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Multimedia Systems Hardware and Software

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71 views64 pages

Multimedia Systems Hardware and Software

Uploaded by

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

Systems
Hardware &
Software
Table of
Content
1. Categories of multimedia
systems
2. Categories of multimedia
devices
3. Evolution of multimedia PC
4. Authoring tools
5. Classification of authoring tools
6. Multimedia development
process
Multimedia
Systems
Can be categorized based on functionality
as below:

• Multimedia Presentation Systems (for


user)

• Multimedia Development Systems (for


developer)
Multimedia Presentation
Systems
• PC with high resolution
screen
• CD-ROM drive
• speakers and microphone
Multimedia Development
System
Includes the following:
• software toolkit for development
work
• software library for support
functions
• libraries of clip art, music and video
• Related hardware
Multimedia Development
System
• My program works at my PC but not at the
users!

• Development systems has more resources


and utilities.

• Presentation systems must be checked to


have the required components and
resources.
Six Categories of Multimedia
Devices
• Analog Media Devices
• Digital Media Devices
• General Purpose
Devices
• Synchronization
Devices
• Interaction Devices
• Multimedia Platforms
1. Analog Media
Devices
• These devices deal with analog media, but
may be under computer control

• Divided into 3 sub categories :

➢ Sources
➢ Filters
➢ Sinks
Sources (Analog
Input)
• Microphone
• Video Camera
• Photographic Camera
Filters (Analog
Processing)
• Analog Video Effects
Device
• Analog Audio Effects
Device
• Audio Mixer
Sinks (Analog
Output/Storing)
• Speaker
• Video Display
• Video Tape Recorder
• Audio Tape Recorder
2. Digital Media
Devices
• These devices deal with digital
signal.

• Can be divided into 3 sub categories


:
Capturing devices
 Processing devices
 Presentation
devices
Capturing Devices
(Input)
• Keyboard
• Image
Scanner
• OCR device
Processing
Devices
• Video Encoder/Decoder
• Audio Encoder/Decoder
• Digital Video Effects
Device
• Digital Audio Effect Device
Presentation Devices
(Output)
• Printer
• Monitor
• Projecto
r
3. General Purpose
Devices
• Examples: storage devices like CD-ROM,
floppy drive, hard drive, network interface,
and general purpose processors
• Most devices are digital
4. Interaction
Devices
• Multimedia application means ability to
interact within the application itself
• Interaction devices enable user direct control
over the multimedia application behavior
• Examples: keyboard, mouse, joystick,
electronic pen
5. Synchronization
Devices
• Simultaneous presentation using multiple
media (text,audio,video etc).

• Requires hardware assistance to maintain


proper timing.

• Example: sync generator in audio and video


studios, Macromedia Flash, computer games
etc.
6. Multimedia
Platform
• A true multimedia platform integrates
and combines various multimedia
devices and components

Apple Macintosh
• Popularized the graphical user interface
• Popularized computer graphics
• Native sound file formats (aiff & mid)
• Native digital video file format (QuickTime)

IBM Compatible PC
• Original emphasis was on business *
computing
Evolution of Multimedia
PC
• The personal computer has gone
through several stages in its short
lifetime.
• Early systemssupported only alphanumeric
data and employed a simple command
line interface.
• Next generation supported text and simple
graphics, which could be accessed via a
menu-driven interface.
Evolution of Multimedia
PC
Limitations of PC of the 1980’s
• The basic IBM-PC-compatible machine
was weak on processing power
and hadno integral support for audio
and video; use adapter boards for AV.

• Extensions to the operating system were


also required to control various
external equipments like microphones,
audiotapes, VCRs and video cameras.
(Now we have System software like
Microsoft Multimedia Extension for
windows)
Evolution of Multimedia
PC
Limitations of PC of the 1980’s
• Probably the weakest feature of PC in context
of Multimedia is the bus architecture.
- Data bus: internal communication line carries
data between components within / different
PCs.
- Existing bus architecture (ISA bus) handles small
packets of data, in bursts with error checking.
- Now, PC have Peripheral Component
Interconnect (PCI);
use 3 basic types of bus – increase
speed. (control, address, transfer).
Evolution of Multimedia
PC
Limitations of PC of the 1980’s

• Networking to transmit multimedia


information requires multiplexing /
demultiplexing software;
requires extra processing in computers
and possible extensions to the OS.
Evolution of Multimedia
PC
• Big industry of adapter boards and related
equipment for multimedia applications grew
up around IBM PCand its clones.
• In order to standardize the developments
relating to multimedia PC (MPC), the
software publishers association (SPA) set
upits subsidiary called MPC marketing council
in the early 1990s.
• A certification procedure has also been
developed allowing members to attach a
special logo to their products
provided compatibility conditions
are
met. Recently a software and information
industry association (SIIA) has also
been formed (http://www.siia.Net).
Evolution of Multimedia
PC
• For hardware products , compatibility means
compliance with the MPChardware
requirements and for the software
products this means the ability to run
on an MPC platform.
• MPC level 1 specs were meant to energize the
adoption of a standard multimedia computing
platform.
• Revised specs called MPC level 2 or simply
MPC2 were introduced in May 1993 to
establish a performance standard to enhance
multimedia computing.
Evolution of Multimedia
PC
• In 1995 the MPC level 3 specifications
were announced once again
raising the standard for
multimedia PCs.

• Both MPC2 and MPC3 maintain


backward compatibility.
MPC
Level
• 1 standard computing platform as
Adopting
an extension of personal computer.

• Includes CD-ROM, audio subsystem and


I/O requirements.

• Most MPC level-1 were sold as upgrade for


existing Computers. (Intel 386 / 486)
MPC
Level-2
• MPC-1 cost too much $ , too little capabilities.

• MPC Level-2 introduced in May 1993.

• Design includes software based Video and


new applications (Photo CD ).

• Backward compatibility with MPC-1


The Emergence of
MPC
MPC I MPC II MPC III
CPU 386sx (16Mhz) 486sx (25Mhz) Pentium (75 Mhz)

Memory 2 MB 4 MB 8 MB

HD drive 30 MB 160 MB 500 MB

Sound 8 bit + MIDI 16 bit + MIDI 16 bit + MIDI

Video VGA SVGA SVGA + MPEG I


-resolution 640 x 480 640 x 480 640 x 480
- number of 256 (8 bit) 65K (16 bit) 65K (16 bit)
colors

CD- 150 Kb/s 300 Kb/s 600 Kb/s


ROM 600 ms 400 ms 280 ms
-speed
-seek time
Evolution of Multimedia
PC
Desktop
Intel® Core™ Duo
Workstation
Intel® Xeon®
Embedded
Intel® Architecture
Intel® Pentium® Extreme Intel® Pentium® Processors Intel® Xeon®
Edition Intel® Pentium® D D Processors Intel® Pentium®
Intel® Pentium® 4 Extreme Intel® Pentium® 4 M Processors
Edition HT HT Intel® Pentium® Intel® Pentium® 4 Processors
Intel® Pentium® 4 4 Intel® Pentium® III Processors
HT Intel® Pentium® Wireless Intel® Pentium® II Processors
4 Intel® Application Intel® Celeron® M Processors
Intel® Celeron® Processors Intel® Cellular Intel® Celeron® Processors
D Intel® Processors Intel® Pentium®
Celeron® Processors MMX™
Network
Intel® Pentium®
Laptop Intel® IXP465 Network
Processor Processors Intel486™
Intel® Core™
Duo Intel® IXP460 Network Processor Processors Intel386™
Intel® Core™ Solo Intel® IXP425 Network Processor Processors Intel® 186
Intel® Pentium® Intel® IXP422 Network Processor Processors
M Intel® IXP421 Network Processor Intel® Application
Mobile Intel® Pentium® Intel® IXP420 Network Processor Processors
4 Intel® Celeron® M Intel® IXP2855 Network Processor Intel® PXA270 Processor
Server Intel® IXP2805 Network Intel® PXA255
Intel® Itanium® Processor Intel® IXP2400 Processor
2 Intel® Xeon® Network Processor Intel®
Intel® Xeon® MP IXP2325 Network Processor
Intel® Pentium® D Intel® IXP2350 Network Processor
Intel® Pentium® 4 Intel® IXP1200 Network
HT Intel® Pentium® Processor
4
Authoring
tools
• An authoring tool is a software package which allow
developers to write hypertext and multimedia
applications by linking together objects such as a
paragraph of text, an illustration, graphics or a song.

• It is an authoring system intended for use by a user who


are not traditional programmer or even do not know any
programming language but wish to create interactive
multimedia presentations or product or computer based
learning material.

• Example: Macromedia Flash, Dreamweaver, Power


Point, etc.
Role of authoring
software
• Produce content with:
• Paint, text, animation tools
• Incorporate and combine contents
• Design screen layouts using
templates
• Create interactivity
• Create hypertext
Products developed with authoring
software
➢ Multimedia presentations

➢ E- Learning

➢ Computer Based Training


(CBT)

➢ Web pages

➢ Artistic visualizations
Classifying multimedia authoring
tools
• There are two primary ways of
classifying multimedia authoring
tools:

➢ by metaphor

➢ by capabilities and complexity


Classifying by
Metaphor
• All multimedia tools are based on a metaphor.
The metaphor is based on three main
characteristics:
• the way the program organizes the different
elements
• the way the program sequences events that
• Mosthappen
authoring programs are based on one of the
• the way the application is delivered
following metaphors:

1.Time-based
2.Card-based or Page-based
3.Icon-based, event-driven (logic
flow)
4.Theatrical-based
1. Time-Based
Metaphors
• In time-based authoring programs, the
elements of the program are organized along
a time line. Events may be precisely
synchronized by coordinating the time, speed
and display length of each one.

• Examples of time-based authoring programs include:


• Astound by Gold Disk
http://www.golddisk.com/astound.htm
l
• MacroMedia Flash by Macromedia
http://www.macromedia.com
• Cinemation from Vividus
http://www.vividus.com/
2. Card/Page -Based
Metaphors
• In card-based and page-based authoring
programs, the metaphor is one of a stack of
cards or the pages of a book. Unlike the real
paper item, however, the user is not limited to
going through the program sequentially. It is
easy to move from page to page because most
programs use buttons and hot spots which
allow the user to choose their own path.
• A card-based program usually allows common
elements, such as backgrounds and navigation
bars which are common to all cards, to be
placed in a background layer and elements
which are different on each card to be placed
on a foreground layer.
Examples of card-based programs
include:
• HyperCard by Apple Computer
• HyperStudio by HyperStudio
• Asymetrix Toolbook by Asymetrix
• SuperCard by Allegiant
3. Icon-Based
Metaphors
• Icon-based authoring programs are designed
around a visual programming approach to
sequencing the events in the multimedia
application. The developer drags the icons for
each event, such as text, graphics, sound
and video, to a flow line thus also creating a
type of visual flow chart. Icons may be
rearranged by dragging them to the desired
position.

• Examples of icon-based authoring programs include:


• Macromedia Authorware by Macromedia
• IconAuthor by Aimtech
4. Theatrical-Based
Metaphors
• In this type of authoring program, events are
thought of as cast members and arranged in a
theatre-like production or stage which
combines these elements in regard to time
and place.

• Examples of theatrical-based authoring programs


include:
• Macromedia Director by Macromedia
Classifying By Capabilities and
Complexity
• Multimedia authoring programs may also be
categorized according to their capability and degree
of complexity. Most authoring programs may be
placed in one of these categories:

1.Multimedia-Capable Presentation
Tools

2.Dedicated Media Integration Tools

3.Professional Multimedia
Development Tools
1. Multimedia-Capable Presentation
Tools
• Slide presentation software: PowerPoint
• Semi to non-professional applications
• Mostly for educational or training purposes
• Usually very efficient at integrate charts,
graphs, and simple illustrations.
• Examples include:
 Microsoft PowerPoint

 Adobe Persuasion

 Lotus Freelance Graphics

WordPerfect Presentation

 Software Publishing's Harvard Graphics


2. Dedicated Media Integration
Tools
▪ Sequence multimedia events and
elements.
▪ Semi to full professional use
▪ Examples:

➢ IBM's Storyboard Live!


➢ Asymmetric's Media Blitz!
➢ Passport Producer
3. Professional MM Development
Tools
• Highly interactive applications such as :
➢ games
• Full professional use
• Programming/scripting capabilities
• Examples:
➢ Macromedia Director, Authorware,
Flash
➢ Asymmetric's Toolbook
➢ Apple's HyperCard
➢ Aimtech's IconAuthor
Multimedia Development
Process
• Take a long time to be
produced.
• Include four stages:

1. Planning and costing


2. Designing and
Producing
3. Testing
4. Delivering
Planning and
Costing
• Plan to fulfill the expectation of the
audience.

Steps to start a project:

1. Define the objectives and scope


2. Target audience
3. Set the content
4. Estimating cost
5. Hardware
6. Software
7. Build a multimedia team
1. Define the objectives and
scope
What is the purpose of creating the project?
• Try to achieve the objective.

Define the scope or the boundary of the project.


• Consider how much time to develop the
project.
• Consider the knowledge and skills needed
• Consider the how to organize the project
2. Target
audience
• Target audience – applications users or information
recipient.
• To whom the project is created for
• Do some background research about
• the target audience because this will affect
• the complexity of your design.
• Consider the following factors:
• Age
• Knowledge or educational background
• Technological background
• Language
• Gender
• Economical background
• Profession
3. Set the
content
• Content or information will determine the size of
the project
• Content production depend on the availability of the
existing resources or the need to create new
materials.
• Consideration before determining the content are:
• Obtaining rights to use exiting resources.
• Digitizing pictures, audio, and video.
• Produce materials including text, graphics,
audio effects and animation
• The amount of information available must be based
on the audience expectation.
4. Estimating
cost
• Three general elements that can vary in project
estimates: time, money and people. If we decrease
any of these elements, we may generally increase
one or both of the others.
Time Money It will take longer
time to develop
If there is a People multimedia
Money
large
number of application if
Time
developer team, developer team
time and money (people) and money
People (cost) to develop is less.
multimedia
application could
be reduced.Money (cost) can be
saved if we decrease Tim
e
the number of Mone
developer team and time People y
duration in multimedia
application development.
5. Hardware
Requirement
• Developer side.
• It is also for the end user expectation – the type
of hardware platform.
• Several types of hardware components that need
to be considered:

 Memory and storage device

 Input devices

 Output devices

 Communication Device (optional)


Output
device
• The size of the monitor also should be
considered because larger monitor gives the
user larger view and this makes creating
graphics easier.
• Projectors suitable in briefing or
educational multimedia products where
the information is displayed to a large
number of viewers.
• Note that displaying information with projectors
may not be the same as displaying on monitors
because information such as text must be large
enough and have contrast color so that it is
easier to read.
6. Software
requirement
• Expensive software offer advance and powerful
features which requires higher skill. However,
there are software that can help to save time
and to organize a project which are less
expensive.

• Several types of software:


• Text Editing and Word Processing Tool
• Painting and Drawing Tools
• 3D Modeling and 2D Animation Tools
• Image Editing Tools
• Sound Editing Tools
7. Build a multimedia
team
• Require a specific set of skills.
• Most of the time, multimedia project involves a
lot of people to be produced. Each person has
their own specialized skills required to do
specific task.
• The examples of multimedia team members
and their roles:
➢ Project Manager
➢ Multimedia Designer
➢ Audio/Video specialist
➢ Multimedia programmer
Multimedia
team Manager
Project
• The leader of a project.
• Responsible for overall development, implementation of
the project and day to day operations.
• Strong in both technical and management aspect of
the project.

Multimedia Designer
• Deals with visual aspects of the project, graphic
design, illustration, animation, interface design and
image processing.
• Maintain the flow of the information, clear and
consistent navigation.
Multimedia
team
Audio/Video specialist
• Focus on the audio and video production - shooting,
capturing and editing video, digitizing and audio
recording.

Multimedia programmer
• Responsible for integrating all the multimedia elements
using authoring system or programming language to
create a functioning and useful multimedia product.
Testin
g
• Unavoidable rule in any multimedia projects.
• Test or review the project or Web site to ensure
it is bug free, accurate, operationally and
visually on target, and achieving the objective
or target.
• Every feature and function must be
exercised, every button or link must be
clicked - will be repeated again and again
with different hardware and under various
conditions
• Two phases of testing
➢ Alpha testing
➢ Beta testing
Alpha
testing
• Often performed only by users within the
organization developing the software as a form
of internal acceptance testing.
• The product is evaluated relatively in the
early stage of the development phase.
• The application may be missing part of
the content or functionality.
• The main interest is to review the concept,
format, user interface and the layout.
• The tester may be selected users or friends,
most
- often the team member themselves -
should be
able to provide positive criticism or feedback.
Beta
testing
• The product is evaluated just before the
final release.
• It is a fully functioning product and should
be relative bug free.
• Main interest is to find bugs or content
errors.
• The testing group should be represented by
the real users and should not include the
people who have been involved in the project.
• The feedbacks from these testers are very
important where the errors or problems
reported by the beta testers have to include
the detail description of the problem.
Deliveri
ng
• Final stage
• Know the medium you want to use.
• Web site: can just upload to the servers and
adjust some settings then it is ready.
• For more complex application where
installation into the user’s computer is
needed. Installation should be smooth, easy
and fast.
• Documentation - need to provide a clear step-
by- step procedure for the users to follow.
• Troubleshooting guide - potential problem
that can occur and how to solve it.
• A file name README.TXT is good thing to
include in the CD distribution of your project.
Delivering
medium
CD-ROM
• It is also an optical storage and considered the
most common form of packaging for
multimedia products.
• It started out as a read-only technology in
which user could store data once only and
access it many times.
• Recent technology led to a multi-session
version where user can add to the content of
a CD and even fully able to write to the
systems.
Continued

DVD
• It is the latest format for optical storage up
to 17GB.
• At the moment, DVD is increasingly popular
for DVD-Video for its high quality audio and
video.
Summar
y 2 categories of multimedia systems
1.
- Multimedia presentation systems
- Multimedia development systems
2. 6 categories of multimedia devices
- Analog devices
- Digital devices
- General purpose devices
- Synchronization devices
- Interaction devices
- Multimedia Platforms
3. Evolution of multimedia PC
4. Authoring tool is a software package which allow
developers to write hypertext and multimedia
applications by linking
together objects such as a paragraph of text, an
illustration, graphics or a song.
Summar
y Classification of authoring tools
5.
- by metaphors:
Time-based
Card/page-based
Icon-based
Theatrical-based
- by capabilities and complexity:
Multimedia-Capable Presentation Tools
Dedicated Media Integration Tools
Professional Multimedia Development
Tools
6. Multimedia development process
- Planning and Costing
- Designing and Producing
- Testing
-

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