in professional circles.

FTP Accessa. Technical support b. Microsoft FrontPage c. HTML d.

_____________ web-page editors are similar to word processors and they allow you to construct a web page 5. without using HTML instructions.

Adobea. HTML b. WYSIWYG c. ISP d.

Which of the following statements is true?6. WYSIWYG means “When You See Is When You Get”. a. WYSIWYG means “Which You See Is Will You Get”. b. WYSIWYG means “What You See Is What You Get”. c. WYSIWYG means “Who You See Is Which You Get”. d.

To view an ___________ document, you must use a browser or similar software. 7. Adobea. HTML b. WYSIWYG c. ISP d.

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The ___________ opens the HTML document in the background and “decodes” it before showing it. 8. Browsera. Web page b. ISPc. HTML d.

A _________ is an “HTML Document”.9. Browsera. Web page b. ISPc. HTML d.

The quickest and easiest way to make a site is to use an on-line “wizard” supplied by your ____________ or 10. some other organisation.

Browsera. Web page b. ISPc. HTML d.

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Chapter III

Introduction to Multimedia

Aim

The aim of this chapter is to:

explain concept of multimedia •

definemultimedia•

discuss elements of multimedia system •

Objectives

The objectives of this chapter are to:

enlist the features of multimedia •

describe multimedia presentations•

explain multimedia games and simulations•

Learning outcome

At the end of this chapter, you will be able to:

enlist the applications of multimedia •

identify creative industries •

describe commercial industries •

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3.1 Introduction Multimedia has become an inevitable part of any presentation. It has found a variety of applications right from entertainment to education. The evolution of internet has also increased the demand for multimedia content.

DefinitionMultimedia is the media that uses multiple forms of information content and information processing (for example, text, audio, graphics, animation, and 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 mediainfineart,butwithabroaderscope.Theterm“richmedia”issynonymousforinteractivemultimedia.

3.2 Elements of Multimedia SystemMultimedia means that computer information can be represented through audio, graphics, image, video and animation inadditiontotraditionalmedia(textandgraphics).Therearefivemainelementsofmultimedia.

Elements of multimedia

systems

Static Elements

Text Video

Animation

Graphics Audio

Dynamic Elements

Fig. 3.1 Elements of multimedia systems

3.2.1 TextText is the basic element of multimedia. It involves the use of text types, sizes, colours and background colour. In a multimedia application, other media or screen can be linked through the use of text. This is what you call hypertext.

To produce an effective multimedia program there are three things that need to be considered. They are:The position of the text on the screen•Length of the message•Legibility of the text•

3.2.2 GraphicsGraphics make the multimedia application attractive. They help to illustrate ideas through still pictures. There are two types of graphics used: bitmaps (paint graphics) and vector (draw graphics).

Bitmap images are real images that can be captured from devices such as cameras or scanners.•Vector graphics are drawn on the computer and only require a small amount of memory. •

3.2.3 Audio A multimedia application may require the use of speech, music and sound effects. These are called audio or the sound element. There are two types of audio or sound: analog and digital audio.

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Analog audio refers to the original sound signal. Digital audio refers to the digital sampling of the actual sound. •The sound used in multimedia is digital audio.

Fig. 3.2 Types of audio

3.2.4 Video Video provides a powerful impact in multimedia program. In multimedia applications, the digital video is gaining popularity because of the following reasons:

Video clips can be edited easily•Thedigitalvideofilescanbestoredlikeanyotherfilesinthecomputerandthequalityofthevideocanstill•be maintainedThevideofilescanbetransferredwithinacomputernetworkitallowsnon-lineareditinginanypartofthe•video.

However,thesedigitalvideofilesarelargeinsize.Transferringthesefilescantakealongtimeespeciallywhenusing the internet.

3.2.5 AnimationAnimation is a process of making a static image look like it is moving. In multimedia, digital animation is used. Digital animation can be categorised into two broad areas:

2D (2 Dimension)•3D (3 Dimension)•

3.3 Features of MultimediaThere are two main features of multimedia:

Multimedia presentation •Multimedia games and simulations•

Multimedia presentationsMultimedia presentations may be viewed in person on stage, projected, transmitted, or played locally with a •media player. A broadcast may be a live or recorded multimedia presentation. •Broadcasts and recordings can be either analog or digital electronic media technology. •Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-•demand.

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Multimedia games and simulationsMultimedia games and simulations may be used in a physical environment with special effects, with multiple •usersinanonlinenetwork,orlocallywithanofflinecomputer,gamesystem,orsimulator.Enhanced levels of interactivity are made possible by combining multiple forms of media content. •But depending on what multimedia content you have it may vary online multimedia is increasingly becoming •object-oriented and data-driven, enabling applications with collaborative end-user innovation and personalisation on multiple forms of content over time. Examples of these range from multiple forms of content on web sites like photo galleries with both images •(pictures)andtitle(text)user-updated,tosimulationswhoseco-efficient,events,illustrations,animationsorvideosaremodifiable,allowingthemultimedia“experience”tobealteredwithoutreprogramming.

3.4 Applications of MultimediaMultimediafindsitsapplicationinvariousareasincludingadvertisements,art,education,entertainment,engineering,medicine,mathematics,business,scientificresearchandspatial,temporalapplications.Afewapplicationareasofmultimedia are listed below:

Creative industriesCreativeindustriesusemultimediaforavarietyofpurposesrangingfromfinearts,toentertainment,tocommercial•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.•

CommercialMuch of the electronic old and new media utilised by commercial artists is multimedia. Exciting presentations •are used to grab and keep attention in advertising. Industrial,businesstobusiness,andinterofficecommunicationsareoftendevelopedbycreativeservicesfirms•for advanced multimedia presentations beyond simple slide shows to sell ideas or liven-up training. Commercialmultimediadevelopersmaybehiredtodesignforgovernmentalservicesandnon-profitservices•applications as well.

Entertainment and fine artsIn 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.

EducationIn 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.

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EngineeringSoftware 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.

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

Mathematical and scientific researchInMathematical and ScientificResearch,multimedia ismainly used formodeling 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.•

MedicineIn 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.

Multimedia in public placesIn 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 •greataddeddepth,allowingvisitorstobrowserthoughrichlydetailedinformationspecifictothatdisplay.

3.5 Stages of Multimedia Application DevelopmentA Multimedia application is developed in stages as all other software is 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:Planning and Costing•Designing and producing•Testing •Delivering •

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Planning and Costing Designing and producing

Testing Delivering

This stage of multimedia application is the first stage which begins with an idea or need. This idea canbe further refinedbyoutlining 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. A f t e r p r e p a r i n g a budget, a prototype or proof of concept can be developed.

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

Testing a project ensures 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.

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.

Table 3.1 Four basic stages of multimedia project development

3.6 Multimedia on the WebToday’sWebpresentsadiversifiedmultimediaexperience.Infact,theWebhasbecomeabroadcastmedium,offeringlive TV and radio, pre-recorded video, photos, images, and animations. Expect to encounter multimedia just about anywhere on the Web.

3.7 Plugins, Media Players, and Multimedia TypesPLUGINS and MEDIA PLAYERS are software programs that allow you to experience multimedia on the Web. These terms are sometimes used interchangeably.

File formats requiring this software are known as MIME TYPES. MIME stands for Multimedia Internet Mail •Extension,andwasoriginallydevelopedtohelpe-mailsoftwarehandleavarietyofbinary(non-textual)fileattachments. The use of MIME has expanded to the Web. For example, the basic MIME type handled by Web browsers is •text/htmlassociatedwiththefileextention.html.MIME types area also used to process multimedia on the Web. A few examples:•

Jpeg photo: image/jpeg �MPEG video: video/mpeg �Quicktime movie: video/quicktime �MP3 audio: audio/x-mpeg-3 �Flashpresentation:application/x-shockwave-flash �

Nowadays, many personal computers come pre-loaded with plugins and media players. This is an acknowledgement •of the importance of the Web multimedia experience.

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If your computer doesn’t have a particular piece of software, it can be easily obtained from the Web site of the •company that created it. Downloading is easy and instructions are usually provided.•

PluginsPLUGINS are software programs that work with your Web browser to display multimedia. When your browser encountersamultimediafile,ithandsoffthedatatotheplugintoplayordisplaythefile.

Working in conjunction with plugins, browsers can offer a seamless multimedia experience. The plugins needed to experience Web multimedia are available for free.

Media playersMEDIAPLAYERSaresoftwareprogramsthatcanplayaudioandvideofiles,bothonandofftheWeb.

The concept of STREAMING MEDIA is important to understanding how media can be delivered on the Web. •Withstreamingtechnology,audioorvideofilesareplayedastheyaredownloading,orstreaming,intoyour•computer. Sometimesasmallwait,calledbuffering,isnecessarybeforethefilebeginstoplay.•Extensivepre-recordedfilessuchasinterviews,lectures,televisedvideoclips,podcasts,andmusicworkvery•well with these players. They can also be used for real-time radio and TV, including Web-only TV. •Popular media players include the Windows Media Player, RealPlayer, QuickTime Player, and Flash Player.•

Video Streaming video is the backbone of live and pre-recorded broadcasting on the Web.

YouTube is one of the most popular sites on the Web for pre-recorded video. •Real-time professional or personal broadcasts are also very popular.•The Web is a medium for exchanging information among professionals. •A live professional broadcast from a conference, company, or institution is sometimes referred to as a •WEBCAST. A variation on this is a WEBINAR, a seminar broadcast on the Web.•Towatchvideodiscussionsbyexpertsintheirfields,takealookat:•

Academic Earth, a collection of free video lectures by top scholars �BigThink, where experts discuss current events �Bloggingheads.tv, where academics, journalists, and others have two-way conversations, or diavlogs, on �substantive topicsHulu, a site offering TV broadcasts and movies �iTunes U, which offers free lectures from a handful of universities �WebMedia: Special Events at Princeton University, offering archived speeches and conferences �

LIVE CAMS and LIVE TV are a big part of the real-time video experience available on the Web. •Live cams are video cameras that send their data in real time to a Web server. •Thesecamsmayappearinallkindsoflocations,bothseriousandwhimsical:anoffice,ontopofabuilding,a•sceniclocale,aspecialevent,afishtank,andsoon.Live cams are stationary and only broadcast what is in their line of sight. Moving video takes live broadcasting •to the next level: TV on the Web. Some people wear portable cameras and allow the public to observe their lives - an intense form of reality •TV.

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Justin.tvwasapioneerinthistypeoflivebroadcasting.Otherpeoplebroadcasttheirinvolvementinspecific•topics, such as cooking or technology. Check out Blip.tv and Ustream for examples.•Live TV broadcasts abound on the Web. As with radio stations mentioned above, use a search engine to locate •a station’s Web site and follow the links to the live broadcast. There are also plenty of pre-recorded network TV shows available on the Web. •Check out Hulu for an example of a site that hosts this type of content.•

Embedded mediaAs you browse the Web, you can experience multimedia on the sites of the people who sponsor or create the broadcasts.

There are also aggregator sites you can visit, including Flickr and YouTube.•It’s also possible to embed multimedia on your own Web pages. •The capacity for unlimited distribution is a major reason why multimedia on the Web has become so popular. •Also, it’s quite easy to do. Inmostcases,embeddingamediafileisjustamatterofcopyingcodeandpastingitontoyourWebpage.•The two examples below took only a few minutes to complete. Both require the Flash player. •

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Summary Multimedia has become an inevitable part of any presentation. It has found a variety of applications right from •entertainment to education. The evolution of internet has also increased the demand for multimedia content.•Multimedia is the media that uses multiple forms of information content and information processing (e.g. text, •audio, graphics, animation, and video, interactivity) to inform or entertain the user.Multimedia means that computer information can be represented through audio, graphics, image, video and •animation in addition to traditional media.Text is the basic element of multimedia. It involves the use of text types, sizes, colours and background •colour. In a multimedia application, other media or screen can be linked through the use of text. This is what you call •hypertext.Graphics make the multimedia application attractive. They help to illustrate ideas through still pictures.•A multimedia application may require the use of speech, music and sound effects. These are called audio or •the sound element.Video provides a powerful impact in multimedia program.•Animation is a process of making a static image look like it is moving. In multimedia, digital animation is •used.Multimedia presentations may be viewed in person on stage, projected, transmitted, or played locally with a •media player. Multimedia games and simulations may be used in a physical environment with special effects, with multiple •usersinanonlinenetwork,orlocallywithanofflinecomputer,gamesystem,orsimulator.Multimediafinds its application in various areas including advertisements, art, education, entertainment,•engineering,medicine,mathematics,business,scientificresearchandspatial,temporalapplications.Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. •Some video games also use multimedia features. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations •in various information formats.

ReferencesGibson, D., 2011. • Overview of Multimedia, John Wiley and Sons.Gibson, D., 2011. • Essentials of Multimedia, John Wiley & Sons.Card, W., 2007. • Improved Security Features in Multimedia [Online] Available at: <http://www.trainsignal.com/blog/4-improved-security-features-in-windows-server-2008> [Accessed 09 December 2011].Aun, 2009. • Find Out Multimedia application [Online] Available at: <http://www.addictivetips.com/windows-tips/find-out-windows-7-2008-sid-security-identifier/>[Accessed09December2011].Samy, S., 2009. • Multimedia [Video Online] Available at: <http://www.youtube.com/watch?v=JzpS_RMcW3Q> [Accessed 09 December 2011].Technoblogical.com, 2009. • Multimedia lecture [Video Online] Available at: <http://www.youtube.com/watch?v=KxOS6MzT7Bg> [Accessed 09 December 2011].

Recommended ReadingCiampa, M., 2008. • Security+ Guide to Multimedia Fundamentals, Cengage Learning.Panek, W. and Chellis, J., 2008. • MCTS: Multimedia Active Directory Configuration, John Wiley and Sons.Price, A. J, Price, B. and Fenstermacher, S., 2008. • Multimedia Active Directory For Windows Server 2008, Wiley-India.

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Self Assessment_____________means that computer information can be represented through audio, graphics, image, video and 1. animation in addition to traditional media.

Multimediaa. Internet b. Web c. Extranet d.

___________ involves the use of text types, sizes, colours and background colour. 2. Texta. Bitmap b. Graphics c. Vector d.

Which of the following makes the multimedia application attractive?3. Texta. Bitmap b. Graphics c. Vector d.

Which of the following statements is true?4. Audio is the basic element of multimedia.a. Video is the basic element of multimedia.b. Image is the basic element of multimedia.c. Text is the basic element of multimedia.d.

___________ graphics are drawn on the computer and only require a small amount of memory. 5. Texta. Bitmap b. Graphics c. Vector d.

___________ images are real images that can be captured from devices such as cameras or scanners.6. Texta. Bitmap b. Graphics c. Vector d.

_________ audio refers to the original sound signal.7. Analoga. Digital audio b. Video c. Digital d.

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_________ refers to the digital sampling of the actual sound.8. Analoga. Digital audio b. Video c. Digital d.

The sound used in multimedia is ____________ .9. analoga. digital audio b. video c. digital d.

_________ provides a powerful impact in multimedia program.10. Analoga. Digital audio b. Video c. Digital d.

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Chapter IV

Text and Image

Aim

The aim of this chapter is to:

explain multimedia building block •

elucidate text in multimedia •

discuss fonts and faces in multimedia •

Objectives

The objectives of this chapter are to:

explain how to select text fonts•

enlighten capturing and editing Images•

elucidate ASCII character set •

Learning outcome

At the end of this chapter, you will be able to:

understand unicode •

identify font editing tools•

describe designing tools •

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4.1 IntroductionAll multimedia content consists of texts in some form. Even a menu text is accompanied by a single action such asmouseclick,keystrokeorfingerpressedinthemonitor(incaseofatouchscreen).Thetextinthemultimediaisused to communicate information to the user. Proper use of text and words in multimedia presentation will help the content developer to communicate the idea and message to the user.

4.2 Multimedia Building BlocksAny multimedia application consists any or all of the following components:

Fig. 4.1 Multimedia application

TextText 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.

AudioSound 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.

Images Images whether they are 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.

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.

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.

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4.3 Text in MultimediaWords 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.

4.3.1 Fonts and FacesA 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 characterisation 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 come 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 show a few categories of serif and sans serif fonts.

4.3.2 Selecting Text FontsItisaverydifficultprocesstochoosethefontstobeusedinamultimediapresentation.Followingareafewguidelineswhich help to choose a font in a multimedia presentation.

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

4.3.3 Computers and TextAnother form of multimedia text is computer text and it has been discuss below:

Fonts Postscript fonts are a method of describing an image in terms of mathematical constructs (Bezier curves), so it is used not only to describe the individual characters of a font but also to describe illustrations and whole pages of text. Since postscript makes use of mathematical formula, it can be easily scaled bigger or smaller.

Apple and Microsoft announced a joint effort to develop a better and faster quadratic curves outline font methodology, called true type In addition to printing smooth characters on printers, TrueType would draw characters to a low resolution (72 dpi or 96 dpi) monitor.

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4.3.4 Character Set and AlphabetsSpecial type of text is character set and alphabet. To understand it better refer below:

ASCII character setThe American standard code for information interchange (ASCII) is the 7 bit character coding system most commonly used by computer systems in the United States and abroad. ASCII assigns a number of values 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 setA byte which consists of 8 bits is the most commonly used building block for computer processing. ASCII uses only 7 bits to code are 128 characters; the 8 th 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 characterset.TheextendedcharactersetiscommonlyfilledwithANSI(AmericanNationalStandardsInstitute)standard characters, including frequently used symbols.

UnicodeUnicode 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 ahistoricallyrelatedderivation;thesharedsymbolsofeachlanguageareunifiedintocollectionsofsymbols(Calledscripts). 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.

4.4 Font Editing and Design ToolsThere is several software that can be used to create customised font. These tools help a multimedia developer to communicate his idea or the graphic feeling. Using these software different typefaces can be created.

In some multimedia projects it may be required to create special characters. Using the font editing tools it is possible to create a special symbols and use it in the entire text.

Following is the list of software that can be used for editing and creating fonts:Fontographer•Fontmonger•Cool 3D text•

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.

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Fig. 4.2 Tools editing and creating fonts

FontographerIt is macromedia product; it is a specialised graphics editor for both Macintosh and Windows platforms. You can use it to create postscript, truetype and bitmapped fonts for Macintosh and Windows.

Making pretty textTo make your text look pretty you need a toolbox full of fonts and special graphics applications that can stretch, shade, Colour 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.

Hypermedia and hypertextMultimedia 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.

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

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

4.5 Digital ImageA digital image is represented by a matrix of numeric values each representing a quantised intensity value. When I is a two-dimensional matrix, then I(r,c) is the intensity value at the position corresponding to row r and column c of the matrix.

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The points at which an image is sampled are known as picture elements, commonly abbreviated as pixels. The pixel values of intensity images are called gray scale levels (we encode here the “Colour” of the image). The intensity at each pixel is represented by an integer and is determined from the continuous image by averaging over a small neighbourhood around the pixel location. If there are just two intensity values, for example, black, and white, they are represented by the numbers 0 and 1; such images are called binary-valued images. If 8-bit integers are used to store each pixel value, the gray levels range from 0 (black) to 255 (white).

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

4.7 Captured Image FormatTheimageformatisspecifiedbytwomainparameters:spatialresolution,whichisspecifiedaspixels×pixels(e.g.640x480)andcolourencoding,whichisspecifiedbybitsperpixel.Bothparametervaluesdependonhardwareandsoftware for input/output of images.

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

BitmapsA bitmap is a simple information matrix describing the individual dots that are the smallest elements of resolution on a computer screen or other display or printing device.

A one-dimensional matrix is required for monochrome (black and white); greater depth (more bits of information) is required to describe more than 16 million colours the picture elements may have, as illustrated in following figure.

The state of all the pixels on a computer screen make up the image seen by the viewer, whether in combinations of black and white or coloured pixels in a line of text, a photograph-like picture, or a simple background pattern.

1-bit bitmap2 colors

4-bit bitmap16 colors

8-bit bitmap256 colors

Fig. 4.3 Bitmap pattern

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Where do bitmap come from? How are they made?Make a bitmap from scratch with paint or drawing program.•Grab a bitmap from an active computer screen with a screen capture program, and then paste into a paint program •or your application.Capture a bitmap from a photo, artwork, or a television image using a scanner or video capture device that •digitises the image.

Once made, a bitmap can be copied, altered, e-mailed, and otherwise used in many creative ways.

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

Multiple monitorsWhen developing multimedia, it is helpful to have more than one monitor, or a single high-resolution monitor with lots of screen real estate, hooked up to your computer. In this way, you can display the full-screen working area of your project or presentation and still have space to put your tools and other menus. This is particularly important in an authoring system such as Macromedia Director, where the edits and changes you make in one window are immediately visible in the presentation window-provided the presentation window is not obscured by your editing tools.

Making still imagesStill images may be small or large, or even full screen. Whatever their form, still images are generated by the computer in two ways: as bitmap (or paint graphics) and as vector-drawn (or just plain drawn) graphics.

Bitmapsareusedforphoto-realisticimagesandforcomplexdrawingrequiringfinedetail.Vector-drawnobjects•are used for lines, boxes, circles, polygons, and other graphic shapes that can be mathematically expressed in angles, coordinates, and distances. AdrawnobjectcanbefilledwithColourandpatterns,andyoucanselectitasasingleobject.Typically,image•filesarecompressedtosavememoryanddiskspace;manyimageformatsalreadyusecompressionwithinthefileitselfforexample,GIF,JPEG,andPNG.Still images may be the most important element of your multimedia project. If you are designing multimedia •by yourself, put yourself in the role of graphic artist and layout designer.

Bitmap softwareThe abilities and feature of image-editing programs for both the Macintosh and Windows range from simple to complex. The Macintosh does not ship with a painting tool, and Windows provides only the rudimentary Paint (see followingfigure),soyouwillneedtoacquirethisveryimportantsoftwareseparatelyoftenbitmapeditingorpaintingprograms come as part of a bundle when you purchase your computer, monitor, or scanner.

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Fig. 4.4 Paint brush

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

Scanning images Afterscanningthroughcountlessclipartcollections,ifitisnotpossibletofindtheunusualbackgroundyouwantfor a screen about gardening. Sometimes when you search for something too hard, you don’t realise that it’s right infrontofyourface.Openthescaninanimage-editingprogramandexperimentwithdifferentfilters,thecontrast,and various special effects. Be creative, and don’t be afraid to try strange combinations – sometimes mistakes yield the most intriguing results.

Vector drawingMost multimedia authoring systems provide for use of vector-drawn objects such as lines, rectangles, ovals, polygons, and text. Computer-aided design (CAD) programs have traditionally used vector-drawn object systems for creating the highly complex and geometric rendering needed by architects and engineers.

Graphic artists designing for print media use vector-drawn objects because the same mathematics that put a rectangle on your screen can also place that rectangle on paper without jaggies. This requires the higher resolution of the printer, using a page description language such as PostScript.

Programs for 3-D animation also use vector-drawn graphics. For example, the various changes of position, rotation, and shading of light required to spin the extruded.

4.10 How Vector Drawing Works?Vector-drawn objects are described and drawn to the computer screen using a fraction of the memory space required to describe and store the same object in bitmap form. A vector is a line that is described by the location of its two endpoints.Asimplerectangle,forexample,mightbedefinedasfollows:RECT 0,0,200,200

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

Understanding natural light and colourThe letters of the mnemonic ROY G. BIV, learned by many of us to remember the colours of the rainbow, are the ascending frequencies of the visible light spectrum: red, orange, yellow, green, blue, indigo, and violet. Ultraviolet light, on the other hand, is beyond the higher end of the visible spectrum and can be damaging to humans. The Colour white is a noisy mixture of all the Colour frequencies in the visible spectrum.

The cornea of the eye acts as a lens to focus light rays onto the retina. The light rays stimulate many thousands of specialised nerves called rods and cones that cover the surface of the retina. The eye can differentiate among millions of colours, or hues, consisting of combination of red, green, and blue.

Additive colourIn additive Colour model, a Colour is created by combining Coloured light sources in three primary colours: red, green and blue (RGB). This is the process used for a TV or computer monitor

Subtractive colourIn subtractive Colour method, a new colour is created by combining coloured media such as paints or ink that absorb (orsubtract)somepartsofthecolourspectrumoflightandreflecttheothersbacktotheeye.Subtractivecolouris the process used to create colour in printing. The printed page is made up of tiny halftone dots of three primary colours, cyan, magenta and yellow (CMY).Image File FormatsTherearemanyfile formatsused tostorebitmapsandvectoreddrawing.Following isa listof few imagefileformats.

Format Extension

Microsoft Windows DIB .bmp .dib .rleMicrosoft Palette .pal

AutoCAD format 2D .dxfJPEG .jpg

WindowsMetafile .wmfPortable network graphic .png

Compuserve gif .gifApple Macintosh .pict .pic .pct

Table 4.1 File formats

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Summary All multimedia content consists of texts in some form. Even a menu text is accompanied by a single action such •asmouseclick,keystrokeorfingerpressedinthemonitor.Text and symbols are very important for communication in any medium.•Sound can provide the listening pleasure of music, the startling accent of special effects or the ambience of a •mood-setting background.Images whether represented analog or digital plays a vital role in a multimedia.•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.Video in multimedia are used to portray real time moving pictures in a multimedia project.•Words and symbols in any form, spoken or written, are the most common system of communication.•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.•Postscript fonts are a method of describing an image in terms of mathematical constructs (Bezier curves), so •it is used not only to describe the individual characters of a font but also to describe illustrations and whole pages of text.The American standard code for information interchange (ASCII) is the 7 bit character coding system most •commonly used by computer systems in the United States and abroad.A byte which consists of 8 bits, is the most commonly used building block for computer processing. ASCII uses •only 7 bits to code are 128 characters; the 8 th bit of the byte is unused.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.A digital image is represented by a matrix of numeric values each representing a quantised intensity value.•Theimageformatisspecifiedbytwomainparameters:spatialresolution,whichisspecifiedaspixels×pixels•(e.g.640x480)andcolourencoding,whichisspecifiedbybitsperpixel.A bitmap is a simple information matrix describing the individual dots that are the smallest elements of resolution •on a computer screen or other display or printing device. Make a bitmap from scratch with paint or drawing program.•Grab a bitmap from an active computer screen with a screen capture program, and then paste into a paint program •or your application.Capture a bitmap from a photo, artwork, or a television image using a scanner or video capture device that •digitises the image.

ReferencesHassell, J., 2008. • Multimedia: the definitive guide, O’Reilly Media, Inc.Russel, C. and Crawford, S., • Multimedia Administrator’s Companion, O’Reilly Media, Inc.Vanover, R., 2009. • Four ways to patch Multimedia Edition [Online] Available at: <http://www.techrepublic.com/blog/datacenter/four-ways-to-patch-windows-server-2008-core-edition/1180> [Accessed 09 December 2011].Mukhar, N., 2011. • Multimedia Patch Management for Windows [Online] Available at: <http://www.mspmentor.net/2011/07/26/logmein-provides-patch-management-for-windows/> [Accessed 09 December 2011].winsrvtuts.com, 2011. • Multimedia Configuration Options and Overview [Video Online] Available at: <http://www.youtube.com/watch?v=KMkXaJYbvO8> [Accessed 09 December 2011].Matrix42.com, 2010. • Multimedia Patch Management.avi [Video Online] Available at: <http://www.youtube.com/watch?v=62Zn5NbsS38&feature=related> [Accessed 09 December 2011].

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Recommended ReadingMueller, P. J., 2008. • Multimedia all-in-one desk reference for dummies, John Wiley & Sons.Bender, M., 2009. • Multimedia: Network Infastructure Configuration, Cengage Learning.Gibson, D., 2010. • Multimedia, Enterprise Administration, Cengage Learning.

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Self AssessmentA ____________ collection may contain a random assortment of images, or it may contain a series of graphics, 1. photographs, sound, and video related to a single topic.

clip arta. Additive colour b. Subtractive colourc. Bitmapsd.

____________areusedforphoto-realisticimagesandforcomplexdrawingrequiringfinedetail.2. clip arta. Additive colour b. Subtractive colourc. Bitmapsd.

In _____________ model, a colour is created by combining coloured light sources in three primary colours: 3. red, green and blue (RGB).

clip arta. Additive colour b. Subtractive colourc. Bitmapsd.

_____________ is the process used to create Colour in printing.4. clip arta. Additive colour b. Subtractive colourc. Bitmapsd.

A ____________ is a simple information matrix describing the individual dots that are the smallest elements 5. of resolution on a computer screen or other display or printing device.

clip arta. Additive colour b. Subtractive colourc. Bitmapsd.

A ___________ is represented by a matrix of numeric values each representing a quantised intensity value.6. digital imagea. coloured image b. black and white image c. SCEMA image d.

Unicode makes use of how many bit of architecture for multilingual text and character encoding?7. 32-bit a. 64-bit b. 16-bit c. 48-bit d.

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___________ uses about 65,000 characters from all known languages and alphabets in the world.8. Bitmap a. Unicodeb. clip artc. Additive colour d.

Animation is the rapid display of a sequence of images of ________ artwork or model positions in order to 9. create an illusion of movement.

2-Da. 1-Db. 4-Dc. 3-Dd.

Which of the following statementsis true?10. Text and symbols are very important for drawing in any medium. a. Text and symbols are very important for designing in any medium. b. Text and symbols are very important for forming in any medium. c. Text and symbols are very important for communication in any medium. d.

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Chapter V

Document, Hypertext and Hypermedia

Aim

The aim of this chapter is to:

explain documents in multimedia •

elucidate document architecture •

discuss document Architecture - SGML•

Objectives

The objectives of this chapter are to:

discuss hefferent types and uses of hypertext •

describe multimedia •

elaborate open document architecture •

Learning outcome

At the end of this chapter, you will be able to:

understand hypertext •

enlist the types of hypertext •

describe hypermedia •

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5.1 IntroductionA document consists of a set of structural information that can be in different forms of media, and during presentation they can be generated or recorded. A document is aimed at the perception of a human, and is accessible for computer processing.

5.2 DocumentsA multimedia document is a document which is comprised of information coded in at least one continuous (time-dependent) medium and in one discrete (time independent) medium.

Integration of the different media is given through a close relation between information units. This is also called •synchronisation. A multimedia document is closely related to its environment of tools, data abstractions, basic concepts and •document architecture.

5.2.1 Document ArchitectureExchanging documents entails exchanging the document content as well as the document structure. This requires that both documents have the same document architecture.

The current standardised, respectively in the progress of standardisation, architectures are the Standard Generalised •Markup Language (SGML) and the Open Document Architecture (ODA). There are also proprietary document architectures, such as DEC’s Document Content Architecture (DCA) and IBM’s Mixed Object Document Content Architecture (MO: DCA).Information architectures use their data abstractions and concepts. •Document architecture describes the connections among the individual elements represented as models (for •example, presentation model, manipulation model). The elements in the document architecture and their relations are shown in the following Figure.•Thefigurebelowshowsamultimediadocumentarchitectureincludingrelationsbetweenindividualdiscrete•media units and continuous media units.The manipulation model describes all the operations allowed for creation, change and deletion of multimedia •information. Therepresentationmodeldefines:•

The protocols for exchanging this information among different computers �The formats for storing the data �

It includes the relations between the individual information elements which need to be considered during •presentation. It is important to mention that architecture may not include all described properties, respectively models.

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PresentationModel

ManipulationModel

Structure

Content

Representation Model

Fig. 5.1 Document architecture and its elements

5.2.2 Document Architecture - SGMLThe Standard Generalised Markup Language (SGML) was supported mostly by American publisher. Authors prepare the text, i.e., the content.

They specify in a uniform way the title, tables, etc., without a description of the actual representation (for •example,script type and line distance). Thepublisherspecifiestheresultinglayout.•The basic idea is that the author uses tags for marking certain text parts. SGML determines the form of tags. •But it does not specify their location or meaning. Usergroupsagreeonthemeaningofthetags.SGMLmakesaframeavailablewithwhichtheuserspecifiesthe•syntaxdescriptioninanobject-specificsystem.Here, classes and objects, hierarchies of classes and objects, inheritance and the link to methods (processing •instructions)canbeusedbythespecification.SGMLspecifiesthesyntax,butnotthesemantics.

For example

<title>Multimedia-Systems</title><author>Felix Gatou</author><side>IBM</side><summary>This exceptional paper from Peter…

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ThisexampleshowsanapplicationofSGMLinatextdocument.ThefollowingfigureshowstheprocessingofanSGML document. It is divided into two processes:

SGMLRules

Parser

Formatter

Generic Mark-upDefinition

(Document TypeReference)

Semantics ofAttributes

User GroupSpecificDefinitions

SourceDocument

TargetDocument

Fig. 5.2 SGML: document processing – from the information to the presentation

Only the formatter knows the meaning of the tag and it transforms the document into a formatted document. •The parser uses the tags, occurring in the document, in combination with the corresponding document type. •Specificationofthedocumentstructureisdonewithtags.Here,partsofthelayoutarelinkedtogether.Thisis•basedonthejointcontextbetweentheoriginatorofthedocumentandtheformatterprocess.Itisonedefinedthrough SGML.

5.3 SGML and MultimediaMultimedia data are supported in the SGML standard only in the form of graphics. A graphical image as a CGM (ComputerGraphicsMetafile)isembeddedinanSGMLdocument.Thestandarddoesnotrefertoothermedia:

<!ATTLIST video id ID #IMPLIED><!ATTLIST video synch synch #MPLIED><!ELEMENT video (audio, movpic)><!ELEMENT audio (#NDATA)> -- not-text media<!ELEMENT movpic (#NDATA)> -- not-text media…..<!ELEMENT story (preamble, body, postamble)>

Alinktoconcretedatacanbespecifiedthrough#NDATA.Thedataarestoredmostlyexternallyinaseparatefile.Theaboveexampleshowsthedefinitionofvideowhichconsistsofaudioandmotionpictures.Multimedia information units must be presented properly. The synchronisation between the components is very important here

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5.4 Open Document Architecture ODATheOpenDocumentArchitecture(ODA)wasinitiallycalledtheOfficeDocumentArchitecturebecauseitsupportsmostlyoffice-orientedapplications.Themaingoalofthisdocumentarchitectureistosupporttheexchange,processingand presentation of documents in open systems. ODA has been endorsed mainly by the computer industry, especially in Europe.

Details of ODAThe main property of ODA is the distinction among content, logical structure and layout structure. This is in contrast toSGMLwhereonlyalogicalstructureandthecontentsaredefined.

ODAalsodefinessemantics.Followingfigureshowsthesethreeaspectslinkedtoadocument.•One can imagine these aspects as three orthogonal views of the same document. Each of these views represent •on aspect, together we get the actual document. The content of the document consists of Content Portions. These can be manipulated according to the •corresponding medium.

LayoutStructure

LogicalStructure

Content

Fig. 5.3 ODA: content layout and logical view

A content architecture describes for each medium: •Thespecificationoftheelements, �The possible access functions and, �The data coding �

Individual elements are the Logical Data Units (LDUs), which are determined for each medium. •The access functions serve for the manipulation of individual elements. •The coding of the data determines the mapping with respect to bits and bytes.•ODA has content architectures for media text, geometrical graphics and raster graphics.•ContentsofthemediumtextaredefinedthroughtheCharacterContentArchitecture.•The Geometric Graphics Content Architecture allows a content description of still images. •It also takes into account individual graphical objects. •Pixel-oriented still images are described through Raster Graphics Content Architecture. •It can be a bitmap as well as a facsimile.•

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5.5 HypertextHypertext most often refers to text on a computer that will lead the user to other, related information on demand.

Hypertext represents a relatively recent innovation to user interfaces, which overcomes some of the limitations •of written text. Rather than remaining static like traditional text, hypertext makes possible a dynamic organisation of information •through links and connections (called hyperlinks).Hypertext can be designed to perform various tasks; for instance when a user “clicks” on it or “hovers” over it, •abubblewithaworddefinitionmayappear,orawebpageonarelatedsubjectmayload,oravideoclipmayrun, or an application may open. Theprefixhyper(“over”or“beyond”)signifiestheovercomingoftheoldlinearconstraintsofwrittentext.•

Types and uses of hypertextHypertext documents can either be static (prepared and stored in advance) or dynamic (continually changing in response to user input).

Static hypertext 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. Hypertext can develop very complex and dynamic systems of linking and cross-referencing. •The most famous implementation of hypertext is the World Wide Web.•

5.6 HypermediaHypermedia is used as a logical extension of the term hypertext, in which graphics, 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 hyper graphics or super-writing which is not a related subject. •The World Wide Web is a classic example of hypermedia, whereas a non-interactive 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.•

5.7 Hypertext and HypermediaCommunication reproduces knowledge stored in the human brain via several media.

Documents are one method of transmitting information. Reading a document is an act of reconstructing •knowledge. In an ideal case, knowledge transmission starts with an author and ends with a reconstruction of the same ideas •by a reader.Today’s ordinary documents (excluding hypermedia), with their linear form, support neither the reconstruction •of knowledge, nor simplify its reproduction. Knowledgemustbeartificiallyserialisedbefore theactualexchange.Hence, it is transformedintoa linear•document and the structural information is integrated into the actual content. In the case of hypertext and hypermedia, a graphical structure is possible in a document which may simplify •the writing and reading processes.

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DocumentSystems

ProcessableForm

FinalForm

Postscript

Problem Description

formate formate

MIFF. SGML Script/X, HyTimeDocument Script

Edit Compose

Print Start

Presentation

???Layout

Interactive Hyper-/Multimedia Systems

Author Reader

LinearizationDe-linearization

Figure showing information transmission

Fig. 5.4 Information transmission

5.8 Hypertext, Hypermedia and MultimediaA book or an article on a paper has a given structure and is represented in a sequential form. Although it is possible to read individual paragraphs without reading previous paragraphs, authors mostly assume a sequential reading.

Therefore many paragraphs refer to previous learning in the document.Novels,aswellasmovies,forexample,alwaysassumeapuresequentialreception.Scientificliteraturecan•consist of independent chapters, although mostly a sequential reading is assumed. Technical documentation (for example,manuals) consists often of a collection of relatively independent •information units. A lexicon or reference book about the Airbus, for example, is generated by several authors and always only •parts are read sequentially.

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There also exist many cross references in such documentations which lead to multiple searches at different places •forthereader.Here,anelectronichelpfacility,consistingofinformationlinks,canbeverysignificant.Thefollowingfigureshowsanexampleofsuchalink.•The arrows point to such a relation between the information units (Logical Data Units - LDU’s). •Inatext(topleftinthefigure),areferencetothelandingpropertiesofaircraftsisgiven.Thesepropertiesare•demonstratedthroughavideosequence(bottomleftinthefigure).At another place in the text, sales of landing rights for the whole USA are shown (this is visualised in the form •ofamap,usinggraphics-bottomrightinthefigure).Further information about the airlines with their landing rights can be made visible graphically through a •selection of a particular city. A special information about the number of the different airplanes sold with landing rights in Washington is •shownatthetoprightinthefigurewithabardiagram.Internally, the diagram information is presented in table form. •The left bar points to the plane, which can be demonstrated with a video clip.•

Fig. 5.5 Hypertext data: an example of linking information of different media

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5.9 Hypertext SystemA hypertext system is mainly determined through non-linear links of information. Pointers connect the nodes.

The data of different nodes can be represented with one or several media types. In a pure text system, only text parts are connected. We understand hypertext as an information object which includes links to several media.

Multimedia Hypermedia Hypertext

Fig. 5.6 Hypertext system

5.10 Multimedia SystemA multimedia system contains information which is coded at least in a continuous and discrete medium. For example, if only links to text data are present, then this is not a multimedia system, it is a hypertext. A video conference, with simultaneous transmission of text and graphics, generated by a document processing program, is a multimedia application.

5.11 Hypermedia SystemAstheabovefigureshows,ahypermediasystemincludesthenon-linearinformationlinksofhypertextsystemsandthe continuous and media of multimedia systems. For example, if a non-linear link consists of text and video data, then this is a hypermedia, multimedia and hypertext system.

5.12 Hypertext and the World Wide WebIn the late 1980s, Berners-Lee, then a scientist at CERN, invented the World Wide Web to meet the demand for automatic information-sharing among scientists working in different universities and institutes all over the world.

In1911,Lynx(webbrowser)wasbornastheworld’sfirstInternetwebbrowser.•Its ability to provide hypertext links within documents that could reach into documents anywhere on the Internet •began the creation of the web on the Internet.AfterthereleaseofwebbrowsersforboththePCandMacintoshenvironments,trafficontheWorldWideWeb•quickly exploded from only 500 known web servers in 1993 to over 10,000 in 1994. Thus, all earlier hypertext systems were overshadowed by the success of the web, even though it originally •lacked many features of those earlier systems, such as an easy way to edit what you were reading, typed links, backlinks, transclusion, and source tracking.

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Summary A document consists of a set of structural information that can be in different forms of media, and during •presentation they can be generated or recorded.A multimedia document is a document which is comprised of information coded in at least one continuous •(time-dependent) medium and in one discrete (time independent) medium.The current standardised, respectively in the progress of standardisation, architectures are the Standard Generalised •Markup Language (SGML) and the Open Document Architecture (ODA). There are also proprietary document architectures, such as DEC’s Document Content Architecture (DCA) and IBM’s Mixed Object Document Content Architecture (MO: DCA).The Standard Generalised Markup Language (SGML) was supported mostly by American publisher. Authors •prepare the text, i.e., the content. Multimedia data are supported in the SGML standard only in the form of graphics. •AgraphicalimageasaCGM(ComputerGraphicsMetafile)isembeddedinanSGMLdocument.•TheOpenDocumentArchitecture (ODA)was initiallycalled theOfficeDocumentArchitecturebecause it•supportsmostlyoffice-orientedapplications.The main property of ODA is the distinction among content, logical structure and layout structure.•The coding of the data determines the mapping with respect to bits and bytes.•ODA has content architectures for media text, geometrical graphics and raster graphics.•ContentsofthemediumtextaredefinedthroughtheCharacterContentArchitecture.•The Geometric Graphics Content Architecture allows a content description of still images. •Hypertext most often refers to text on a computer that will lead the user to other, related information on demand. •Hypertext represents a relatively recent innovation to user interfaces, which overcomes some of the limitations of written text. •Hypertext documents can either be static (prepared and stored in advance) or dynamic (continually changing •in response to user input). Static hypertext can be used to cross-reference collections of data in documents, software applications, or books on CD.•Hypermedia is used as a logical extension of the term hypertext, in which graphics, audio, video, plain text and •hyperlinks intertwine to create a generally nonlinear medium of information.Documents are one method of transmitting information. Reading a document is an act of reconstructing knowledge. •

ReferencesSosinsky, B., 2008. • Multimedia: Implementation and Administration, John Wiley and Sons.Komar, B., • Multimedia PKI and Certificate Security, O’Reilly Media, Inc.Computer Techno, 2009. • Windows Server 2008 - Working with Certificate Services [Online] Available at: <http://computertechnos.blogspot.com/2009/09/windows-server-2008-working-with.html> [Accessed 09 December 2011].Microsoft, 2011. • Multimedia [Online] Available at: <http://technet.microsoft.com/en-us/library/dd582592(WS.10).aspx> [Accessed 09 December 2011].Germany, C., 2011. • Multimedia: Introduction, Building a PKI [Video Online] Available at: <http://www.youtube.com/watch?v=VzinGV8g9CQ&feature=related> [Accessed 09 December 2011].Logicalsecurity.com, 2008. • Multimedia [Online] Available at: <http://www.youtube.com/watch?v=BphO_ncnLPg> [Accessed 09 December 2011].

Recommended ReadingBender, M., 2009. • Multimedia: Network Infrastructure Configuration, Cengage Learning.Palmer, J, Tucker, J. and Nerove, D., 2011. • McTs Guide to Configuring Multimedia Applications Infrastructure, Cengage Learning.Bruzzese, P. J, Barrett, R. and Dipchan, W., 2010. • Multimedia, Pearson Education India.

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Self AssessmentThe __________ was supported mostly by American publisher.1.

SGMLa. CGMb. ODAc. HTML d.

Which of the following describes the connections among the individual elements represented as models? 2. Multimedia data a. Document architectureb. Graphic image c. ODA d.

Which of the following statements is true?3. Multimedia data are supported in the SGML standard only in the form of drawing.a. Multimedia data are supported in the SGML standard only in the form of design.b. Multimedia data are supported in the SGML standard only in the form of structure.c. Multimedia data are supported in the SGML standard only in the form of graphics.d.

A graphical image as a _________ is embedded in an SGML document.4. SGMLa. CGMb. ODAc. HTML d.

The__________ was initiallycalled theOfficeDocumentArchitecturebecause it supportsmostlyoffice-5. oriented applications.

SGMLa. CGMb. ODAc. HTML d.

The _________of the data determines the mapping with respect to bits and bytes.6. mixing a. codingb. programming c. adding d.

________ has content architectures for media text, geometrical graphics and raster graphics.7. SGMLa. CGMb. ODAc. HTML d.

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________ most often refers to text on a computer that will lead the user to other, related information on 8. demand.

Hypertext a. ASCIIb. HTMLc. HTTPd.

Static hypertext can be used to cross-reference collections of data in documents, software applications, or books 9. on CD.

Static hypertext a. ASCIIb. HTMLc. HTTPd.

A _________ is mainly determined through non-linear links of information.10. static hypertext a. dynamic hypertextb. hypertext machine c. hypertext systemd.

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Chapter VI

Authoring Tools and Multimedia Workstation

Aim

The aim of this chapter is to:

explain authoring •

elucidate authoring tools •

discuss card based authoring tool •

Objectives

The objectives of this chapter are to:

explain page based authoring tool •

describe icon based authoring tool •

elaborate time based authoring tool •

Learning outcome

At the end of this chapter, you will be able to:

understand object oriented authoring tool •

identify multimedia system •

describe communication architecture •

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6.1 AuthoringAuthoring 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 organise all elements to generate to required application.

With the help of authoring tool we can generate the following options:Animation•Games•Interactive application•Simulation•Computer based training •Presentations of documents•Different video production •Effects on different objects•

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:Inthisstepwewillexecutetheprogramandfinaloutputwillappeartotheuser.

Step 7:Oncewewillseethefinaloutputoftheprogramthenwewillconverttheprogramtoexecutablefilethatcanberunoneverysystemonwhichwewillstorethatfile.

6.2 Authoring ToolsFollowing are different types of authoring tools

6.2.1 Card Based Authoring ToolCard 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 inaparticularcardanddifferentcardsarearrangedtogetthefinaloutputaccordingtotheuser.HyperCardisthesoftwarebywhichwewillarrangedifferentcardstogetthefinaloutputtotheuser.HyperCardisaninteractiveway to represent different types of objects

Advantages Wecanarrangelargeinformationintodifferentsubpartseachsubpartwillshowaspecificinformationtous.•We can easily shift from one page to another page.•We can interlink one card with another card•

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Disadvantages We can not show large information on a single page.•Sometimesinglecarddoesnotshowthesufficientinformationtouser.•

6.2.2 Page Based Authoring ToolPage based authoring tool is a 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.

AdvantagesWe show different information on a single page•One page may contain information plus images •Onepagecanbearrangedtogetthefinaloutputtous•

DisadvantagesWe can not generate complex page because it will occupy more physical space on the memory•Page based is not best when we want to show the information in moving objects•

6.2.3 Icon Based Authoring ToolIcon 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 organised into the following categories:

Newfile:Usingthisobjectwewillgeneratedifferentnewicons.•File: Using this option we can perform different operation on them•Internet: This option will provide the facility to use an icons or other objects from internet•Interface components: In this components we will decide how two icons will interface with each other•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.

Advantages We easily represent an object•We can easily show the working of an object•We can link two icons with each other•Different icons can be display on a single window.•Icons can be grouped according to working of an icon.•

Disadvantages We are only limited to icons•We can only show different types of icons.•We can not accept the input from the user.•

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6.2.4 Time Based Authoring ToolTime 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 exampleWe generate animation application that will contains different objects that will appear in the sequence decided by the user.

Advantages Action on an object is performed automatically•Objects are shifted from one location to another location according to action script we place for time based •authoring toolWe can perform multi-tasking perfectly.•

DisadvantagesThis authoring tool required more system resources.•It will slow down the process of the system•

6.2.5 Object Oriented Authoring ToolObject 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.

Encapsulation•Inheritance•Polymorphism•Abstraction•Overloading•Overriding•

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Encapsulation Inheritance

Polymorphism

AbstractionOverloading

Overriding

Fig. 6.1 Object oriented authoring toolAdvantages

We can arrange different objects according to user requirement•Wecaneasilyusepredefineobjects•We can perform different types of operation on objects•We can reuse different objects•

DisadvantageWe can not inter-relate two different types of an object.

6.3 Multimedia SystemA multimedia workstation is computer with facilities to handle multimedia objects such as text, audio, video, animation and images.

AmultimediaworkstationwasearlieridentifiedasMPC(MultimediaPersonalComputer).•In the current scenario all computers are prebuilt with multimedia processing facilities. Hence it is not necessary •to identify a computer as MPC.A multimedia system is comprised of both hardware and software components, but the major driving force •behind a multimedia development is research and development in hardware capabilities.Besides the multimedia hardware capabilities of current personal computers (PCs) and workstations, computer •networks with their increasing throughput and speed start to offer services which support multimedia communication systems. Also in this area, computer networking technology advances faster than the software.

6.4 Communication ArchitectureLocal multimedia systems (i.e., multimedia workstations) frequently include a network interface (e.g., Ethernet card) through which they can communicate with each other. However, the transmission of audio and video cannot be carried out with only the conventional communication infrastructure and network adapters.

Until now, the solution was that continuous and discrete media have been considered in different environments, •independently of each other.

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It means that fully different systems were built. For example, on the one hand, the analog telephone system •provides audio transmission services using its original dial devices connected by copper wires to the telephone company’snearestendoffice.Theendofficesareconnectedtoswitchingcenters,calledtolloffices,andthesecentersareconnectedthrough•highbandwidthintertolltrunkstointermediateswitchingoffices.Thishierarchicalstructureallowsforreliableaudio communication. On the other hand, digital computer networks provide data transmission services at lower data rates using •network adapters connected by copper wires to switches and routers.Even today, professional radio and television studios transmit audio and video streams in the form of analog •signals, although most network components (e.g., switches), over which these signals are transmitted, work internally in a digital mode.

6.5 Hybrid SystemsBy 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

Integrated Transmission

Integrated Transmission Control

Fig. 6.2 Hybrid Systems

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6.5.1 Integrated Device ControlOne 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.

6.5.2 Integrated Transmission ControlA 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.

6.5.3 Integrated TransmissionThe 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.

6.6 Digital SystemsThere are two types of digital system and they are as follows:

Connection to Workstations

Connection to switches

Digital system

Fig. 6.3 Digital system

Connection to workstationsIn digital systems, audio-video devices can be connected directly to the computers (workstations) and digitised audio-video data are transmitted over shared data networks, Audio-video devices in these systems can be either analog or digital.

Connection to switchesAnother possibility to connect audio-video devices to a digital network is to connect them directly to the network switches.

6.7 Multimedia WorkstationCurrent workstations are designed for the manipulation of discrete media information. The data should be exchanged as quickly as possible between the involved components, often interconnected by a common bus. Computationally intensiveanddedicatedprocessingrequirementsleadtodedicatedhardware,firmwareandadditionalboards.

Examples of these components are hard disk controllers and FDDI-adapters. A multimedia workstation is designed for the simultaneous manipulation of discrete and continuous media information. The main components of a multimedia workstation are:

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Standard Processor(s) for the processing of discrete media information.•Main Memory and Secondary Storage with corresponding autonomous controllers.•Universal Processor(s) for processing of data in real-time (signal processors).•Special-Purpose Processors designed for graphics, audio and video media (containing, for example, a micro •code decompression method for DVI processors).Graphics and video Adapters.•Communications Adapters, for example, the Asynchronous Transfer Mode Host Interface. Further special-•purpose adapters.

6.7.1 BusWithin current workstations, data are transmitted over the traditional asynchronous bus, meaning that if audio-video devices are connected to a workstation, continuous data are processed in a workstation, and the data transfer is done over this bus, which provides low and unpredictable time guarantees.

In multimedia workstations, in addition to this bus, the data will be transmitted over a second bus which can •keep time guarantees. In later technical implementations, a bus may be developed which transmits two kinds of data according to their •requirements (this is known as a multi-bus system). The notion of a bus has to be divided into system bus and periphery bus.•In their current versions, system busses such as ISA, EISA, Microchannel, Q-bus and VME-bus support only •limited transfer of continuous data. The further development of periphery busses, such as SCSI, is aimed at the development of data transfer for •continuous media.

6.7.2 Multimedia DevicesThe main peripheral components are the necessary input and output multimedia devices. Most of these devices were developed for or by consumer electronics, resulting in the relative low cost of the devices.

Microphones, headphones, as well as passive and active speakers, are examples. For the most part, active speakers •andheadphonesareconnectedtothecomputerbecauseit,generally,doesnotcontainanamplifier.The camera for video input is also taken from consumer electronics. Hence, a video interface in a computer •must accommodate the most commonly used video techniques/standards, i.e., NTSC, PAL, SECAM with FBAS, RGB, YUV and YIQ modes. A monitor serves for video output. Besides Cathode Ray Tube (CRT) monitors (e.g., current workstation •terminals), more and more terminals use the color-LCD technique (e.g., a projection TV monitor uses the LCD technique). Further,todisplayvideo,monitorcharacteristics,suchascolor,highresolution,andflatandlargeshape,are•important.

6.7.3 Primary StorageAudio and video data are copied among different system components in a digital system. An example of tasks, where copying of data is necessary, is a segmentation of the LDUs or the appending of a Header and Trailer.

Thecopyingoperationusessystemsoftware-specificmemorymanagementdesignedforcontinuousmedia.This•kindofmemorymanagementneedssufficientmainmemory(primarystorage).Besides ROMs, PROMs, EPROMS, and partially static memory elements, low-cost of these modules, together •withsteadilyincreasingstoragecapacities,profitsthemultimediaworld.

6.7.4 Secondary StorageThe main requirements put on secondary storage and the corresponding controller is a high storage density and low access time, respectively On the one hand, to achieve a high storage density, for example, a Constant Linear

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Velocity(CLV)techniquewasdefinedfortheCD-DA(CompactDiscDigitalAudio).CLV guarantees that the data density is kept constant for the entire optical disk at the expense of a higher mean •access time. On the other hand, to achieve time guarantees, i.e., lower mean access time, a Constant Angle Velocity (CAV) •technique could be used. Because the time requirement is more important, the systems with a CAV are more suitable for multimedia than the systems with a CLV.

6.7.5 ProcessorIn a multimedia workstation, the necessary work is distributed among different processors. Although currently, and for the near future, this does not mean that all multimedia workstations must be multi-processor systems.

The processors are designed for different tasks. For example, a Dedicated Signal Processor (DSP) allows •compression and decompression of audio in real-time. Moreover, there can be special-purpose processors employed for video. •The following Figure shows an example of a multiprocessor for multimedia workstations envisioned for the •future.

CPU 4CPU 3CPU 2CPU 1

Cache DV

ITe

chno

logy

Vector 3Vector 2Vector 1

Bus

Inte

rfac

e

Fig. 6.4 Example of a multiprocessor system

6.7.6 Operating SystemAnother possible variant to provide computation of discrete and continuous data in a multimedia workstation could be distinguishing between processes for discrete data computation and for continuous data processing.

These processes could run on separate processors. •Given an adequate operating system, perhaps even one processor could be shared according to the requirements •between processes for discrete and continuous data.

6.8 Preference of Operating System for WorkstationSelection of the proper platform for developing the multimedia project may be based on your personal preference of computer, your budget constraints, and project delivery requirements, and the type of material and content in the project.

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Many developers believe that multimedia project development is smoother and easier on the Macintosh than in •Windows, even though projects destined to run in Windows must then be ported across platforms. But hardware and authoring software tools for Windows have improved; today you can produce many multimedia •projects with equal ease in either the Windows or Macintosh environment.

6.9 The Macintosh PlatformAll Macintoshes can record and play sound. Many include hardware and software for digitising and editing video and producing DVD discs.

High-quality graphics capability is available “out of the box.” •Unlike the Windows environment, where users can operate any application with keyboard input, the Macintosh •requires a mouse. The Macintosh computer you will need for developing a project depends entirely upon the project’s delivery •requirements, its content, and the tools you will need for production.

6.9.1 The Windows PlatformUnlike the Apple Macintosh computer, a Windows computer is not a computer per se, but rather a collection of parts that are tied together by the requirements of the Windows operating system.

Power supplies, processors, hard disks, CD-ROM players, video and audio components, monitors, key-boards •and mice-it doesn’t matter where they come from or who makes them. Made in Texas, Taiwan, Indonesia, Ireland, Mexico, or Malaysia by widely known or little-known manufactures, •these components are assembled and branded by Dell, IBM, Gateway, and other into computers that run Windows.In the early days, Microsoft organised the major PC hardware manufactures into the Multimedia PC Marketing •Council to develop a set of specifications thatwould allowWindows to deliver a dependablemultimediaexperience.

6.9.2 Networking Macintosh and Windows ComputersWhen a user works in a multimedia development environment consisting of a mixture of Macintosh and Windows computers, you will want them to communicate with each other. It may also be necessary to share other resources among them, such as printers.

Local area networks (LANs) and wide area networks (WANs) can connect the members of a workgroup. In a •LAN,workstationsareusuallylocatedwithinashortdistanceofoneanother,onthesamefloorofabuilding,for example. WANs are communication systems spanning great distances, typically set up and managed by large corporation •and institutions for their own use, or to share with other users. LANsallowdirectcommunicationandsharingofperipheralresourcessuchasfileservers,printers,scanners,•and network modems. They use a variety of proprietary technologies, most commonly Ethernet or TokenRing, to perform the •connections.They can usually be set up with twisted-pair telephone wire, but be sure to use “data-grade level 5” or “cat-5” •wire-it makes a real difference, even if it’s a little more expensive. Bad wiring will give the user never-ending headache of intermittent and often untraceable crashes and •failures.

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Summary Authoring is concept that we will use to generate Graphical Application.•Authoring tool will use some concepts that will be used by any graphical application to develop the required •application.HyperCardisthesoftwarebywhichwewillarrangedifferentcardstogetthefinaloutputtotheuser.•HyperCard is an interactive way to represent different types of objects.•Page based authoring tool by which we will arrange different content on a single page.•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.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.•A multimedia workstation is computer with facilities to handle multimedia objects such as text, audio, video, •animation and images. AmultimediaworkstationwasearlieridentifiedasMPC.•By using existing technologies, integration and interaction between analog and digital environments can be •implemented. This integration approach is called the hybrid approach.

ReferencesDesmond, B, Richards, J, Allen, R. and Lowe-Norris, G. A., 2008. • Active Directory, O’Reilly Media, Inc.Minasim,M.,Layfield,P.andMueller,P.J.,2008.• Mastering Multimedia Networking Foundations, Wiley-India.Microsoft, 2011. • Advanced Security Multimedia Step-by-Step Guide [Online] Available at: <http://technet.microsoft.com/en-us/library/dd408940(WS.10).aspx> [Accessed 12 December 2011].Arondmessaging.ro, 2009. • How To Setup Multimedia [Video Online] Available at: <http://www.youtube.com/watch?v=5BNsebWUmXg> [Accessed 12 December 2011].Developervideos, 2009. • Multimedia Read Only Domain Controllers [Video Online] Available at: <http://www.youtube.com/watch?v=7DQ_LSXmDwo> [Accessed 12 December 2011].Gearwire, 2008. • Muse Receptor IK Multimedia Total Total Workstation Rack: Bill Plays Host To Hardware VST Host [Video Online] Available at: <http://www.youtube.com/watch?v=hhYQREkAp0E> [Accessed 1 March 2011].

Recommended ReadingMueller, P. J., 2008. • Administering Multimedia, John Wiley & Sons.Panek, W, Wentworth, T. and Chellis, J., 2008. • MCTS: Multimedia Study Guide: Exam 70-642, John Wiley and Sons.Mackin, C. J. and Desai, A., 2010. • Multimedia: Configuring Windows Server® 2008, O’Reilly Media, Inc.

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Self AssessmentWhich of the following is a concept that we will use to generate Graphical Application?1.

OOPSa. Multimedia b. LANc. Authoring d.

_________ authoring tool is a tool by which we will arrange different multimedia elements.2. Card baseda. Page based b. Icon based c. Time based d.

Which of the following statements is true?3. HyperCard is an interactive way to represent different types of objects.a. Card is an interactive way to represent different types of objects.b. Icon based authoring is an interactive way to represent different types of objects.c. Time based authoring is an interactive way to represent different types of objects.d.

____________ authoring tool by which we will arrange different content on a single page.4. Card baseda. Page based b. Icon based c. Time based d.

_____________authoring tool is a tool by which we will generate different objects with the help of icons.5. Card baseda. Page based b. Icon based c. Time based d.

_________ authoring tool in which time play very important role to handle the appearance of different objects 6. appear on the window.

Card baseda. Page based b. Icon based c. Time based d.

___________ authoring tool will use the concepts of object oriented programming. 7. Object orienteda. Page based b. Icon based c. Time based d.

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A__________ workstation is computer with facilities to handle multimedia objects such as text, audio, video, 8. animation and images.

OOPSa. Multimedia b. LANc. Authoring d.

___________allowdirectcommunicationandsharingofperipheralresourcessuchasfileservers,printers,9. scanners, and network modems.

MANsa. CANsb. LANsc. WANsd.

A ___________ allows compression and decompression of audio in real-time.10. dedicated signal processora. microprocessor b. microcontroller c. digital processor d.

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Chapter VII

Basic Tools for Multimedia Objects

Aim

The aim of this chapter is to:

explain text editing •

elaborate word processing tools •

discuss OCR software •

Objectives

The objectives of this chapter are to:

explain image-editing tools•

describe painting and drawing tools•

elaborate sound editing tools •

Learning outcome

At the end of this chapter, you will be able to:

understand animation tools•

identify video formats •

describe quick time •

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7.1 IntroductionThe basic tools set for building multimedia project contains one or more authoring systems and various editing applications for text, images, sound, and motion video.

Afewadditionalapplicationsarealsousefulforcapturingimagesfromthescreen,translatingfileformatsandtoolsfor the making multimedia production easier.

7.2 Text Editing and Word Processing ToolsAwordprocessorisusuallythefirstsoftwaretoolcomputerusersrelyuponforcreatingtext.Thewordprocessorisoftenbundledwithanofficesuite.

Word processors such as Microsoft Word and WordPerfect are powerful applications that include spellcheckers, table formatters, thesauruses and prebuilt templates for letters, resumes, purchase orders and other common documents.

7.3 OCR SoftwareOften there will be multimedia content and other text to incorporate into a multimedia project, but no electronic text file.Withopticalcharacterrecognition(OCR)software,aflat-bedscanner,andacomputer,itispossibletosavemany hours of rekeying printed words, and get the job done faster and more accurately than a roomful of typists.

OCR software turns bitmapped characters into electronically recognisable ASCII text. A scanner is typically used to create the bitmap.

Then the software breaks the bitmap into chunks according to whether it contains text or graphics, by examining the texture and density of areas of the bitmap and by detecting edges. The text areas of the image are then converted to ASCII character using probability and expert system algorithms.

7.4 Image-Editing ToolsImage-editing application is specialised and powerful tools for enhancing and retouching existing bitmapped images. These applications also provide many of the feature and tools of painting and drawing programs and can be used to create images from scratch as well as images digitised from scanners, video frame-grabbers, digital cameras, clip artfiles,ororiginalartworkfilescreatedwithapaintingordrawingpackage.

Here are some features typical of image-editing applications and of interest to multimedia developers:Multiple windows that provide views of more than one image at a time•Conversionofmajorimage-datatypesandindustry-standardfileformats•Direct inputs of images from scanner and video sources•Employment of a virtual memory scheme that uses hard disk space as RAM for images that require large •amounts of memoryCapable selection tools, such as rectangles, lassos, and magic wands, to select portions of a bitmap•Image and balance controls for brightness, contrast, and color balance•Good masking features•Multiple undo and restore features•Anti-aliasing capability, and sharpening and smoothing controls•Color-mapping controls for precise adjustment of color balance•Tools for retouching, blurring, sharpening, lightening, darkening, smudging, and tinting.•Geometrictransformationsuchasflip,skew,rotate,anddistortandperspectivechanges.•Ability to resample and resize an image.•134-bit color, 8- or 4-bit indexed color, 8-bit gray-scale, black-and-white, and customisable color palettes•

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Ability to create images from scratch, using line, rectangle, square, circle, ellipse, polygon, airbrush, paintbrush, •pencil,anderasertools,withcustomisablebrushshapesanduser-definablebucketandgradientfillsMultiple typefaces, styles, and sizes, and type manipulation and masking routines•Filters for special effects, such as crystallise, dry brush, emboss, facet, fresco, graphic pen, mosaic, pixelise, •poster, ripple, smooth, splatter, stucco, twirl, watercolor, wave, and windSupport for third-party special effect plug-ins•Ability to design in layers that can be combined, hidden, and reordered.•

Plug-InsImage-editing programs usually support powerful plug-in modules available from third-party developers that allow towrap,twist,shadow,cut,diffuse,andotherwise“filter”yourimagesforspecialvisualeffects.

7.5 Painting and Drawing ToolsPainting and drawing tools, as well as 3-D modelers, are perhaps the most important items in the toolkit because, ofallthemultimediaelements,thegraphicalimpactoftheprojectwilllikelyhavethegreatestinfluenceontheenduser.

Iftheartworkisamateurish,orflatanduninteresting,boththecreatorandtheuserswillbedisappointed.Painting software, such as Photoshop, Fireworks, and Painter, is dedicated to producing crafted bitmap images.

Drawing software, such as CorelDraw, FreeHand, Illustrator, Designer, and Canvas, is dedicated to producing vector-based line art easily printed to paper at high resolution.

Some software applications combine drawing and painting capabilities, but many authoring systems can import only bitmapped images.

Typically,bitmappedimagesprovidethegreatestchoiceandpowertotheartistforrenderingfinedetailandeffects,and today bitmaps are used in multimedia more often than drawn objects.

SomevectorbasedpackagessuchasMacromedia’sFlashareaimedatreducingfiledownloadtimesontheWeb,and may contain both bitmaps and drawn art. The anti-aliased character shown in the bitmap of Color Plate 5 is an exampleofthefinetouchesthatimprovethelookofanimage.

Look for these features in a drawing or painting packages:An intuitive graphical user interface with pull-down menus, status bars, palette control, and dialog boxes for •quick, logical selectionScalable dimensions, so you can resize, stretch, and distort both large and small bitmaps.•Paint tools to create geometric shapes, from squares to circles and from curves to complex polygons•Ability to pour a color, pattern, or gradient into any area•Ability to paint with patterns and clip art•Customisable pen and brush shapes and sizes•Eyedropper tool that samples colors•Auto trace tool that turns bitmap shapes into vector-based outlines•Support for scalable text fonts and drop shadows•Multiple undo capabilities, to let you try again•Painting features such as smoothing coarse-edged objects into the background with anti-aliasing, airbrushing in •variable sizes, shapes, densities, and patterns; washing colors in gradients; blending; and maskingSupport for third-party special effect plug-ins•

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Object and layering capabilities that allow you to treat separate elements independently•Zooming,formagnifiedpixelediting•All common color depths: 1-, 4-, 8-, and 16-, 134-, or 313- bit color, and grayscale•Good color management and dithering capability among color depths using various color models such as RGB, •HSB, and CMYKGood palette management when in 8-bit mode•GoodfileimportingandexportingcapabilityforimageformatssuchasPIC,GIF,TGA,TIF,WMF,JPG,PCX,•EPS, PTN, and BMP.

7.6 Sound Editing ToolsSound editing tools for both digitised and MIDI sound lets hear music as well as create it. By drawing a representation ofasoundinfineincrements,whetherascoreorawaveform,itispossibletocut,copy,pasteandotherwiseeditsegments of it with great precision.

System sounds are shipped both Macintosh and Windows systems and they are available as soon the Operating system is installed. For MIDI sound, a MIDI synthesiser is required to play and record sounds from musical instruments. For ordinary sound there are varieties of software such as Soundedit, MP3cutter, Wavestudio.

7.7 Animation, Video and Digital Movie ToolsAnimation and digital movies are sequences of bitmapped graphic scenes frames, rapidly played back. Most authoring tools adapt either a frame or object oriented approach to animation.

Moviemaking tools typically take advantage of Quicktime for Macintosh and Microsoft Video for Windows and lets the content developer to create, edit and present digitised motion video segments.

7.7.1 Video FormatsA video format describes how one device sends video pictures to another device, such as the way that a DVD player sends pictures to a television or a computer to a monitor. More formally, the video format describes the sequence and structure of frames that create the moving video image.

Video formats are commonly known in the domain of commercial broadcast and consumer devices; most notably to date, these are the analog video formats of NTSC, PAL, and SECAM. However, video formats also describe the digital equivalents of the commercial formats, the aging custom military uses of analog video (such as RS-170 and RS-343), the increasingly important video formats used with computers, and even such offbeat formats such ascolorfieldsequential.

Video formats were originally designed for display devices such as CRTs. However, because other kinds of displays have common source material and because video formats enjoy wide adoption and have convenient organisation, video formats are a common means to describe the structure of displayed visual information for a variety of graphical output devices.

7.7.2 Common Organisation of Video FormatsA video format describes a rectangular image carried within an envelope containing information about the image. Although video formats vary greatly in organisation, there is a common taxonomy:

Aframecanconsistoftwoormorefields,sentsequentially,thataredisplayedovertimetoformacomplete•frame. This kind of assembly is known as interlace. An interlaced video frame is distinguished from a progressive scan frame, where the entire frame is sent as a single intact entity.

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A frame consists of a series of lines, known as scan lines. Scan lines have a regular and consistent length in •order to produce a rectangular image. This is because in analog formats, a line lasts for a given period of time; in digital formats, the line consists of a given number of pixels. When a device sends a frame, the video format specifiesthatdevicessendeachlineindependentlyfromanyothersandthatalllinesaresentintop-to-bottomorder.Asabove,aframemaybesplitintofields–oddandeven(byline“numbers”)orupperandlower,respectively.•InNTSC,thelowerfieldcomesfirst,thentheupperfield,andthat’sthewholeframe.ThebasicsofaformatareAspectRatio,FrameRate,andInterlacingwithfieldorderifapplicable:Videoformatsuseasequenceofframesinaspecifiedorder.Insomeformats,asingleframeisindependentofanyother(suchasthoseusedincomputer video formats), so the sequence is only one frame. In other video formats, frames have an ordered position. Individual frames within a sequence typically have similar construction. However, depending on its position in the sequence, frames may vary small elements within them to represent additional information. For example, MPEG-13 compression may eliminate the information that is redundant frame-to-frame in order to reduce the data size, preserving the information relating to changes between frames.

Analog video formatsNTSC•PAL•SECAM•

Digital video formatsThese are MPEG13 based terrestrial broadcast video formats

ATSC Standards•DVB•ISDB•

These are strictly the format of the video itself, and not for the modulation used for transmission.

Broadcast video formats

Analog broadcast5135lines:NTSC•NTSC-J•PAL-M6135lines:PAL•PAL-N•PALplus•SECAMMultichannelaudio:BTSC(MTS)•NICAM-7138•Zweiton(A13,IGR)

Digital broadcast

Interlaced:SDTV(480i,576i)•HDTV(1080i)Progressive:LDTV(1340p,1388p,1seg)•EDTV(480p,576p)•HDTV(7130p, 1080p)Digital TV standards (MPEG-13):ATSC, DVB, ISDB, DMB-T/HDigital TV standards (MPEG-4 AVC):DMB-T/H,DVB,SBTVD,ISDB(1seg)Multichannelaudio:AAC(5.1)•Musicam•PCM•LPCMDigitalcinema:UHDV(13540p,43130p)•DCI

7.7.3 QuickTimeQuickTime is a multimedia framework developed by Apple Inc. capable of handling various formats of digital video, media clips, sound, text, animation, music, and several types of interactive panoramic images. Available for Classic Mac OS, Mac OS X and Microsoft Windows operating systems, it provides essential support for software packages including iTunes, QuickTime Player (which can also serve as a helper application for web browsers to play media filesthatmightotherwisefailtoopen)andSafari.

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The quicktime technology consists of the following:The QuickTime Player application created by Apple, which is a media player.•The QuickTime framework, which provides a common set of APIs for encoding and decoding audio and •video.TheQuickTimeMovie(.mov)fileformat,anopenly-documentedmediacontainer.•

QuickTime is integral to Mac OS X, as it was with earlier versions of Mac OS. All Apple systems ship with QuickTime already installed, as it represents the core media framework for Mac OS X. QuickTime is optional for Windows systems, although many software applications require it. Apple bundles it with each iTunes for Windows download, but it is also available as a stand-alone installation.

Quicktime playersQuickTime is distributed free of charge, and includes the QuickTime Player application. Some other free player applications that rely on the QuickTime framework provide features not available in the basic QuickTime Player.

For example:iTunes can export audio in WAV, AIFF, MP3, AAC, and Apple Lossless.•In Mac OS X, a simple AppleScript can be used to play a movie in full-screen mode. However, since version •7.13 the QuickTime Player now also supports for full screen viewing in the non-pro version.

Quicktime frameworkThe QuickTime framework provides the following:

Encoding and transcoding video and audio from one format to another.•Decoding video and audio, and then sending the decoded stream to the graphics or audio subsystem for playback. •In Mac OS X, QuickTime sends video playback to the Quartz Extreme (OpenGL) Compositor.A plug-in architecture for supporting additional codecs (such as DivX).•

The framework supports the following file types and codecs natively:Audio

Apple Lossless•Audio Interchange (AIFF)•DigitalAudio:AudioCD-16-bit(CDDA),134-bit,313-bitinteger&floatingpoint,and64-bitfloatingpoint•MIDI•MPEG-1 Layer 3 Audio (.mp3)•MPEG-4 AAC Audio (.m4a, .m4b, .m4p)•Sun AU Audio•ULAW and ALAW Audio•Waveform Audio (WAV)•

Video3GPP&3GPP13fileformats•AVIfileformat•Bitmap(BMP)codecandfileformat•DVfile(DVNTSC/PALandDVCProNTSC/PALcodecs)•FlashandFlashPixfiles•GIFandAnimatedGIFfiles•H.1361, H.1363, and H.1364 codecs•

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JPEG,PhotoJPEG,andJPEG-13000codecsandfileformats•MPEG-1,MPEG-13,andMPEG-4Videofileformatsandassociatedcodecs(suchasAVC)•QuickTime Movie (.mov) and QTVR movies•Other video codecs: Apple Video, Cinepak, Component Video, Graphics, and Planar RGB•Other still image formats: PNG, TIFF, and TGA•

Specification for QuickTime file format

TheQuickTime(.mov)fileformatfunctionsasamultimediacontainerfilethatcontainsoneormoretracks,eachofwhichstoresaparticulartypeofdata:audio,video,effects,ortext(forsubtitles,forexample).Otherfileformatsthat QuickTime supports natively (to varying degrees) include AIFF, WAV, DV, MP3, and MPEG-1. With additional QuickTime Extensions, it can also support Ogg, ASF, FLV, MKV, DivX Media Format, and others.

7.7.4 Linking Multimedia ObjectsAll the multimedia components are created in different tools. It is necessary to link all the multimedia objects such as such as audio, video, text, images and animation in order to make a complete multimedia presentation. There are different tools that provide mechanisms for linking the multimedia components.

7.7.5 OLEObject Linking and Embedding (OLE) is a technology that allows embedding and linking to documents and other objects. OLE was developed by Microsoft. It is found on the Component Object Model. For developers, it brought OLE custom controls (OCX), a way to develop and use custom user interface elements. On a technical level, an OLE object is any object that implements the IOleObject interface, possibly along with a wide range of other interfaces, depending on the object’s needs.

Overview of OLEOLE allows an editor to “farm out” part of a document to another editor and then re-imports it. For example, a desktop publishing system might send some text to a word processor or a picture to a bitmap editor using OLE. ThemainbenefitofusingOLEistodisplayvisualisationsofdatafromotherprogramsthatthehostprogramisnotnormallyabletogenerateitself(e.g.apie-chartinatextdocument),aswelltocreateamasterfile.Referencestodatainthisfilecanbemadeandthemasterfilecanthenhavechangeddatawhichwillthentakeeffectinthereferenceddocument. This is called “linking” (instead of “embedding”). Its primary use is for managing compound documents, but it is also used for transferring data between different applications using drag and drop and clipboard operations. The concept of “embedding” is also central to much use of multimedia in Web pages, which tend to embed video, animation(includingFlashanimations),andaudiofileswithinthehypertextmarkuplanguage(suchasHTMLorXHTML) or other structural markup language used (such as XML or SGML) — possibly, but not necessarily, using a different embedding mechanism than OLE.

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History of OLEOLE 1.0OLE 1.0, released in 1990, was the evolution of the original dynamic data exchange, or DDE, concepts that Microsoft developed for earlier versions of Windows. While DDE was limited to transferring limited amounts of data between two running applications, OLE was capable of maintaining active links between two documents or even embedding one type of document within another.

OLE servers and clients communicate with system libraries using virtual function tables, or VTBLs. The VTBL consists of a structure of function pointers that the system library can use to communicate with the server or client. The server and client libraries, OLESVR.DLL and OLECLI.DLL, were originally designed to communicate between themselves using the WM_DDE_EXECUTE message.

OLE 1.0 later evolved to become architecture for software components known as the Component Object Model (COM), and later DCOM. When an OLE object is placed on the clipboard or embedded in a document, both a visualrepresentationinnativeWindowsformats(suchasabitmapormetafile)isstored,aswellastheunderlyingdata in its own format. This allows applications to display the object without loading the application used to create the object, while also allowing the object to be edited, if the appropriate application is installed. For example, ifanOpenOffice.orgWriterobjectisembedded,bothavisualrepresentationasanEnhancedMetafileisstored, as well as the actual text of the document in the Open Document Format.

OLE 14.0OLE 14.0 was the next evolution of OLE 1.0, sharing many of the same goals, but was re-implemented over top of the Component Object Model instead of using VTBLs. New features were automation, drag-and-drop, in-place activation and structured storage.

Technical details of OLEOLE objects and containers are implemented on top of the Component Object Model; they are objects that can implement interfaces to export their functionality. Only the IOleObject interface is compulsory, but other interfaces may need to be implemented as well if the functionality exported by those interfaces is required.

To ease understanding of what follows, a bit of terminology has to be explained. The view status of an object is whether the object is transparent, opaque, or opaque with a solid background, and whether it supports drawing withaspecifiedaspect.Thesiteofanobjectisanobjectrepresentingthelocationoftheobjectinitscontainer.Acontainer supports a site object for every object contained. An undo unit is an action that can be undone by the user, with Ctrl-Z or using the “Undo” command in the “Edit” menu.

7.7.6 DDEDynamic Data Exchange (DDE) is a technology for communication between multiple applications under Microsoft WindowsandOS/14.DynamicDataExchangewasfirstintroducedin1987withthereleaseofWindows14.0.Itutilised the “Windows Messaging Layer” functionality within Windows. This is the same system used by the “copy and paste” functionality. Therefore, DDE continues to work even in modern versions of Windows. Newer technology has been developed that has, to some extent, overshadowed DDE (e.g. OLE, COM, and OLE Automation), however, itisstillusedinseveralplacesinsideWindows,e.g.forShellfileassociations.

The primary function of DDE is to allow Windows applications to share data. For example, a cell in Microsoft Excel could be linked to a value in another application and when the value changed, it would be automatically updated in the Excel spreadsheet. The data communication was established by a simple, three-segment model. Each program was known to DDE by its “application” name. Each application could further organise information by groups known as “topic” and each topic could serve up individual pieces of data as an “item”. For example, if a user wanted to pullavaluefromMicrosoftExcelwhichwascontainedinaspreadsheetcalled“Book1.xls”inthecellinthefirstrowandfirstcolumn,theapplicationwouldbe“Excel”,thetopic“Book1.xls”andtheitem“r1c1”.

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A common use of DDE was for custom developed applications to control off-the shelf software, e.g. a custom in-house application written in C or some other language might use DDE to open a Microsoft Excel spreadsheet andfillitwithdata,byopeningaDDEconversationwithExcelandsendingitDDEcommands.Today,however,one could also use the Excel object model with OLE Automation (part of COM). While newer technologies like COMofferfeaturesDDEdoesn’thave,therearealsoissueswithregardtoconfigurationthatcanmakeCOMmoredifficulttousethanDDE.

7.7.7 NetDDEA California-based company called Wonderware developed an extension for DDE called NetDDE that could be used to initiate and maintain the network connections needed for DDE conversations between DDE-aware applications running on different computers in a network and transparently exchange data. A DDE conversation is the interaction between client and server applications. NetDDE could be used along with DDE and the DDE management library (DDEML) in applications.

/Windows/SYSTEM314DDESHARE.EXE (DDE Share Manager)NDDEAPIR.EXE (NDDEAPI Server Side)NDDENB314.DLL (Network DDE NetBIOS Interface)NETDDE.EXE (Network DDE - DDE Communication)

Microsoft licensed a basic (NetBIOS Frames protocol only) version of the product for inclusion in various versions of Windows from Windows for Workgroups to Windows XP. In addition, Wonderware also sold an enhanced version of NetDDE to their own customers that included support for TCP/IP.. Basic Windows applications using NetDDE are Clipbook Viewer, WinChat and Microsoft Hearts.

NetDDE was still included with Windows Server 14003 and Windows XP Service Pack 14, although it was disabled by default. It has been removed entirely in Windows Vista. However, this will not prevent existing versions of NetDDE from being installed and functioning on later versions of Windows.

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Summary The basic tools set for building multimedia project contains one or more authoring systems and various editing •applications for text, images, sound, and motion video.Awordprocessorisusuallythefirstsoftwaretoolcomputerusersrelyuponforcreatingtext.Thewordprocessor•isoftenbundledwithanofficesuite.OCR software turns bitmapped characters into electronically recognisable ASCII text. A scanner is typically •used to create the bitmap. Image-editing application is specialised and powerful tools for enhancing and retouching existing bitmapped •images.Image-editing programs usually support powerful plug-in modules available from third-party developers that •allowtowrap,twist,shadow,cut,diffuse,andotherwise“filter”yourimagesforspecialvisualeffects.Painting and drawing tools, as well as 3-D modelers, are perhaps the most important items in the toolkit because, •ofallthemultimediaelements,thegraphicalimpactoftheprojectwilllikelyhavethegreatestinfluenceonthe end user.Painting software, such as Photoshop, Fireworks, and Painter, is dedicated to producing crafted bitmap •images. Sound editing tools for both digitised and MIDI sound lets hear music as well as create it.•Animation and digital movies are sequences of bitmapped graphic scenes (frames, rapidly played back.•A video format describes how one device sends video pictures to another device, such as the way that a DVD •player sends pictures to a television or a computer to a monitor.Video formats are commonly known in the domain of commercial broadcast and consumer devices; most notably •to date, these are the analog video formats of NTSC, PAL, and SECAM.Video formats were originally designed for display devices such as CRTs.•A video format describes a rectangular image carried within an envelope containing information about the •image.Aframecanconsistoftwoormorefields,sentsequentially,thataredisplayedovertimetoformacomplete•frame.QuickTime is a multimedia framework developed by Apple Inc. capable of handling various formats of digital •video, media clips, sound, text, animation, music, and several types of interactive panoramic images.QuickTime is distributed free of charge, and includes the QuickTime Player application.•All the multimedia components are created in different tools. It is necessary to link all the multimedia objects such •as such as audio, video, text, images and animation in order to make a complete multimedia presentation.

ReferencesMicrosoftOfficialAcademicCourse,2011.• 98-366: Multimedia, John Wiley and Sons.Ruset, 2008. • Ms Windows Server 08: Tcr, Tata McGraw-Hill Education.Microsoft, 2006. • Multimedia [Online] Available at: <http://technet.microsoft.com/en-us/library/bb726965.aspx> [Accessed 12 December 2011].Microsoft, 2009. • Multimedia designing [Online] Available at: <http://technet.microsoft.com/en-us/library/cc730878(WS.10).aspx> [Accessed 12 December 2011].Itfreetraining, 2011. • Multimedia Authentication [Video Online] Available at: <http://www.youtube.com/watch?v=zMW4e_wd6O4> [Accessed 12 December 2011].dodo3tt, 2010. • Multimedia - Part1 [Video Online] Available at: <http://www.youtube.com/watch?v=Et9iL0sQ4lQ&feature=results_video&playnext=1&list=PLE9A9E4ACAAE76481> [Accessed 12 December 2011].

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Recommended ReadingDavies, J., • Understanding Multimedia, 2nd ed., O’Reilly Media, Inc.Ruest, D. and Ruest, N., 2003. • Multimedia: best practices for enterprise deployments, McGraw-Hill/Osborne.Kelley, J, Campagna, R. and Wessels, D., 2009. • Multimedia Network Access Control for Dummies, John Wiley & Sons.

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Self AssessmentDynamic Data Exchange is a technology for __________between multiple applications under Microsoft 1. Windows and OS/14.

interface a. matching b. safety c. communicationd.

Which of the following allows Windows applications to share data?2. QuickTimea. Dynamic Data Exchangeb. Video formatsc. OCRd.

____________ is distributed free of charge, and includes the QuickTime Player application.3. QuickTimea. Dynamic data exchangeb. Video formatsc. OCRd.

The______________ , which provides a common set of APIs for encoding and decoding audio and video.4. QuickTime movie a. Quicktime player b. Quicktime applicationc. Quicktime frameworkd.

Which of the following is true?5. TheQuickTimePlayer.movfileformat,anopenly-documentedmediacontainer.a. TheQuickTimeFramework.movfileformat,anopenly-documentedmediacontainer.b. TheQuickTimeMovie.movfileformat,anopenly-documentedmediacontainer.c. TheQuickTimeimage.movfileformat,anopenly-documentedmediacontainer.d.

The ____________ application created by Apple, which is a media player.6. quicktime movie a. quicktime player b. quicktime applicationc. quicktime frameworkd.

Which of the following statements is true?7. Audio formats were originally designed for display devices such as CRTs. a. Movie formats were originally designed for display devices such as CRTs. b. Digital formats were originally designed for display devices such as CRTs. c. Video formats were originally designed for display devices such as CRTs. d.

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_____________ are commonly known in the domain of commercial broadcast and consumer devices. 8. Video formatsa. Audio formats b. Graphic format c. Picture formatsd.

__________ and digital movies are sequences of bitmapped graphic scenes frames, rapidly played back.9. Analog movie a. Cartoon b. Animationc. Music d.

_________ software turns bitmapped characters into electronically recognisable ASCII text. 10. OCR a. QuickTimeb. Dynamic Data Exchangec. Video formatsd.

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Chapter VIII

Multimedia Operating System

Aim

The aim of this chapter is to:

explain multimedia operating system •

elucidate real time process•

discuss the characteristics of real time systems •

Objectives

The objectives of this chapter are to:

explain management of resources •

describe resource management •

elaborate resources in multimedia •

Learning outcome

At the end of this chapter, you will be able to:

understand the requirements of multimedia •

enlist the components of the resources •

describe the phases of the resource reservation and management process •

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8.1 IntroductionThe operating system is the shield of the computer hardware against all software components. It provides a comfortable environment for the execution of programs, and it ensures effective utilisation of the computer hardware. The operating system offers various services, related to the essential resources of a computer: CPU, main memory, storage and all input and output devices.

8.2 Multimedia Operating SystemFor the processing of audio and video, multimedia application demands that humans perceive these media in a natural,error-freeway.Thesecontinuousmediadataoriginateatsourceslikemicrophones,camerasandfiles.Fromthesesources,thedataaretransferredtodestinationslikeloudspeakers,videowindowsandfileslocatedatthesamecomputer 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 synchronisation 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 hastoprovideaccesstodatawithaguaranteedtimingdelayandefficientdatamanipulationfunctions.Forinstance,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 filemanagementservicesprovidedbythemultimediaoperatingsystemtoaccesssinglefilesandfilesystems.Sincethe 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.

8.3 Real Time ProcessA real-time process is a process which delivers the results of the processing in a given time-span. Programs for the processing of data must be available during the entire run-time of the system. The data may require processing at a priorly known point in time, or it may be demanded without any previous knowledge. The system must enforce externally-definedtimeconstraints.Internaldependenciesandtheirrelatedtimelimitsareimplicitlyconsidered.External events occur – deterministically (at a predetermined instant) or stochastically (randomly). The real-time system has the permanent task of receiving information from the environment, occurring spontaneously or in periodic time intervals, and/or delivering it to the environment given certain time constraints.

8.3.1 Characteristics of Real Time SystemsThe necessity of deterministic and predictable behavior of real-time systems requires processing guarantees for time-critical tasks. Such guarantees cannot be assured for events that occur at random intervals with unknown arrival times, processing requirements or deadlines.

Predictably fast response to time-critical events and accurate timing information.•A high degree of schedulability. Schedulability refers to the degree of resource utilisation at which, or below •which, the deadline of each time-critical task can be taken into account.Stability under transient overload. Under system overload, the processing of critical tasks must be ensured.•

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8.3.2 Real Time and MultimediaAudio and video data streams consist of single, periodically changing values of continuous media data, for example, audio samples or video frames. Each Logical Data Unit (LDU) must be presented by a well-determined deadline. Jitterisonlyallowedbeforethefinalpresentationtotheuser.Apieceofmusic,forexample,mustbeplayedbackataconstantspeed.Tofulfilthetimingrequirementsofcontinuousmedia,theoperatingsystemmustusereal-timescheduling techniques. These techniques must be applied to all system resources involved in the continuous media data processing, i.e., the entire end-to-end data path is involved.

The real-time requirements of traditional real-time scheduling techniques (used for command and control systems in application areas such as factory automation or aircraft piloting) have a high demand for security and fault-tolerance.

The fault-tolerance requirements of multimedia systems are usually less strict than those of real-time systems •that have a direct physical impact. The short time failure of a continuous media system will not directly lead to the destruction of technical equipment or constitute a threat to human life. Please note that this is a general statement which does not always apply. For example, the support of remove surgery by video and audio has stringent delay and correctness requirements.For many multimedia system applications, missing a deadline is not a severe failure, although it should be •avoided. It may even go unnoticed, for example,if an uncompressed video frame (or parts of it) is not available on time it can simply be omitted. The viewer will hardly notice this omission, assuming it does not happen for a contiguous sequence of frames.A sequence of digital continuous media data is the result of periodically sampling a sound or image signal. •Hence, in processing the data units of such a data sequence, all time-critical operations are periodic.Thebandwidthdemandofcontinuousmediaisnotalwaysthatstringent;itmustnotbeapriorifixed,butitmay•eventually be lowered. As some compression algorithms are capable of using different compression ratios – leading to different qualities – the required bandwidth can be negotiated. If not enough bandwidth is available for full quality, the application may also accept reduced quality (instead of no service at all).

8.3.3 Resource ManagementMultimedia systems with integrated audio and video processing are at the limit of their capacity, even with data compression and utilisation 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,theresourceisfirstallocatedandthenmanaged.

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.

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8.3.4 ResourcesA resource is a system entity required by tasks for manipulating data. Each resource has a set of distinguishing characteristicsclassifiedusingthefollowingscheme:

A resource can be active or passive. An active resource is the CPU or a network adapter for protocol processing; •it provides a service.Apassive resource is themainmemory, communicationbandwidth or afile system(whenever we do not take care of the processing of the adapter); it denotes some system capability required by active resources.A resource can be either used exclusively by one process at a time or shared between various processes. Active •resources are often exclusive; passive resources can usually be shared among processes.A resource that exists only once in the system is known as a single, otherwise it is a multiple resource. In a •transporter-based multiprocessor system, the individual CPU is a multiple resource.

8.3.5 RequirementsThe requirements of multimedia applications and data streams must be served for the single components of a multimedia system. The resource management maps these requirements on the respective capacity. The transmission andprocessingrequirementsof localanddistributedmultimediaapplicationscanbespecifiedaccording to thefollowing characteristics:

The throughput is determined by the needed data rate of a connection to satisfy the application requirements. •It also depends on the size of the data units.It is possible to distinguish between local and global end-to-end delay :•

The delay at the resource is the maximum time span for the completion of a certain task at this resource. �The end-to-end delay is the total delay for a data unit to be transmitted from the source to its destination. �For example, the source of a video telephone is the camera; the destination is the video window on the screen of the partner.

The jitter determines the maximum allowed variance in the arrival of data at the destination.•Thereliabilitydefineserrordetectionandcorrectionmechanismusedforthetransmissionandprocessingof•multimedia tasks. Errors can be ignored, indicated and/or corrected. It is important to notice that error correction through retransmission is rarely appropriate for time-critical data because the retransmitted data will usually arrive late. Forward error correction mechanisms are more useful.

In accordance with communication systems, these requirements are also known as Quality of Service parameters (QoS).

8.3.6 Components of the ResourcesOne possible realisation of resource allocation and management is based on the interaction between clients and their respective resource managers. The client selects the resource and requests a resource allocation by specifying itsrequirementsthroughaQoSspecification.Thisisequivalenttoaworkloadrequest.

First, the resource manager checks its own resource utilisation and decides if the reservation request can be served or not. All existing reservations are stored. This way, their share in terms of the respective resource capacity is guaranteed. Moreover, this component negotiates the reservation request with other resource managers, if necessary.

InthefollowingfiguretwocomputersareconnectedoveraLAN.Thetransmissionofvideodatabetweenacameraconnected to a computer server and the screen of the computer user involves, for all depicted components, a resource manager.

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communicationtransport &

network layer

communicationtransport &

network layer

data link&

network adapter

data link&

network adapter

compression decompression

network(s)

presentationin a window

frame grabber &encoder

Server Station User Station

Fig. 8.1 Components grouped for the purpose of video data transmission

8.3.7 Phases of the Resource Reservation and Management ProcessA resource manager provides components for the different phases of the allocation and management process:

Schedulability testThe resource manager checks with the given QoS parameters (for example,throughput and reliability) to determine if there is enough remaining resource capacity available to handle this additional request

Quality of service calculationAfter the schedulability test, the resource manager calculates the best possible performance (for example,delay) the resource can guarantee for the new request.

Resource reservationThe resource manager allocates the required capacity to meet the QoS guarantees for each request.

Resource SchedulingIncoming messages from connections are scheduled according to the given QoS guarantees. For process management, for instance, the allocation of the resource is done by the scheduler at the moment the data arrive for processing.

8.3.8 Resource Allocation SchemeReservation of resources can be made either in a pessimistic or optimistic way:

Thepessimisticapproachavoidsresourceconflictsbymakingreservationsfortheworstcase,i.e.,resource•bandwidth for the longest processing time and the highest rate which might ever be needed by a task is reserved. Resourceconflictsarethereforeavoided.Thisleadspotentiallytoanunderutilisationofresources.With the optimistic approach, resources are reserved according to an average workload only. This means that the •CPU is only reserved for the average processing time. This approach may overlook resources with the possibility of unpredictable packet delays. QoS parameters are met as far as possible. Resources are highly utilised, though an overload situation may result in failure. To detect an overload situation and to handle it accordingly a monitor can be implemented. The monitor may, for instance, preempt processes according to their importance.

The optimistic approach is considered to be an extension of the pessimistic approach. It requires that additional mechanismstodetectandsolveresourceconflictsbeimplemented.

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Summary The operating system is the shield of the computer hardware against all software components. It provides a •comfortable environment for the execution of programs, and it ensures effective utilisation of the computer hardware.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.The main memory is available as shared resource to single processes. In multimedia systems, memory management •hastoprovideaccesstodatawithaguaranteedtimingdelayandefficientdatamanipulationfunctions.Database management is an important component in multimedia systems. However, database management •abstracts the details of storing data on secondary media storage.A real-time process is a process which delivers the results of the processing in a given time-span. Programs for •the processing of data must be available during the entire run-time of the system.The necessity of deterministic and predictable behaviour of real-time systems requires processing guarantees •for time-critical tasks.Audio and video data streams consist of single, periodically changing values of continuous media data, for •example,audio samples or video frames. Each Logical Data Unit (LDU) must be presented by a well-determined deadline.Multimedia systems with integrated audio and video processing are at the limit of their capacity, even with data •compression and utilisation of new technologies.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. A resource is a system entity required by tasks for manipulating data.•A resource can be active or passive. An active resource is the CPU or a network adapter for protocol processing; •it provides a service.The requirements of multimedia applications and data streams must be served for the single components of a •multimedia system. The resource management maps these requirements on the respective capacity.The jitter determines the maximum allowed variance in the arrival of data at the destination.•Thereliabilitydefineserrordetectionandcorrectionmechanismusedforthetransmissionandprocessingof•multimedia tasks.The client selects the resource and requests a resource allocation by specifying its requirements through a QoS •specification.

ReferencesThomas, O., 2011. • Multimedia R2 Secrets, John Wiley and Sons.Smyth, N., 2010. • Multimedia R2 Essentials, eBookFrenzy.TechTarget, 2006. • Securing Multimedia: BitLocker authentication and configuration [Online] Available at: <http://searchstoragechannel.techtarget.com/feature/Securing-Windows-Server-2008-BitLocker-authentication-and-configuration>[Accessed12December2011].EASEUS, 2011. • Multimedia for continuous data protection [Online] Available at: <http://blog.easeus.com/Data-Backup/Schedule-backup-Windows-Server-2008-for-continuous-data-protection-511.html> [Accessed 12 December 2011].uCertify.com, 2010. • How to Multimedia Encryption feature in Windows 2008 Server [Video Online] Available at: <http://www.youtube.com/watch?v=it9HumYo7W0> [Accessed 12 December 2011].Itfreetraining, 2011• . Multimedia: Bitlocker and Recovery [Video Online] Available at: <http://www.youtube.com/watch?v=TNx9HANvCP8> [Accessed 12 December 2011].

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Recommended ReadingPosey, B., 2008. • The real Multimedia: upgrading your MCSE on Windows server 2003 to Windows server 2008 prep kit, Syngress.Tiensivu, A., 2008. • Securing Multimedia: Prevent Attacks from Outside and Inside Your Organisation, Syngress.Solomon, G. M., 2010. • Multimedia application, Jones & Bartlett Publishers.

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Self Assessment A ___________ provides components for the different phases of the allocation and management process.1.

resource managera. client b. active resourcec. real-time d.

The __________ selects the resource and requests a resource allocation by specifying its requirements through 2. aQoSspecification.

resource managera. client b. active resourcec. real-time d.

Which of the following determines the maximum allowed variance in the arrival of data at the destination?3. Errors a. Delay b. Jittersc. Throughput d.

The___________defineserrordetectionandcorrectionmechanismusedforthetransmissionandprocessing4. of multimedia tasks.

steadinessa. stabilityb. reliabilityc. deviousnessd.

The _______ delay is the total delay for a data unit to be transmitted from the source to its destination.5. irregular a. regular b. end-to-endc. stable d.

The delay at the resource is the maximum _________ for the completion of a certain task at this resource.6. time spana. reliability b. stability c. response d.

The ____________ is determined by the needed data rate of a connection to satisfy the application 7. requirements.

errors a. delay b. jittersc. throughput d.

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Which of the following statements is true?8. A passive resource is the CPU or a network adapter for protocol processing; it provides a service.a. An active resource is the CPU or a network adapter for protocol processing; it provides a service.b. A pen drive is the CPU or a network adapter for protocol processing; it provides a service.c. A fast resource is the CPU or a network adapter for protocol processing; it provides a service.d.

_________ systems with integrated audio and video processing are at the limit of their capacity, even with data 9. compression and utilisation of new technologies.

Multimediaa. Web b. Real-time c. Throughput d.

A _________ process is a process which delivers the results of the processing in a given time-span.10. multimedia a. CPU b. real-timec. active d.

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Application I

Application of Multimedia in Various Fields With the advancement of technology many applications are evident for the multimedia Technology. The advancement of technologyhas openedup newerfields for the application development.One suchfields,which is havingtremendous potential and fall under the broad preview of multimedia, is virtual reality, may be the tool of tomorrow. Today, virtual reality is primarily used in applications in entertainment Industry but is going to be very useful tool for performing simulative, remote control Applications. Virtual reality will have a tremendous impact on on-job training sector. In the following sections we will present a broad categorization of multimedia applications.

EntertainmentThe entertainment industry has used this technology the most to create real life like Games.

Several developers have used graphics, sound, animation of multimedia to create variety of games. •The special technologies such as virtual reality have made these games just like experiences of real life. •Ourexampleisflightsimulatorwhichcreatesareal-lifeimaging.•Many multimedia games are now available on computers. •Thechildrencanenjoytheseexperiences,forexample,theycandrivecarsofdifferentvariety,flyaircraftplay•any musical instrument, play golf etc. Multimedia productions are also using creation of many movies where the multimedia components are mixed •with real life pictures to create powerful entertainment atmosphere.

EdutainmentEdutainment is nothing but educational entertainment.

Many computer games with, focus on education are now available. A simple example, in this case is an educational •game, which plays various rhymes for little kids. In addition to playing rhymes, the child can paint the pictures, increase reduce size of various objects etc. •Similarly many other edutainment packages, which provide a lot of detailed information to lads, are •available. Microsoft has produced many such CD- based multimedia such as Sierra, Knowledge Adventure etc. Which in •addition to play provide some sort of learning component. The latest in this series is a package, which teaches about the computer using games playing. •There are many more companies which have specialized in entertainment sector you may explore the list of •such companies on the net.

Business CommunicationsMultimedia is a very powerful tool for enhancing the quality of business communications.

The business communications such as employee related communications, product promotions, customer •information, and reports for investors can be presented in multimedia form. All these business communications are required to be structured such that a formal level of content structure •exists in the communication. Other common business application involving multimedia requires access to database of multimedia information •about a company. The multimedia technology of today can easily support this application as natural language enquiry systems •do exist for making queries. The options available for business presentation are varied, but which one would work best for the suggested •application depends on how the multimedia is used.

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Some of the presentation types are:•Keyboard Interactive Station �Interactive Touch screen Kiosk �Sequential Playback �Continuous Loop Playback �

Interactive kiosks are probably one of the most versatile of the multimedia tools currently available. •They allow the user direct and active control over the information being given, making kiosks perfect for •applications such as navigational guides and Product information displays. They combine the strengths of speed and accessibility with sight and sound to create not only an effective •means of information dissemination, but also a memorable and fun to use method great for all ages and levels of computer experience.Keyboard Stations allow the user, usually an employee, to step through the presentation with a customer, giving •visual backups to the verbal information that the speaker is bestowing. Because this type of presentation waits for the operator, it allows the customer to ask as many questions as they •need to without having the presentation run ahead. It works inore like a slide show than a movie. It can also be programmed to work like a touch screen kiosk without the cost of the touch screen. Touch screen •presentations are gaining in popularity. They are fun to use and allow the user direct control over the information they receive. It operates unattended •and can be updated with new information as needed. They make wonderful navigational guides also. Sequential presentations are perfect for in-store window displays, •or in other areas where direct user access is either not available or not desired. At trade shows, where interaction with potential customers is preferred, a continuously playing sequential •presentation can be used to capture attention and get viewers engaged in conversation with sales representatives about job particulars. A non-continuous sequential presentation has applications such as corporate training and initial product •demonstration where you don’t need to have the same information playing over and over again. This type operates just like a regular video.

Knowledge TransferThis kind of application involves transmission of a piece of information with the maximum impact, that is, the transfer of information in such a fashion that it facilitates the retention. This application is meant for academia and business both.

In academies, the knowledge transfer is used as the building block, whereas, in business it is the effective transfer •of information which might be essential for the I survival of a business. Multimedia based teaching is gaining momentum as powerful 1 teaching aids are quite common. •Multimedia is one of the best ways to provide short- term training to the workers in a business houses. $ gives •lotofflexibilityinprovidingItraining.

(Source: Applications of Multimedia [Online] Available at: <http://www.egyankosh.ac.in/bitstream/123456789/34035/1/Unit-2.pdf> [Accessed 1 March 2012]).

Questions What is Business communication?1. Answer Multimedia is a very powerful tool for enhancing the quality of business Communications.

The business communications such as employee related communications, product promotions, customer •information, and reports for investors can be presented in multimedia form. All these business communications are required to be structured such that a formal level of content structure •exists in the communication.

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Other common business application involving multimedia requires access to database of multimedia •information about a company. The multimedia technology of today can easily support this application as natural language enquiry systems •do exist for making queries. The options available for business presentation are varied, but which one would work best for the suggested •application depends on how the multimedia is used.Some of the presentation types are:•

Keyboard Interactive Station �Interactive Touch screen Kiosk �Sequential Playback �Continuous Loop Playback �

How multimedia is useful in edutainment?2. AnswerEdutainmentEdutainment is nothing but educational entertainment.

Many computer games with, focus on education are now available. A simple example, in this case is an •educational game, which plays various rhymes for little kids. In addition to playing rhymes, the child can paint the pictures, increase reduce size of various objects etc. •Similarly many other edutainment packages, which provide a lot of detailed information to lads, are •available. Microsoft has produced many such CD- based multimedia such as Sierra, knowledge Adventure etc. which •in addition to play provide some sort of learning component. The latest in this series is a package, which teaches about the computer using games playing. •There are many more companies which have specialized in entertainment sector you may explore the list •of such companies on the net.

How multimedia is useful in entertainment?3. AnswerThe entertainment industry has used this technology the most to create real life like Games.

Several developers have used graphics, sound, animation of multimedia to create variety of games. •The special technologies such as virtual reality have made these games just like experiences of real life. •Ourexampleisflightsimulatorwhichcreatesareal-lifeimaging.•Many multimedia games are now available on computers. •Thechildrencanenjoytheseexperiences,forexample,theycandrivecarsofdifferentvariety,flyaircraft•play any musical instrument, play golf etc. Multimedia productions are also using creation of many movies where the multimedia components are •mixed with real life pictures to create powerful entertainment atmosphere.

What is knowledge Transfer?4. AnswerThis kind of application involves transmission of a piece of information with the Maximum impact, that is, the transfer of information in such a fashion that it facilitates the retention. This application is meant for academia and business both.

In academies, the knowledge transfer is used as the building block, whereas, in Business it is the effective •transfer of information which might be essential for the I survival of a business.

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Multimedia based teaching is gaining momentum as powerful 1 teaching aids are quite common. •Multimedia is one of the best ways to provide short- term training to the workers in a business houses. $ •giveslotofflexibilityinprovidingItraining.

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Application II

Communication Technology and Multimedia Services

The advances of computing, communication and creation of relevant standards haveLead to the beginning of an era where people getting multimedia facilities at home.May be in the form of an Interactive T.V or through the World Wide Web.

These services may include:Basic Television Services•Interactive entertainment•Digital Audio•Video on demand•Home shopping through e-mail•Financial transactions using ecommerce•Interactive single and multiuser games•Digital multimedia libraries•Electronic versions of newspapers, magazines etc.•

Cable TV and telephone companies, dot com companies, publishing industry etc. are the main infrastructure providers for these facilities.

The networking technology along with the improved compiling and compression technologies are delivering interactiveservicesprofitably.Theentertainmentcable,telephone,andInternetpassedindustriesCompaniesaretrying to design wide variety of such multimedia services.

Today Personal Computers are the tool that promotes collaboration. They are essential to any multi-media workstations. Many high-speed networks are in place that allows multimedia conferencing, or electronic conferencing. Such facilities are even available today through Internet also. Today, we have to depend on our telephone to link us with others, whether it is a phone call or a group audio conference or dialup Internet connection. However, tomorrow it will be sort of based links that link us with others.

A Computer-based multimedia conference allows us to exchange audio, text, image, and even video information. It also facilitates group development of documents and other information products. Let us discuss more about these concepts in greater details.

(Source: Applications of Multimedia [Online] Available at: <ttp://www.egyankosh.ac.in/bitstream/123456789/34035/1/Unit-2.pdf> [Accessed 1 March 2012]).

QuestionsList down the multimedia services. 1. What is computer-based multimedia?2. Which are the infrastructure providers for multimedia?3.

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Application III

Multimedia in Business

Multimedia can be used in many applications in a business. In this section we will Focus on the facilities which might change the outlook of the whole business.

The Global TeamThe multimedia technology along with communication technology has opened the door for formation of global work groups. Today, the team members may be working anywhere and can work for various companies. These team members may:

be in different cities or countries,•Speak different languages.•

Thus, the work place will become global. If such is the future of a business then the Multimedia network should support the following facilities:

Voice MailVoice mail is a tool, which communicates voice over a line. A recorded voice is better than having no voice. A voice mail based system is not person dependent. The ,voice mail however, has the obvious limitation that it can handle onlyaudioinformation,howeveraudioinformationissufficientforquickandsimpleexchangeofinformation.

Please note that voice mail is time-and location-independent. However, a voice mail System is non- interactive, that is, if you want to get a reply then you have to wait, However, you can send and receive voice mail quickly.

Electronic MailElectronic mail is preferred than the voice mail to exchange information for the Cases, ’which require wider distribution of complex information. In general the written word leaves less room for misinterpretation. In addition thewordfilesareeasiertostoreandretrieve.

The future electronic mail software must handle voice and video, FAX, and graphic Information. In addition the user interface for e-mail should be very easy. Electronic Mail is also time-and location- independent, however it is non-interactive.

Multimedia based FAXFAX, in general, is better accepted than electronic mail because:•it can be used to send detailed information•is easier to use•handles graphic information•Provides a printed copy of information.•

FAX provides a non-interactive interface to the user. Today’s multimedia PCs areEquipped with FAX-modem cards and the FAX message gets stored electronically in these machines. On development of newer multimedia based e-mail, the distinction will gradually become blurred and will gradually fade out.

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Office NeedsTheactivitiesinanofficesuchasmeetings,groupdiscussions,trainingsaresomeareaswhereweneedtheconceptssuch as brainstorming, sharing of idea, problem solving etc. For real-time meetings that involve geographically disperse group of people we can avail the choices as:

Audio conferencing•Video conferencing, or•Document conferencing.•

(Source: Applications of Multimedia [Online] Available at: <http://www.egyankosh.ac.in/bitstream/123456789/34035/1/Unit-2.pdf> [Accessed 1 March 2012]).

QuestionsWrite a note on Voice mail. 1. Write a note on Electronic mail. 2. Write a note on FAX mail. 3. Write a note on global team. 4.

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Webster, J., 2011. • Multimedia [Video Online] Available at: <http://www.youtube.com/watch?v=bq1fXrxn9jM> [Accessed 09 December 2011].Webster, J., 2011. • Multimedia [Video Online] Available at: <http://www.youtube.com/watch?v=bq1fXrxn9jM> [Accessed 30 December 2011].winsrvtuts.com, 2011. • Multimedia Configuration Options and Overview [Video Online] Available at: <http://www.youtube.com/watch?v=KMkXaJYbvO8> [Accessed 09 December 2011].Xcel12, 2010. • Kerberos [Video Online] Available at: <http://www.youtube.com/watch?v=SqDINjLlIA0&feature=related> [Accessed 09 December 2011].

Recommended ReadingBender, M., 2009. • Multimedia: Network Infastructure Configuration, Cengage Learning.Bruzzese, P. J., Barrett, R. and Dipchan, W., 2010. • Multimedia, Pearson Education India.Ciampa, M., 2008. • Security+ Guide to Multimedia Fundamentals, Cengage Learning.Cyr, St. K. and Hunter, E. L., • Automating Active Directory Administration with Multimedia PowerShell 2.0‎, John Wiley and Sons.Davies, J., • Understanding Multimedia, 2nd ed., O’Reilly Media, Inc.Gibson, D., 2010. • Multimedia, Enterprise Administration, Cengage Learning.Jacob, S., 2008. An image search engine for the World Wide Web, Dreamtech Press.•Kelley, J., Campagna, R. and Wessels, D., 2009. • Multimedia Network Access Control for Dummies, John Wiley & Sons.Komar, B., • Multimedia PKI and Certificate Security, O’Reilly Media, Inc.Mackin, C. J. and Desai, A., 2010. • Multimedia: Configuring Windows Server® 2008, O’Reilly Media, Inc.Matthews, M., 2008. • Multimedia In Simple Steps, Dreamtech Press.Mueller, P. J., 2008. • Administering Multimedia, John Wiley & Sons.Mueller, P. J., 2008. • Multimedia all-in-one desk reference for dummies, John Wiley & Sons.Palmer, J., Tucker, J. and Nerove, D., 2011. • McTs Guide to Configuring Multimedia Applications Infrastructure, Cengage Learning.Panek, W., Wentworth, T. and Chellis, J., 2008. • MCTS: Multimedia Study Guide: Exam 70-642, John Wiley and Sons.Panek, W. and Chellis, J., 2008. • MCTS: Multimedia Active Directory Configuration, John Wiley and Sons.Piltzecker, A., 2008. • The Best Damn Multimedia Book Period, Syngress.Piter, A., 2008. • An image and video search engine for the world-wide web, Syngress.Posey, B., 2008. • A content-based image browser for the world wide web, Syngress.Posey, B., 2008. • The real MCTS/MCITP Exam 70-649: upgrading your MCSE on Windows server 2003 to Windows server 2008 prep kit, Syngress.Posey, B., 2008. • The real Multimedia: upgrading your MCSE on Windows server 2003 to Windows server 2008 prep kit, Syngress.Price, A. J., Price, B. and Fenstermacher, S., 2008. • Multimedia Active Directory For Windows Server 2008, Wiley-India.Ruest, D. and Ruest, N., 2003. • Multimedia: best practices for enterprise deployments, McGraw-Hill/Osborne.Seguis, S., 2008. • Microsoft Windows Server 2008 Administration In Simple Steps, Dreamtech Press.Solomon, G. M., 2010. • Multimedia application, Jones & Bartlett Publishers.Tiensivu, A., 2008. • Securing Multimedia: Prevent Attacks from Outside and Inside Your Organization, Syngress.

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Self Assessment Answers

Chapter Ic1. d2. d3. a4. b5. b6. a7. b8. c9. d10.

Chapter IIa1. b2. a3. c4. c5. c6. b7. a8. a9. c10.

Chapter IIIa1. a2. c3. d4. d5. b6. a7. b8. b9. c10.

Chapter IVa1. d2. b3. c4. d5. a6. c7. b8. a9. d10.

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Chapter Va1. b2. d3. b4. c5. b6. c7. a8. a9. d10.

Chapter VI d1. a2. a3. b4. c5. d6. a7. b8. c9. a10.

Chapter VIId1. b2. a3. d4. c5. b6. d7. a8. c9. a10.

Chapter VIIIa1. b2. c3. c4. c5. a6. d7. b8. a9. c10.