02 CM0340 Multimedia Data Basics
02 CM0340 Multimedia Data Basics
02 CM0340 Multimedia Data Basics
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Multimedia systems/applications have to deal with the
• Generation of data,
• Manipulation of data,
• Storage of data,
• Presentation of data, and
• Communication of information/data
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Lets consider some broad implications of the above J
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Discrete v Continuous Media
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Click here or image above to run movie Back
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Static and Continuous Media
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Analog and Digital Signals
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Analog and Digital Signal Conversion
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(Strictly Analog-to-Digital-to-Analog is within the dotted box) II
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Analog-to-Digital-to-Analog Pipeline (2)
• Anti-aliasing filters (major part of Analog Conditioning) are
needed at the input to remove frequencies above the sampling
limit that would result in aliasing. More later
The anti-aliasing filter at the output removes the aliases that 54
result from the sampling theorem.
• After the anti-aliasing filter, the analog/digital converter (ADC)
quantizes the continuous input into discrete levels.
• After digital processing, the output of the system is given to
a digital/analog converter (DAC) which converts the discrete
levels into continuous voltages or currents.
• This output must also be filtered with a low pass filter to
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remove the aliases from the sampling. II
Subsequent processing can include further filtering, mixing, J
or other operations. I
However, these shall not be discussed further in this course. Back
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Multimedia Data: Input and format
How to capture and store each Media format?
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Note that text and graphics (and some images) are mainly
generated directly by computer/device (e.g. drawing/painting
programs) and do not require digitising:
• Printed text and some handwritten text can be scanned via Optical
Character Recognition
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• Handwritten text could also be digitised by electronic pen sensing
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• Printed imagery/graphics can be flatbed scanned directly to image J
formats. I
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Text and Static Data
• Source: keyboard, speech input, optical character recognition,
data stored on disk.
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Graphics (cont.)
• Graphics input devices: keyboard (for text and cursor
control), mouse, trackball or graphics tablet.
• Graphics are usually selectable and editable or revisable
(unlike images). 59
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• Graphics standards : OpenGL. II
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• Graphics files usually store the primitive assembly I
• Do not take up a very high storage overhead. Back
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Images
• Still pictures which (uncompressed) are represented as a
bitmap (a grid of pixels).
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99 71 61 51 49 40 35 53 86 99
93 74 53 56 48 46 48 72 85 102
101 69 57 53 54 52 64 82 88 101
107 82 64 63 59 60 81 90 93 100
114 93 76 69 72 85 94 99 95 99
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110 113 111 109 106 108 110 115 120 122
103 107 106 108 109 114 120 124 124 132
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Images (cont.)
• Input: scanned for photographs or pictures using a digital
scanner or from a digital camera.
• Input: May also be generated by programs similar to graphics
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or
animation programs.
• Analog sources will require digitising.
• Stored at 1 bit per pixel (Black and White), 8 Bits per pixel
(Grey Scale, Colour Map) or 24 Bits per pixel (True Colour)
• Size: a 512x512 Grey scale image takes up 1/4 Mb,
a 512x512 24 bit image takes 3/4 Mb with no compression.
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• This overhead soon increases with image size — modern
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high digital camera 10+ Megapixels ≈ 29Mb uncompressed! J
• Compression is commonly applied. I
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Images (cont.)
• Can usually only edit individual or groups of pixels in an
image editing application, e.g. photoshop.
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Audio
• Audio signals are continuous analog signals.
• Input: microphones and then digitised and stored
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Click here or image above to run movie II
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Video (cont)
Video Size:
25*0.25 = 6.25Mb