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Lecture 2
 A Multimedia Application is an Application which
uses a collection of multiple media sources e.g. text,
graphics, images, sound/audio, animation and/or
video.
 Hypermedia can be considered as one of the
multimedia applications. Some examples of
multimedia applications are:
i. business presentations
ii. online newspapers
iii. distance education
iv. interactive gaming
v. advertisements, art and entertainment
vi. engineering, medicine, mathematics
vii. business, scientific research and spatial temporal
applications.
Other examples of Multimedia Applications include:
 World Wide Web
 Hypermedia courseware
 Videoconferencing
 Video-on-demand
 Interactive TV
 Groupware
 Home shopping
Games
 Virtual reality
 Digital video editing and production systems
 Multimedia Database systems
 Typically, a Hypertext refers to a text which contains
links to other texts.
 Hypertext is therefore usually non-linear
 In 1990, Tim Berners-Lee proposed the World Wide
Web to CERN (European Center for Nuclear
Research) with aim of achieving collaboration in
organizing and sharing of research work and
experimental results.
 HTML is defined using SGML and is a language for publishing
hypermedia on the web.
 It uses ASCII format which makes it compatible with different
computer hardware and this makes it acceptable for global
exchange of information.
 The current version of HTML is HTML5 developed in 2019. HTML is
designed to use tags in order to describe document elements. The
tags are in the format <token params> to define the start point of a
document element and </token> to define the end of the element.
 Some elements have only inline parameters and do not require
ending tags.
 HTML divides the document into a HEAD and a BODY part as
shown below: <HTML> <HEAD> ... </HEAD>
<BODY> ….. </BODY>
 HyperMedia s not constrained to be text-based. It is
an enhancement of hypertext, the non-sequential
access of text documents, using a multimedia
environment and providing users the flexibility to
select which document they want to view next, based
on their current interests.
 The path followed to get from document to document
changes from user to user and is very dynamic. It can
include other media, e.g., graphics, images, and
especially the continuous media - sound and video.
 The World Wide Web (WWW) is the best example of
hypermedia applications.
Hyper media provides a structure of links
Hypertext words are linked to other elements
Hypertext is usually searchable by software
robots
Multimedia - combines text, graphics
and audio
Interactive multimedia - gives user
control over what and when content is
viewed (non-linear)
Hypermedia -provides a structure of
linked elements through which user
navigates and interacts
Hypermedia elements are called nodes
Nodes are connected using links
A linked point is called an anchor
 Link - connections between conceptual elements (navigation
pathways and menus)
 Node - contains text, graphics sounds
 Anchor - the reference from one document to another
document, image, sound or file on the web
 Link anchor - where you came from
Doug Englebart - inventor of mouse
1965 Ted Nelson coined the word
“hypertext”
Computer-based hypertext systems will
fundamentally alter the way humans
think, approach literature and the
expression of ideas
Hotlinks - lead user from one reference
to another
Searching for words
boolean search using AND, OR, NOT
truncation - using only part of word,
such as geo might yield result with
geology, geography, George, etc.
Search engines employ “robots” to
visit web pages and create
indexes.
Building or authoring
builder creates links, identifies nodes,
generates an index of words
Reading
both linear and increasingly non-linear
Becoming more comfortable with non-
linear hypertext systems will change
the way we think….
Building or authoring
builder creates links, identifies nodes,
generates an index of words
Reading
both linear and increasingly non-linear
Becoming more comfortable with non-
linear hypertext systems will change
the way we think….
Basically, a Multimedia system has four
vital characteristics:
 Multimedia systems must be computer
computer
controlled
controlled
 Multimedia systems are integrated
integrated
 The information they handle must be
represented digitally
digitally
 The interface to the final presentation of
media Is usually interactive
interactive
Multimedia systems may have to render a
variety of media at the same instant distinction
from normal applications. There is a temporal
relationship between many forms of media
(e.g. Video and Audio). Multimedia systems
are often required for:
1. Sequencing within the media -- playing frames in
correct order/time frame invideo
2. Synchronisation -- inter-media scheduling (e.g.
Video and Audio). Lip synchronisation is clearly
important for humans to watch playback of video
and audio and even animation and audio. Ever
tried watching an out of (lip) sync film for a long
time?
The key issues multimedia systems need to
deal with here are:
1. how to represent and store temporal /time
based information
2. how to strictly maintain the temporal
relationships on play back/retrieval
3. what are the processes involved in tackling
these issues?
4. have to be represented digitally, i.e.
translated from the analog source to the
digital representation.
 The following features are desirable for a Multimedia
System: -
1. Very High Processing Power: This is a requirement for
dealing with large data processing and real time delivery
ofmedia.
2. Multimedia Capable File System: This feature is essential for
delivering real-time media -- e.g. Video/Audio Streaming.
Special Hardware/Software needed e.g. RAID technology.
3. Data Representations/File Formats that support
multimedia: Data representations/file formats should be easy
to handle yet allow for compression/decompression inreal-
time.
4. Efficient and High I/O: Input and output to the file subsystem
needs to be efficient and fast. It is necessary to allow for real-
time recording as well as playback of data. e.g. Direct to Disk
recording systems.
 Special Operating System: A special operating system is
required to provide access to file system and process data
efficiently and quickly. Consequently, the multimedia
system needs to support direct transfers to disk, real-time
scheduling, fast interrupt processing, I/O streaming etc. –
 Storage and Memory: Large storage units(oftheorderof50 -
100 Gb or more) and large memory (50 -100 Mb or more).
Large Caches also required and frequently of Level 2 and 3
hierarchy for efficient management.
 Network Support: Client-server systems commonly known
as distributed systems.
 Software Tools: User friendly tools are needed to handle
media, design and develop applications, deliver media.
1.
1. Capture devices
Capture devices-Video Camera, Video Recorder, Audio
Microphone, Keyboards, mice, graphics tablets, 3D input
devices, tactile sensors, VR devices. Digitizing/Sampling
Hardware
2.
2. Storage Devices
Storage Devices-Hard disks, CD-ROMs, Jaz/Zip drives,
DVD, etc
3.
3. Communication Networks
Communication Networks-Ethernet, Token Ring, FDDI,
ATM, Intranets, Internets.
4.
4. Computer Systems
Computer Systems -Multimedia Desktop machines,
workstations, MPEG/VIDEO/DSP Hardware
5.
5. Display Devices
Display Devices -CD-quality speakers, HDTV,SVGA, Hi-
Resolution monitors, Color printers etc.
Main multimedia content include:
1. Texts and Static Data
2. Graphics
3. Images
4. Audio
5. Video
LECTURE two  Multimedia Applications.ppt
 A pixel, short for "picture element", is the unit of
measurement for the size and quality of a digital image or
display. In digital photography, it refers to the smallest unit of
a digital image captured by a camera's image sensor. A
specification for image resolution is a megapixel, which is
equal to one million pixels.
 It is commonly used to measure the resolution of digital
cameras and the quality of digital images. For example, a
camera with a 12-megapixel sensor can capture images with
a resolution of approximately 12 million pixels, resulting in
higher detail and clarity. Higher megapixel counts are
generally associated with higher-resolution images.
 An image is a 2-dimensional plane of pixels where every
pixel have a domain of colors.
 A Graphics is a graphical object-oriented framework, which
can be 1-dim (vector), 2-dim (plane), 3-dim (object), 4-dim
(animation)
Importance of text in a multimedia
presentation.
Understanding fonts and typefaces.
Using text elements in a multimedia
presentation.
Computers and text.
Font editing and design tools.
Multimedia and hypertext.
The sources of this media are the keyboard,
floppies, disks and tapes.
Text files are usually stored and input
character by character. Files may contain raw
text or formatted text e.g HTML, Rich Text
Format (RTF)or a program language source
(C, Pascal,etc.)
The basic storage of text is 1 byte per
character (text or format character). For other
forms of data e.g. Spreadsheet files some
formats may store format as text (with
formatting) others may use binary encoding
Text is a basic media that is used to
explain how applications work, guide
users, and provide information.
It can be presented in linear or non-
linear formats.
Factors like background/foreground
colors, size, and style affect the
legibility of text.
Text came into use about 6,000
years ago
Titles
Menus
Navigational aids
•Words must be chosen carefully
•Words appear in:
•Test the words you plan to use
•Keep a thesaurus handy
Type terminology
•Typeface
Arial
Courier
Times
•Fonts
•Points
•Styles
•Leading
•K e r n I n g
A typeface is a family of graphic characters
that includes many type sizes and styles (such as
Times, Arial, Helvetica)
A font is a collection of characters of a single
size and style belonging to a typeface family
(such as bold, italic)
Font sizes are in points 1 point = 1/72 inch
(measured from top to bottom of descenders in capital letter)
X-height is the height of the lower case letter x
LECTURE two  Multimedia Applications.ppt
Size.
Background and foreground color.
Style.
Leading (pronounced “ledding”).
Examples of styles are boldface and
italic
Italic
Bold
Underlined
Computers can
 adjust the line spacing (called leading)
leading
and
 the space between pairs of letters,
called kerning
 PostScript, TrueType and Master fonts can be altered
 Bitmapped fonts cannot be altered
 The computer draws or rasterizes a letter on the screen with
pixels or dots.
When type was set by hand, the type for
a font was kept in a drawer or case,
The upper drawer held the capital
letters, and the lower drawer held the
smaller letters
From this we get the terms uppercase
and lowercase
Password, and paths in a URL are case
sensitive ( that is “home” is different from
“HOME”)
It is easier to read words that have a mixture
of upper and lower case letters rather than
all upper case
Computer terms use an intercap for
readability as in PageMaker, or LastName
WYSIWYG - What you see is what you get!
Aim for a balance between too much text and
too little
Make web pages no more than
1 to 2 screenfuls of text
Bring the user to the destination with as few
actions as possible
Use the most legible font available
Use as few different faces as possible ( too
many called “ransom-note” typography
Use bold and italics to convey meaning
Adjust line spacing ( leading)
Adjust the spacing between letters in headings
to remove gaps
Use colors and background to make type stand
out
Use meaningful word for links and menus
Anti-aliasing or dithering blends colors
along the edges of letters to create gentle
effect.
Experiment with shadows
Surround headlines with white space
Try attention grabbing effect with color,
word art or large drop letters at the
beginning of text
A Multimedia project or web site
should include:
content or information
navigation tools such as menus, mouse
clicks, key presses or touch screen
some indication or map of where the user is
in the presentation
Buttons are objects that make things happen
when they are clicked
Use common button shapes and sizes
Label them clearly
BE SURE THEY WORK!
Reading from a computer screen is slower than
from a book
People blink 3-5 times/minute, using a
computer and 20-25 times/minute reading a
book
This reduced eye movement causes fatigue,
dryness
Try to present only a few paragraphs per page
Monitor use wider-than-tall aspect ratios
called landscape
Most books use taller-than- wide orientation,
called portrait
Don’t try to shrink a full page onto a monitor
portrait
landscape
Standard document format on the web is
called Hypertext Markup Language ( HTML)
Originally designed for text not multimedia -
now being redesigned as Dynamic HTML
( DHTML), which uses CSS (Cascading Style
sheets) and permits defining text choices.
Specify typefaces, sizes colors and properties
by “marking up” the text with tags (such as
<B>, </B>)
Symbols act like “visual words” to convey
meaning, (called icons)
 MAC - trash can
 Windows - hourglass
Icons and sound are more easily
remembered than words
It is useful to label icons for clarity
To grab a viewer’s attention:
let text “fly” onto screen
rotate or spin text, etc.
Use special effects sparingly or they
become boring
Fonts smaller than 12 point are not
very legible on a monitor
Never assume the fonts installed on your
computer are on all computers
Stay with TrueType fonts ordinarily
ASCII character set - most common
Extended Character set - used for HTML
UNICODE –supports characters for all known
languages
Developed in 1989 for multilingual text
Contains 65,000 characters form all
known languages and alphabets
Where several languages share a set of
symbols, they are grouped into a
collection called scripts ( eg. Latin,
Arabic, Cyrillic, Greek, Tibetan, etc.)
Shared symbols are unified into
collections called scripts
Numbers
Mathematical symbols
Punctuation
Arrows, blocks and drawing
shapes
Technical symbols
Viewing a presentation on either MAC and PC
reveals differences
Fonts must be mapped from one machine to
another
If same font doesn’t exist on the other
machine, one is substituted
( called font substitution)
To avoid this, convert to bitmaps
 Fontographer (from Macromedia)
LECTURE two  Multimedia Applications.ppt
 Graphics are usually constructed by the composition of
primitive objects such as lines, polygons, circles, curves and
arcs.
 Graphics are usually generated by a graphics editor program
(e.g. Freehand) or automatically by a program (e.g. Postscript
usually generated this way).
 Graphics are usually editable or revisable (unlike Images).
Graphics input devices include: keyboard (for text and cursor
control), mouse, trackball or graphics tablet.
 Graphics files may adhere to a graphics standard (OpenGL,
PHIGS, GKS) Text may need to stored also.
 Graphics files usually store theprimitive assembly and do not
take up a very high overhead.
 Images are still pictures which (uncompressed) are represented as
a bitmap (a grid of pixels). They may be generated by programs
similar to graphics or animation programs. But images may be
scanned for photographs or pictures using a digital scanner or
from a digital camera. Some Video cameras allow for still image
capture also.
 Analog sources will require digitizing. Digital images in form of
photographs, line art or slides could be digitized as digitize
images, where applications such as Adobe Photoshop could be
used to perform editing and other formatting as may be required.
 In using image-editing software, text and images could be
combined by multimedia developers in order to create any work
of art one could imagine.
 Examples :Adobe Photoshop. Adobe Photoshop is a common among
designers and photographers, Gimp. Gimp is an acronym that stands for
Gnu Image Manipulation Program, Corel PaintShop Pro, Pixlr
Editor,Stencil,Adobe Lightroom.Capture One,Canva.
 Raster images, also known as bitmaps, are comprised
of individual pixels of color. Each color pixel
contributes to the overall image.
 Raster images might be compared to pointillist
paintings, which are composed with a series of
individually-colored dots of paint.
 Each paint dot in a pointillist painting might represent
a single pixel in a raster image. When viewed as an
individual dot, it’s just a color; but when viewed as a
whole, the colored dots make up a clear and detailed
painting.
 The pixels in a raster image work in the same manner, which
provides for rich details and pixel-by-pixel editing. Digital cameras
create raster images, and all the photographs you see in print and
online are raster images.
LECTURE two  Multimedia Applications.ppt
 Unlike raster graphics, which are comprised of colored pixels
arranged to display an image, vector graphics are made up of paths,
each with a mathematical formula (vector) that tells the path how it is
shaped and what color it is bordered with or filled by.
 Since mathematical formulas dictate how the image is rendered,
vector images retain their appearance regardless of size. They can be
scaled infinitely. Vector images can be created and edited in
programs such as Illustrator, CorelDraw, and InkScape
 Though vectors can be used to imitate photographs, they’re best-
suited for designs that use simple, solid colors.
 Vector images are comprised of shapes, and each shape has its own
color; thus, vectors cannot achieve the color gradients, shadows, and
shading that raster images can
 True vector graphics are comprised of line art, sometimes called
wireframes, that are filled with color.
 A wireframe is a two-dimensional skeletal outline of a webpage or app. Wireframes
provide a clear overview of the page structure, layout, information architecture, user flow,
functionality, and intended behaviors. Styling, color, graphics, and other design elements
are kept to a minimum.
LECTURE two  Multimedia Applications.ppt
They are really just a list of graphical objects such
as lines, rectangles, ellipses, arcs, or curves—
called primitives.
Drawings programs, also called vector graphics
programs, are used to create and edit these vector
graphics.
Vectors can be infinitely scaled without loss of
quality, they’re excellent for logos, illustrations,
engravings, etchings, product artwork, signage,
and embroidery.
Vectors should not be used for digital paintings or
photo editing; however, they’re perfect for projects
such as printing stickers that do not include photos.
The difference is easy to see when you zoom on in a raster
versus a vector; you can see individual pixels in the raster
file, but the vector is still smooth. With vectors, resolution
is not a concern.

2. Raster images are capable of displaying a myriad
of colors in a single image and allow for color
editing beyond that of a vector image. They can
display finer nuances in light and shading at the
right resolution. Vector images are scalable, so
that the same image can be designed once and
resized infinitely for any size application-from
business card to billboard.
3. Rasterized images, on the other hand, are
perfectly capable of rendering true-to-life
graphics: visually-perfect color blends, shades,
gradients, and shadows. Of course, unlike vectors,
they’re still limited by dimensional size and
resolution.
 The most common raster file types include JPG, GIF, PNG, TIF,
BMP, and PSD. The most common vector file types are AI, CDR,
and SVG. Both rasters and vectors can be rendered in EPS and
PDF format, where the software that created the file dictates
whether it’s a raster or vector file.
 Common vector creation and editing programs include Adobe
Illustrator, CorelDraw, and InkScape. The most popular raster
editors are Photoshop (which has limited vector capabilities) and
GIMP.
 Because rasterized images must contain all the information
necessary to render the image (pixels, colors, arrangement of
pixels, etc.), they can have large file sizes – and the higher
resolution and dimensional size, the larger the file.
 Compression can help minimize those file sizes, but compared to
vectors, rasters take up a lot of space-Since vectors rely on
calculations to be performed by the programs that load them, the
only information they need to contain are their mathematical
formulas.
Raster Vector
Comprised of pixels, arranged to
form an image
Comprised of paths, dictated by
mathematical formulas
Constrained by resolution and
dimensions
Infinitely scalable
Capable of rich, complex color
blends
Difficult to blend colors without rasterizing
Large file sizes (but can be
compressed)
Small file sizes
File types
include .jpg, .gif, .png, .tif, .bmp, .psd
; plus .eps and .pdf when created by
raster programs
File types include .ai, .cdr, .svg; plus .eps
and .pdf when created by vector programs
Raster software includes Photoshop
and GIMP
Vector software includes Illustrator,
CorelDraw, and InkScape
Perfect for “painting” Perfect for “drawing”
Capable of detailed editing Less detailed, but offers precise paths
Vector graphics have a number of advantages
over raster graphics. These include:
1. Precise control over lines and colors.
2. Abilitytoskewandrotateobjectstoseethemfromdif
ferentanglesoraddperspective.
3. Abilitytoscaleobjectstoanysizetofittheavailables
pace.Vectorgraphicsalwaysprintatthebestresolu
tionoftheprinteryouuse,nomatterwhatsizeyouma
kethem.
4. Color blends and shadings can be easily
changed.
5. Text can be wrapped around objects.
 Many projects combine raster and
vector images together: example in a
brochure, for example, might include a
corporate logo (vector) and a photo of
happy customers (raster)
Often coupled in layout software such as
InDesign or QuarkXpress (though
Illustrator and Photoshop can also be
used to pair raster and vector images).
 Representation of images could be done using techniques known as
data type.
 Data type could be in the likes of monochrome and colored images
where monochrome images is created using single color whereas
colored image is created using multiple colors. The commonly used
data types of images are as follows
 1-bit images: Image is represented in pixels.
 A pixel is a picture elements in a digital image. 1 bit image can only
store each pixel as a single bit of either 0 or 1.
 A bit has only two states represented in either on or off, white or
black, true or false and so on. When such form of images exist, it is
referred to as 1-bit CIT 742 MODULE 4 95 monochrome images, this is
because it contains one color that is black or white for off and on state
respectively.
 One of the challenges of 1-bit image is that the clarity or quality is very low. A 1-bit
image with resolution 640*480 needs a storage space of 640*480 bits. 640 x 480 bits. =
(640 x 480) / 8 bytes = (640 x 480) / (8 x 1024) KB= 37.5KB.
 8-gray level : Every pixel of an 8-bit Gray level image is
represented by a single byte (8-bits).
 This means that for each pixel of such image
representation, can hold up to 28 = 256 values ranging
from 0 – 255.
 Hence, the brightness of each pixel is measured in a scale
of black (where 0 represents no brightness or intensity) to
white (with 255 being of full brightness or intensity).
 For instance, one could have a dark pixel which could be
represented with a value of 15 and a bright one of a value
of 240.
 8-bit image with resolution 640 x 480 needs a storage space of 640 x 480
bytes=(640 x 480)/1024 KB= 300KB. Therefore an 8-bit image needs 8
times more storage space than 1-bit image
 This has each pixel represented with 3 bytes usually RGB
(Red, Green and Blue).
 A true color is known with 256 shades of RGB for a total
of 16777216 color variations. This gives the opportunity
of representing RGB colours in a large number of
variations of images ranging to high quality photo
graphic images or complex graphics.
 Many of the 24-bit color images are stored as 32-bit
images with an extra byte for each pixel created to
illustrate a special effect information and is known as an
Alpha value.
 A 24-bit color image with resolution 640 x 480 needs a storage
space of 640 x 480 x 3 bytes = (640 x 480 x 3) / 1024=900KB without
any compression.
 Also 32-bit color image with resolution 640 x 480 needs a storage
space of 640 x 480 x 4 bytes= 1200KB without any compression
 Disadvantages of a 24-bit color image - It requires large
storage space Many monitors can display only 256 different
colours at any one time. Thus, it is wasteful to store more than
256 different colours in an image.
 In this data type, 8 bit or 1 byte represents a pixel and it
is the method of storing an image information in a
computer memory where the maximum number of colour
that could be displayed at once is 256.
 It consist of two parts namely:
1.
1. Color map
Color map describing what colours are present in the
image
2.
2. The array of index
The array of index value for each pixel in the image.
 Most times, colours are selected from a palette of
16,777,216 colours (24bits: 8 red, 8 green and 8 blue)
 A 8-bit color image with resolution 640 x 480 needs
a storage space of 640 x 480 bytes=(640 x 480) /
1024KB= 300KB without any compression.
 GIF- Graphics Interchange Formats- This is the
most popularly used on internet and this is as a result
of its compact size.
 It supports 256 colours and is recommended for small
icons used for simple diagram and navigational
purposes.
 It is lossless only for images of 256 colours or less.
 Developed by the Joint Photographic Experts
Group.
 It is a bitmap image file and can store
information as 24-bit colour.
 JPEG has become the most popularly used
picture format in Web and digital cameras saved
images are of JPEG format too.
 It uses a lossy compression
lossy compression technique and works
well with photographs, artwork and similar
material but not so well with lettering, simple
cartoons and line drawings.
LECTURE two  Multimedia Applications.ppt
A bitmap is an array of bits that specify the
color of each pixel in a rectangular array of
pixels. The number of bits devoted to an
individual pixel determines the number of
colors that can be assigned to that pixel.
The bitmap file format (BMP) data types is one
of those that are not suitable for internets and
this is due to its uncompressed format.
It can store many different type of image of 1
bit image, grayscale image, 8 bit color image,
24 bit RGB image and so on.
 PDF format is usually platform independent.
 It is a vector graphics with in-built pixel graphics
including compression options. It gives the
opportunity to print from any document to a PDF file
in as much as there exist an Adobe Acrobat on the
system
 EXIF- Exchange Image File- Exif includes
specification of file format for audio that
accompanies digital images. It is an image format
used by digital cameras.
 WMF- Windows MetaFile- WMF metafiles are
small, flexible and can only display images properly
using their proprietary softwares only. It is a vector
file format for MS-Windows operating environment
PICT is a graphics file format introduced on the
original Apple Macintosh computer as its
standard metafile format.
It allows the interchange of graphics (both
bitmapped and vector), and some limited text
support, between Mac applications, and was the
native graphics format of QuickDraw.PICT
images are useful in Macintosh software
development and should be avoided in desktop
publishing.
 Photoshop- Photoshop file format is created by
Adobe and it can be imported directly into most
desktop publishing applications.

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LECTURE two Multimedia Applications.ppt

  • 2.  A Multimedia Application is an Application which uses a collection of multiple media sources e.g. text, graphics, images, sound/audio, animation and/or video.  Hypermedia can be considered as one of the multimedia applications. Some examples of multimedia applications are: i. business presentations ii. online newspapers iii. distance education iv. interactive gaming v. advertisements, art and entertainment vi. engineering, medicine, mathematics vii. business, scientific research and spatial temporal applications.
  • 3. Other examples of Multimedia Applications include:  World Wide Web  Hypermedia courseware  Videoconferencing  Video-on-demand  Interactive TV  Groupware  Home shopping Games  Virtual reality  Digital video editing and production systems  Multimedia Database systems
  • 4.  Typically, a Hypertext refers to a text which contains links to other texts.  Hypertext is therefore usually non-linear  In 1990, Tim Berners-Lee proposed the World Wide Web to CERN (European Center for Nuclear Research) with aim of achieving collaboration in organizing and sharing of research work and experimental results.
  • 5.  HTML is defined using SGML and is a language for publishing hypermedia on the web.  It uses ASCII format which makes it compatible with different computer hardware and this makes it acceptable for global exchange of information.  The current version of HTML is HTML5 developed in 2019. HTML is designed to use tags in order to describe document elements. The tags are in the format <token params> to define the start point of a document element and </token> to define the end of the element.  Some elements have only inline parameters and do not require ending tags.  HTML divides the document into a HEAD and a BODY part as shown below: <HTML> <HEAD> ... </HEAD> <BODY> ….. </BODY>
  • 6.  HyperMedia s not constrained to be text-based. It is an enhancement of hypertext, the non-sequential access of text documents, using a multimedia environment and providing users the flexibility to select which document they want to view next, based on their current interests.  The path followed to get from document to document changes from user to user and is very dynamic. It can include other media, e.g., graphics, images, and especially the continuous media - sound and video.  The World Wide Web (WWW) is the best example of hypermedia applications.
  • 7. Hyper media provides a structure of links Hypertext words are linked to other elements Hypertext is usually searchable by software robots
  • 8. Multimedia - combines text, graphics and audio Interactive multimedia - gives user control over what and when content is viewed (non-linear) Hypermedia -provides a structure of linked elements through which user navigates and interacts
  • 9. Hypermedia elements are called nodes Nodes are connected using links A linked point is called an anchor
  • 10.  Link - connections between conceptual elements (navigation pathways and menus)  Node - contains text, graphics sounds  Anchor - the reference from one document to another document, image, sound or file on the web  Link anchor - where you came from
  • 11. Doug Englebart - inventor of mouse 1965 Ted Nelson coined the word “hypertext” Computer-based hypertext systems will fundamentally alter the way humans think, approach literature and the expression of ideas Hotlinks - lead user from one reference to another
  • 12. Searching for words boolean search using AND, OR, NOT truncation - using only part of word, such as geo might yield result with geology, geography, George, etc. Search engines employ “robots” to visit web pages and create indexes.
  • 13. Building or authoring builder creates links, identifies nodes, generates an index of words Reading both linear and increasingly non-linear Becoming more comfortable with non- linear hypertext systems will change the way we think….
  • 14. Building or authoring builder creates links, identifies nodes, generates an index of words Reading both linear and increasingly non-linear Becoming more comfortable with non- linear hypertext systems will change the way we think….
  • 15. Basically, a Multimedia system has four vital characteristics:  Multimedia systems must be computer computer controlled controlled  Multimedia systems are integrated integrated  The information they handle must be represented digitally digitally  The interface to the final presentation of media Is usually interactive interactive
  • 16. Multimedia systems may have to render a variety of media at the same instant distinction from normal applications. There is a temporal relationship between many forms of media (e.g. Video and Audio). Multimedia systems are often required for: 1. Sequencing within the media -- playing frames in correct order/time frame invideo 2. Synchronisation -- inter-media scheduling (e.g. Video and Audio). Lip synchronisation is clearly important for humans to watch playback of video and audio and even animation and audio. Ever tried watching an out of (lip) sync film for a long time?
  • 17. The key issues multimedia systems need to deal with here are: 1. how to represent and store temporal /time based information 2. how to strictly maintain the temporal relationships on play back/retrieval 3. what are the processes involved in tackling these issues? 4. have to be represented digitally, i.e. translated from the analog source to the digital representation.
  • 18.  The following features are desirable for a Multimedia System: - 1. Very High Processing Power: This is a requirement for dealing with large data processing and real time delivery ofmedia. 2. Multimedia Capable File System: This feature is essential for delivering real-time media -- e.g. Video/Audio Streaming. Special Hardware/Software needed e.g. RAID technology. 3. Data Representations/File Formats that support multimedia: Data representations/file formats should be easy to handle yet allow for compression/decompression inreal- time. 4. Efficient and High I/O: Input and output to the file subsystem needs to be efficient and fast. It is necessary to allow for real- time recording as well as playback of data. e.g. Direct to Disk recording systems.
  • 19.  Special Operating System: A special operating system is required to provide access to file system and process data efficiently and quickly. Consequently, the multimedia system needs to support direct transfers to disk, real-time scheduling, fast interrupt processing, I/O streaming etc. –  Storage and Memory: Large storage units(oftheorderof50 - 100 Gb or more) and large memory (50 -100 Mb or more). Large Caches also required and frequently of Level 2 and 3 hierarchy for efficient management.  Network Support: Client-server systems commonly known as distributed systems.  Software Tools: User friendly tools are needed to handle media, design and develop applications, deliver media.
  • 20. 1. 1. Capture devices Capture devices-Video Camera, Video Recorder, Audio Microphone, Keyboards, mice, graphics tablets, 3D input devices, tactile sensors, VR devices. Digitizing/Sampling Hardware 2. 2. Storage Devices Storage Devices-Hard disks, CD-ROMs, Jaz/Zip drives, DVD, etc 3. 3. Communication Networks Communication Networks-Ethernet, Token Ring, FDDI, ATM, Intranets, Internets. 4. 4. Computer Systems Computer Systems -Multimedia Desktop machines, workstations, MPEG/VIDEO/DSP Hardware 5. 5. Display Devices Display Devices -CD-quality speakers, HDTV,SVGA, Hi- Resolution monitors, Color printers etc.
  • 21. Main multimedia content include: 1. Texts and Static Data 2. Graphics 3. Images 4. Audio 5. Video
  • 23.  A pixel, short for "picture element", is the unit of measurement for the size and quality of a digital image or display. In digital photography, it refers to the smallest unit of a digital image captured by a camera's image sensor. A specification for image resolution is a megapixel, which is equal to one million pixels.  It is commonly used to measure the resolution of digital cameras and the quality of digital images. For example, a camera with a 12-megapixel sensor can capture images with a resolution of approximately 12 million pixels, resulting in higher detail and clarity. Higher megapixel counts are generally associated with higher-resolution images.  An image is a 2-dimensional plane of pixels where every pixel have a domain of colors.  A Graphics is a graphical object-oriented framework, which can be 1-dim (vector), 2-dim (plane), 3-dim (object), 4-dim (animation)
  • 24. Importance of text in a multimedia presentation. Understanding fonts and typefaces. Using text elements in a multimedia presentation. Computers and text. Font editing and design tools. Multimedia and hypertext.
  • 25. The sources of this media are the keyboard, floppies, disks and tapes. Text files are usually stored and input character by character. Files may contain raw text or formatted text e.g HTML, Rich Text Format (RTF)or a program language source (C, Pascal,etc.) The basic storage of text is 1 byte per character (text or format character). For other forms of data e.g. Spreadsheet files some formats may store format as text (with formatting) others may use binary encoding
  • 26. Text is a basic media that is used to explain how applications work, guide users, and provide information. It can be presented in linear or non- linear formats. Factors like background/foreground colors, size, and style affect the legibility of text.
  • 27. Text came into use about 6,000 years ago
  • 28. Titles Menus Navigational aids •Words must be chosen carefully •Words appear in: •Test the words you plan to use •Keep a thesaurus handy
  • 30. A typeface is a family of graphic characters that includes many type sizes and styles (such as Times, Arial, Helvetica) A font is a collection of characters of a single size and style belonging to a typeface family (such as bold, italic) Font sizes are in points 1 point = 1/72 inch (measured from top to bottom of descenders in capital letter) X-height is the height of the lower case letter x
  • 32. Size. Background and foreground color. Style. Leading (pronounced “ledding”).
  • 33. Examples of styles are boldface and italic Italic Bold Underlined
  • 34. Computers can  adjust the line spacing (called leading) leading and  the space between pairs of letters, called kerning
  • 35.  PostScript, TrueType and Master fonts can be altered  Bitmapped fonts cannot be altered  The computer draws or rasterizes a letter on the screen with pixels or dots.
  • 36. When type was set by hand, the type for a font was kept in a drawer or case, The upper drawer held the capital letters, and the lower drawer held the smaller letters From this we get the terms uppercase and lowercase
  • 37. Password, and paths in a URL are case sensitive ( that is “home” is different from “HOME”) It is easier to read words that have a mixture of upper and lower case letters rather than all upper case Computer terms use an intercap for readability as in PageMaker, or LastName
  • 38. WYSIWYG - What you see is what you get! Aim for a balance between too much text and too little Make web pages no more than 1 to 2 screenfuls of text Bring the user to the destination with as few actions as possible
  • 39. Use the most legible font available Use as few different faces as possible ( too many called “ransom-note” typography Use bold and italics to convey meaning Adjust line spacing ( leading) Adjust the spacing between letters in headings to remove gaps Use colors and background to make type stand out Use meaningful word for links and menus
  • 40. Anti-aliasing or dithering blends colors along the edges of letters to create gentle effect. Experiment with shadows Surround headlines with white space Try attention grabbing effect with color, word art or large drop letters at the beginning of text
  • 41. A Multimedia project or web site should include: content or information navigation tools such as menus, mouse clicks, key presses or touch screen some indication or map of where the user is in the presentation
  • 42. Buttons are objects that make things happen when they are clicked Use common button shapes and sizes Label them clearly BE SURE THEY WORK!
  • 43. Reading from a computer screen is slower than from a book People blink 3-5 times/minute, using a computer and 20-25 times/minute reading a book This reduced eye movement causes fatigue, dryness Try to present only a few paragraphs per page
  • 44. Monitor use wider-than-tall aspect ratios called landscape Most books use taller-than- wide orientation, called portrait Don’t try to shrink a full page onto a monitor portrait landscape
  • 45. Standard document format on the web is called Hypertext Markup Language ( HTML) Originally designed for text not multimedia - now being redesigned as Dynamic HTML ( DHTML), which uses CSS (Cascading Style sheets) and permits defining text choices. Specify typefaces, sizes colors and properties by “marking up” the text with tags (such as <B>, </B>)
  • 46. Symbols act like “visual words” to convey meaning, (called icons)  MAC - trash can  Windows - hourglass Icons and sound are more easily remembered than words It is useful to label icons for clarity
  • 47. To grab a viewer’s attention: let text “fly” onto screen rotate or spin text, etc. Use special effects sparingly or they become boring
  • 48. Fonts smaller than 12 point are not very legible on a monitor Never assume the fonts installed on your computer are on all computers Stay with TrueType fonts ordinarily ASCII character set - most common Extended Character set - used for HTML UNICODE –supports characters for all known languages
  • 49. Developed in 1989 for multilingual text Contains 65,000 characters form all known languages and alphabets Where several languages share a set of symbols, they are grouped into a collection called scripts ( eg. Latin, Arabic, Cyrillic, Greek, Tibetan, etc.) Shared symbols are unified into collections called scripts
  • 51. Viewing a presentation on either MAC and PC reveals differences Fonts must be mapped from one machine to another If same font doesn’t exist on the other machine, one is substituted ( called font substitution) To avoid this, convert to bitmaps
  • 52.  Fontographer (from Macromedia)
  • 54.  Graphics are usually constructed by the composition of primitive objects such as lines, polygons, circles, curves and arcs.  Graphics are usually generated by a graphics editor program (e.g. Freehand) or automatically by a program (e.g. Postscript usually generated this way).  Graphics are usually editable or revisable (unlike Images). Graphics input devices include: keyboard (for text and cursor control), mouse, trackball or graphics tablet.  Graphics files may adhere to a graphics standard (OpenGL, PHIGS, GKS) Text may need to stored also.  Graphics files usually store theprimitive assembly and do not take up a very high overhead.
  • 55.  Images are still pictures which (uncompressed) are represented as a bitmap (a grid of pixels). They may be generated by programs similar to graphics or animation programs. But images may be scanned for photographs or pictures using a digital scanner or from a digital camera. Some Video cameras allow for still image capture also.  Analog sources will require digitizing. Digital images in form of photographs, line art or slides could be digitized as digitize images, where applications such as Adobe Photoshop could be used to perform editing and other formatting as may be required.  In using image-editing software, text and images could be combined by multimedia developers in order to create any work of art one could imagine.  Examples :Adobe Photoshop. Adobe Photoshop is a common among designers and photographers, Gimp. Gimp is an acronym that stands for Gnu Image Manipulation Program, Corel PaintShop Pro, Pixlr Editor,Stencil,Adobe Lightroom.Capture One,Canva.
  • 56.  Raster images, also known as bitmaps, are comprised of individual pixels of color. Each color pixel contributes to the overall image.  Raster images might be compared to pointillist paintings, which are composed with a series of individually-colored dots of paint.  Each paint dot in a pointillist painting might represent a single pixel in a raster image. When viewed as an individual dot, it’s just a color; but when viewed as a whole, the colored dots make up a clear and detailed painting.  The pixels in a raster image work in the same manner, which provides for rich details and pixel-by-pixel editing. Digital cameras create raster images, and all the photographs you see in print and online are raster images.
  • 58.  Unlike raster graphics, which are comprised of colored pixels arranged to display an image, vector graphics are made up of paths, each with a mathematical formula (vector) that tells the path how it is shaped and what color it is bordered with or filled by.  Since mathematical formulas dictate how the image is rendered, vector images retain their appearance regardless of size. They can be scaled infinitely. Vector images can be created and edited in programs such as Illustrator, CorelDraw, and InkScape  Though vectors can be used to imitate photographs, they’re best- suited for designs that use simple, solid colors.  Vector images are comprised of shapes, and each shape has its own color; thus, vectors cannot achieve the color gradients, shadows, and shading that raster images can  True vector graphics are comprised of line art, sometimes called wireframes, that are filled with color.  A wireframe is a two-dimensional skeletal outline of a webpage or app. Wireframes provide a clear overview of the page structure, layout, information architecture, user flow, functionality, and intended behaviors. Styling, color, graphics, and other design elements are kept to a minimum.
  • 60. They are really just a list of graphical objects such as lines, rectangles, ellipses, arcs, or curves— called primitives. Drawings programs, also called vector graphics programs, are used to create and edit these vector graphics. Vectors can be infinitely scaled without loss of quality, they’re excellent for logos, illustrations, engravings, etchings, product artwork, signage, and embroidery. Vectors should not be used for digital paintings or photo editing; however, they’re perfect for projects such as printing stickers that do not include photos.
  • 61. The difference is easy to see when you zoom on in a raster versus a vector; you can see individual pixels in the raster file, but the vector is still smooth. With vectors, resolution is not a concern. 
  • 62. 2. Raster images are capable of displaying a myriad of colors in a single image and allow for color editing beyond that of a vector image. They can display finer nuances in light and shading at the right resolution. Vector images are scalable, so that the same image can be designed once and resized infinitely for any size application-from business card to billboard. 3. Rasterized images, on the other hand, are perfectly capable of rendering true-to-life graphics: visually-perfect color blends, shades, gradients, and shadows. Of course, unlike vectors, they’re still limited by dimensional size and resolution.
  • 63.  The most common raster file types include JPG, GIF, PNG, TIF, BMP, and PSD. The most common vector file types are AI, CDR, and SVG. Both rasters and vectors can be rendered in EPS and PDF format, where the software that created the file dictates whether it’s a raster or vector file.  Common vector creation and editing programs include Adobe Illustrator, CorelDraw, and InkScape. The most popular raster editors are Photoshop (which has limited vector capabilities) and GIMP.  Because rasterized images must contain all the information necessary to render the image (pixels, colors, arrangement of pixels, etc.), they can have large file sizes – and the higher resolution and dimensional size, the larger the file.  Compression can help minimize those file sizes, but compared to vectors, rasters take up a lot of space-Since vectors rely on calculations to be performed by the programs that load them, the only information they need to contain are their mathematical formulas.
  • 64. Raster Vector Comprised of pixels, arranged to form an image Comprised of paths, dictated by mathematical formulas Constrained by resolution and dimensions Infinitely scalable Capable of rich, complex color blends Difficult to blend colors without rasterizing Large file sizes (but can be compressed) Small file sizes File types include .jpg, .gif, .png, .tif, .bmp, .psd ; plus .eps and .pdf when created by raster programs File types include .ai, .cdr, .svg; plus .eps and .pdf when created by vector programs Raster software includes Photoshop and GIMP Vector software includes Illustrator, CorelDraw, and InkScape Perfect for “painting” Perfect for “drawing” Capable of detailed editing Less detailed, but offers precise paths
  • 65. Vector graphics have a number of advantages over raster graphics. These include: 1. Precise control over lines and colors. 2. Abilitytoskewandrotateobjectstoseethemfromdif ferentanglesoraddperspective. 3. Abilitytoscaleobjectstoanysizetofittheavailables pace.Vectorgraphicsalwaysprintatthebestresolu tionoftheprinteryouuse,nomatterwhatsizeyouma kethem. 4. Color blends and shadings can be easily changed. 5. Text can be wrapped around objects.
  • 66.  Many projects combine raster and vector images together: example in a brochure, for example, might include a corporate logo (vector) and a photo of happy customers (raster) Often coupled in layout software such as InDesign or QuarkXpress (though Illustrator and Photoshop can also be used to pair raster and vector images).
  • 67.  Representation of images could be done using techniques known as data type.  Data type could be in the likes of monochrome and colored images where monochrome images is created using single color whereas colored image is created using multiple colors. The commonly used data types of images are as follows  1-bit images: Image is represented in pixels.  A pixel is a picture elements in a digital image. 1 bit image can only store each pixel as a single bit of either 0 or 1.  A bit has only two states represented in either on or off, white or black, true or false and so on. When such form of images exist, it is referred to as 1-bit CIT 742 MODULE 4 95 monochrome images, this is because it contains one color that is black or white for off and on state respectively.  One of the challenges of 1-bit image is that the clarity or quality is very low. A 1-bit image with resolution 640*480 needs a storage space of 640*480 bits. 640 x 480 bits. = (640 x 480) / 8 bytes = (640 x 480) / (8 x 1024) KB= 37.5KB.
  • 68.  8-gray level : Every pixel of an 8-bit Gray level image is represented by a single byte (8-bits).  This means that for each pixel of such image representation, can hold up to 28 = 256 values ranging from 0 – 255.  Hence, the brightness of each pixel is measured in a scale of black (where 0 represents no brightness or intensity) to white (with 255 being of full brightness or intensity).  For instance, one could have a dark pixel which could be represented with a value of 15 and a bright one of a value of 240.  8-bit image with resolution 640 x 480 needs a storage space of 640 x 480 bytes=(640 x 480)/1024 KB= 300KB. Therefore an 8-bit image needs 8 times more storage space than 1-bit image
  • 69.  This has each pixel represented with 3 bytes usually RGB (Red, Green and Blue).  A true color is known with 256 shades of RGB for a total of 16777216 color variations. This gives the opportunity of representing RGB colours in a large number of variations of images ranging to high quality photo graphic images or complex graphics.  Many of the 24-bit color images are stored as 32-bit images with an extra byte for each pixel created to illustrate a special effect information and is known as an Alpha value.  A 24-bit color image with resolution 640 x 480 needs a storage space of 640 x 480 x 3 bytes = (640 x 480 x 3) / 1024=900KB without any compression.  Also 32-bit color image with resolution 640 x 480 needs a storage space of 640 x 480 x 4 bytes= 1200KB without any compression
  • 70.  Disadvantages of a 24-bit color image - It requires large storage space Many monitors can display only 256 different colours at any one time. Thus, it is wasteful to store more than 256 different colours in an image.
  • 71.  In this data type, 8 bit or 1 byte represents a pixel and it is the method of storing an image information in a computer memory where the maximum number of colour that could be displayed at once is 256.  It consist of two parts namely: 1. 1. Color map Color map describing what colours are present in the image 2. 2. The array of index The array of index value for each pixel in the image.  Most times, colours are selected from a palette of 16,777,216 colours (24bits: 8 red, 8 green and 8 blue)  A 8-bit color image with resolution 640 x 480 needs a storage space of 640 x 480 bytes=(640 x 480) / 1024KB= 300KB without any compression.
  • 72.  GIF- Graphics Interchange Formats- This is the most popularly used on internet and this is as a result of its compact size.  It supports 256 colours and is recommended for small icons used for simple diagram and navigational purposes.  It is lossless only for images of 256 colours or less.
  • 73.  Developed by the Joint Photographic Experts Group.  It is a bitmap image file and can store information as 24-bit colour.  JPEG has become the most popularly used picture format in Web and digital cameras saved images are of JPEG format too.  It uses a lossy compression lossy compression technique and works well with photographs, artwork and similar material but not so well with lettering, simple cartoons and line drawings.
  • 75. A bitmap is an array of bits that specify the color of each pixel in a rectangular array of pixels. The number of bits devoted to an individual pixel determines the number of colors that can be assigned to that pixel. The bitmap file format (BMP) data types is one of those that are not suitable for internets and this is due to its uncompressed format. It can store many different type of image of 1 bit image, grayscale image, 8 bit color image, 24 bit RGB image and so on.
  • 76.  PDF format is usually platform independent.  It is a vector graphics with in-built pixel graphics including compression options. It gives the opportunity to print from any document to a PDF file in as much as there exist an Adobe Acrobat on the system  EXIF- Exchange Image File- Exif includes specification of file format for audio that accompanies digital images. It is an image format used by digital cameras.  WMF- Windows MetaFile- WMF metafiles are small, flexible and can only display images properly using their proprietary softwares only. It is a vector file format for MS-Windows operating environment
  • 77. PICT is a graphics file format introduced on the original Apple Macintosh computer as its standard metafile format. It allows the interchange of graphics (both bitmapped and vector), and some limited text support, between Mac applications, and was the native graphics format of QuickDraw.PICT images are useful in Macintosh software development and should be avoided in desktop publishing.  Photoshop- Photoshop file format is created by Adobe and it can be imported directly into most desktop publishing applications.