Multimedia Data Processing Notes 2024-2025
Multimedia Data Processing Notes 2024-2025
Enhanced Visualization: They provide clear and detailed visual representations of complex data, making it easier
to understand and interpret information.
Realism and Engagement: High-quality graphics create immersive experiences in entertainment, education, and
training, capturing audience attention and enhancing engagement.
Speed and Efficiency: Graphics software allows for rapid design iterations and modifications, significantly
speeding up the creative process compared to traditional methods.
Cost-Effective Prototyping: Creating digital prototypes reduces material costs and time, allowing for better testing
and refinement before physical production.
Flexibility: Computer graphics can easily be modified and adapted for various applications, making them versatile
for different industries and purposes.
Accessibility: Digital graphics can be shared easily across platforms, reaching wider audiences and facilitating
collaboration regardless of geographical locations.
Improved Communication: Visual aids can transcend language barriers, conveying ideas and concepts more
effectively than text alone.
Interactivity: Many computer graphics applications allow for user interaction, enhancing user experiences in fields
like gaming and web design.
Computer graphics offers a diverse range of opportunities across various sectors. Here are some key areas:
1. Video Game Development: Roles in game design, 3D modeling, animation, and visual effects for interactive
entertainment.
2. Film and Animation: Opportunities in animation studios for creating visual effects, character design, and
3D animation in movies and television.
3. Graphic Design: Careers in branding, advertising, and marketing, focusing on creating visuals for print and
digital media.
4. Web Design: Designing user interfaces (UI) and user experiences (UX) for websites and applications,
integrating graphics to enhance usability.
5. Architectural Visualization: Creating 3D renderings and walkthroughs for architects and real estate
developers to visualize projects before construction.
6. Medical Visualization: Working with medical imaging technologies to create visual representations of
complex biological data for diagnosis and research.
7. Data Visualization: Designing visual representations of data for businesses and organizations, making
complex information more understandable.
8. Virtual Reality (VR) and Augmented Reality (AR): Developing immersive experiences and applications
that blend digital graphics with the real world.
9. Education and Training: Creating educational content and simulations that use graphics to enhance learning
experiences in various fields.
10. Research and Development: Engaging in innovative projects in computer graphics technology, exploring
new rendering techniques, graphics hardware, and software applications.
1) Multimedia
Multimedia refers to the integration of various content forms, including text, audio, images, animations, video, and
interactivity, to create engaging and dynamic presentations. It combines different media types to enhance
communication and information delivery.
Types of Media:
2) Multimedia Application
A multimedia application is a software program that combines multiple forms of media—such as text, audio, images,
video, and animation—to create interactive and engaging content. These applications can be used for various purposes
across different fields. E.g Video Editing Software, Social Media Platforms: Apps like Instagram and TikTok etc
3) Multimedia System
A multimedia system is a computing system that integrates multiple forms of media—such as text, audio, images,
video, and animations—to create, store, process, and present information. These systems are designed to manage and
deliver rich content in an interactive manner.
• Computers or Servers: The central processing units that run multimedia applications.
• Input Devices: Such as microphones, cameras, and scanners for capturing audio, video, and images.
• Output Devices: Monitors, speakers, and printers for displaying and playing back multimedia content.
Software:
• Multimedia Authoring Tools: Applications for creating multimedia content (e.g., Adobe Creative Suite).
• Media Players: Software for playing back audio and video files (e.g., VLC Media Player).
• Editing Software: Programs for editing text, images, audio, and video.
Content:
The actual multimedia elements, such as videos, audio files, graphics, and animations, that are used in the system.
Storage:
• Systems for storing large multimedia files, including hard drives, cloud storage, and databases.
Networking:
• Infrastructure for transmitting multimedia content over the internet or local networks, enabling streaming and
sharing.
Integration of Multiple Media Types: Multimedia systems combine text, audio, images, video, and animations
to provide a richer and more engaging experience.
Interactivity: Users can interact with the content, making choices that affect the outcome or the information
presented, enhancing user engagement.
Real-time Processing: Many multimedia applications require real-time processing to deliver smooth playback and
interaction, especially in gaming and video conferencing.
High Bandwidth Requirements: Multimedia content, particularly video and audio, often requires significant
bandwidth for transmission and storage, necessitating efficient network capabilities.
Synchronization: Effective multimedia systems synchronize various media elements (like audio and video) to
ensure they work together seamlessly.
Non-linear Navigation: Unlike traditional linear presentations (like a book), multimedia systems often allow users
to navigate content in a non-linear fashion, enabling personalized experiences.
Rich User Interfaces: They typically feature visually appealing and user-friendly interfaces that enhance the
overall experience and accessibility.
Storage and Compression: Multimedia systems utilize various storage techniques and compression algorithms to
manage large media files efficiently, ensuring quick access and minimal load times.
Multi-user Capability: Many multimedia systems support multiple users, allowing for collaborative projects or
shared experiences, especially in educational and gaming contexts.
Adaptability: They can be tailored for different platforms and devices, such as smartphones, tablets, and
computers, ensuring accessibility across various environments.
1) Digital Images
A digital image consists of a large number of small spots of color. These spots are
called pixels, a contraction of “picture elements.” When displayed on a monitor or printed
on paper, pixels are so small and so closely packed together that the collective effect on
the human eye is a continuous pattern of colors. However, if you look closely at magnified
computer displays, for example as produced by projectors, you can sometimes see
individual pixels as small rectangles.
* Bitmap or Raster Images: Raster images are the types of images you get from
a digital camera or the camera on your phone; the same goes for images pulled from
documents via scanner. The common image file types on the internet – jpgs, gifs,
and the like – are generally raster images. Any image that’s made up of pixels – the
tiny, individually-colored units that combine to make the whole image – is raster.
This is why these images blur when enlarged: A close view of the image reveals
the individual pixels that make the image and breaks the appearance of a smooth
transition across these pixels. This blurring is called pixelating.
Raster images are still the best form of image for photographs, especially regarding
editing functions from software like Photoshop, designed to work well with the
pixel-based format. It’s possible, of course, to print raster images at different sizes,
but the pixel count in the image needs to meet a minimum that correlates with the
size of the piece being printed.
* Vector Images: Vector images are different from raster images. First, they aren’t
made up of pixels. Vector images, which are generally made or translated through
illustration software, are actually made up of individual lines and shapes (called
objects) that combine to make a whole image, through mathematical calculations
that define the shapes and directions of the lines.
Vector art is not created through a camera; instead, it’s created through illustration
software like Adobe Illustrator and Corel Draw and commonly saved as .ai, .pdf,
.eps and .svg files.
Although vector images lack the complex details that you can create with photographs (raster
images), vector art shines in it’s own way: Recall the earlier reference to pixelation. You won’t
find any in a vector image, no matter what size the image is stretched or shrunk to.
This is why vector images are an excellent format for the creation of printed products such
as postcards, brochures, banners, and signs. Logos or illustrations as a vector image can be
stretched to any size for printing without losing image quality or ever seeing any blur or pixelation,
which means your graphics will look great regardless of whether they’re printed on small business
cards or jumbo-sized banners.
The Bottom Line
In short, raster images are best for detailed images like photographs and can include more varied
shades of colors and gradients as they utilize pixels. Raster images need to be printed in the
appropriate size and medium for the image.
Vector images don’t utilize pixels, work well for things like logos and illustrations, and can be
printed at any size. Vector images scale infinitely, which makes them the perfect format for
company logos that will be applied on various mediums.
Knowing the difference can help you understand the best choice of image for any printing project
your business takes on. Your U.S. Press account manager can help you with any further questions
or details regarding raster images, vector images, and how to use both to the best benefit of your
company.
Assignment
• Bitmap graphics are resolution dependent - they have a fixed resolution based on the
number of pixels they consist of.
• Bitmap graphics handle complex, multi-coloured images well - This is why they're
typically used for digital photography and other detailed graphics.
• Bitmap graphics can become pixelated when enlarged - Increasing the size of a bitmap
graphic can often result in a loss of quality.
• Bitmap graphics have larger file sizes - Compared to vector graphics, bitmap graphics
tend to have larger file sizes as they store individual colours for each pixel.
* Image Compression
Image compression is a process applied to a graphics file to minimize its size in bytes without
degrading image quality below an acceptable threshold. By reducing the file size, more images
can be stored in a given amount of disk or memory space. The image also requires
less bandwidth when being transmitted over the internet or downloaded from a webpage,
reducing network congestion and speeding up content delivery.
The methods used to compress image files typically fall into one of two categories: lossy and
lossless.
1) Lossy compression reduces an image file size by permanently removing less critical
information, particularly redundant data. Lossy compression can significantly reduce file size,
but it can also reduce image quality to the point of distortion, especially if the image is overly
compressed. However, quality can be maintained when compression is carefully applied.
One of the challenges with lossy compression is that it's irreversible. Once it has been applied to
an image, that image can never be restored to its original state. If lossy compression is applied
repeatedly to the same image, it gets increasingly distorted. That said, lossy compression has
proved to be a valuable strategy for the web, where a moderate amount of image degradation can
often be tolerated
Note: The most common example of lossy compression is JPEG, an image compression format
used extensively on the web and in digital photography. This widely recognized format is
supported by numerous tools and applications. Additionally, compression can be applied in
degrees, making it possible to use JPEG compression that best strikes a balance between file size
and quality.
Note:
- One of the most common lossless formats is PNG, a widely used format that reduces file size
by identifying patterns and compressing those patterns together. Although PNG files are
generally larger than JPEG files, websites use them extensively when more image detail is
needed, such as for logos, icons, screenshots or images with text. Another familiar lossless
format is BMP, a proprietary approach to image compression introduced by Microsoft and used
primarily for Microsoft products, particularly Windows computers.
- GIF is compression format that falls into the lossless category, although there is some
confusion as to whether it is lossy or lossless. GIF images are limited to 256 colors, so
converting an image with more colors to GIF results in a loss of quality, which is sometimes
attributed to lossy compression. But the compression algorithms used by GIF are lossless. If
quality is lost, it's due to issues related to converting the file. Currently, the GIF format is used
primarily for simple videos and animations.
- A compression format that's making headway is Google's WebP, an image format developed
exclusively for the web. Unlike most compression techniques, WebP supports both lossless and
lossy compression, making it highly versatile. WebP images generally use less disk space than
other formats but offer comparable quality. Most major browsers support WebP images.
Compression can also be used for non-image file types such as text or program files, but its use
tends to be limited to lossless compression. In text and program files, it is crucial that
compression be lossless because a single error can damage the meaning of a text file or cause a
program not to run. The zip file format is an example of lossless compression commonly used
for text files or even entire directories of files.
In image compression, a small loss in quality is usually not noticeable. In situations where there
is some tolerance for loss, greater compression can be applied to files than when there is no
tolerance for loss. For this reason, graphic images can usually be compressed to a much greater
degree than text or program files.
2) SOUND
Sound is a pressure wave which is created by a vibrating object.
Sound is created when something vibrates and sends waves of energy (vibration) into our ears.
Audible noise (sound) is generated by physically vibrating material. The vibration produces
pressure wave in the air, the pressure wave travel through the air, and ultimately cause our
eardrums to vibrate. The vibration of our ear drums is converted into electrical pulses sent to the
brain, which perceives the sound.
The five main characteristics of sound waves include wavelength, amplitude, frequency, time
period and velocity.
• Wavelength: The most important characteristic of sound waves may be the wavelength.
Sound consists of a longitudinal wave that includes compressions and rarefactions as they
travel through a given medium. The distance that one wave travels before it repeats itself
is the wavelength. It is the combined length of a compression and the adjacent rarefaction,
or the distance between the centers of two consecutive rarefactions or compressions.
• Amplitude: The amplitude is the size of a given wave. Think of it as sort of like the wave’s
height as opposed to its length. The amplitude is more accurately defined as the maximum
displacement of the particles the sound wave disturbs as it passes through a medium.
• Frequency: The frequency of sound refers to the number of sound waves a sound produces
per second. A low-frequency sound has fewer waves, while a high-frequency sound has
more. Sound frequency is measured in hertz (HZ) and is not dependent upon the medium
the sound is passing through.
• Time Period – The time period is almost the opposite of the frequency. It is the time
required to produce a single complete wave, or cycle. Each vibration of the vibrating body
producing the sound is equal to a wave.
• Velocity – finally, the velocity of the wave, sometimes referred to as the speed, is the
amount of distance in meters per second that a wave travels in one second.
DIGITALISATION OF SOUND
Note: If we want to use a digital version of sound wave, we must form digitized representations
of audio information.
Digitization is the process of representing various types of information in a form that can be stored
and processed by a digital device. It is the combined operations of sampling and quantization, also
called analog-todigital (A/D) conversion.
Unlike analog storage media such as magnetic tape or vinyl records, computers store audio
information digitally as a series of zeroes and ones. In digital storage, the original waveform is
broken up into individual snapshots called samples. This process is typically known
as digitizing or sampling the audio, but it is sometimes called analog-to-digital conversion.
When you record from a microphone into a computer, for example, analog-to-digital converters
transform the analog signal into digital samples that computers can store and process.
• Sampling - Audio sampling is the process of transforming a musical source into a digital
file. Digital audio recording does this by taking samples of the audio source along the
soundwaves at regular intervals. The more samples you take - known as the ‘sample rate’
- the more closely the final digital file will resemble the original. A higher sample rate
tends to deliver a better-quality audio reproduction.
Mono (monophonic) sound is single-channel audio where all the instruments are mixed into one
Stereo (stereophonic) sound is achieved by using two audio channels feeding 2 separate speakers.
This creates a more three-dimensional sound, and better resembles how we hear things in the world
at large.
Stereo is sound recorded with two microphones and or played back through two channels (a left
and a right that are outputted to two (usually separate) speakers, and could be anything from laptop
speaker etc)
All our listening systems are configured in stereo; our phones, laptop speakers, headphones,
the sound in films, the sound in video games, the PA systems in clubs and festivals, and so on.
True stereo is when a sound source like an instrument or dialogue is recorded with two
microphones.
Pseudo stereo or, simulated stereo is anything that plays through two channels but isn’t recorded
in true stereo. For example, if you record a guitar with one microphone, the guitar will be in mono
but played back in stereo, because all audio playback systems play sound through two channels.
Stereo mixing allows for precise placement and separation of different elements in the mix. By
panning (separating) instruments across the stereo field, you make it easier for listeners to
distinguish individual elements within the music.
Mixing in stereo opens up a world of creative possibilities. Moving sounds across the stereo field,
or sculpting stereo sounds can create unique sonic landscapes making your music more engaging
and dramatic.
Mono sound is any sound – in most cases, music, that is recorded and or played back
using one audio channel (all the instruments are mixed into one signal, intended to be heard as if
For example, one microphone recording a guitar is a mono recording, because you’re
using one channel (with one mic) to pick up the sound of the guitar.
Even if you record multiple instruments, using one microphone, it is still a mono recording because
everything is being captured and played back through one channel.
It doesn’t matter how many sounds or instruments there are in the recording. If it is all sent
through one channel, it is mono.
Mono sound remains most commonly used for voice recordings because of its advantages in
reducing background noise and capturing a voice in the clearest, most natural way possible.
Cons:
Lack Of Depth:
Mono sound does not provide stereo sound’s spatial depth and immersive experience.
Limited Creative Options:
Offers fewer opportunities for creative sound placement and effects.
Cons:
Complexity:
Requires more careful mixing and mastering to maintain balance and prevent phase issues.
Inconsistency Across Playback Systems:
Stereo sound can vary greatly depending on the listening environment and equipment.
1) Cost
Mono sound is easy and inexpensive, whereas stereo sound is more expensive for recording and
reproduction.
2) Recording
Mono sound is easy to record, requiring only basic equipment while working on production,
whereas stereo sound requires technical knowledge and audio skills to record, apart from recording
equipment. The recording artist needs to know the relative position of the objects and events.
3) Usage
Mono sound is generally used for alert systems, radio talk shows, hearing aids, public address
systems, telephone, mobile communication, etc. In addition, movies, television, music players, FM
radio stations, podcasts, and other apps like Spotify, Gaana use stereo sound.
4) Playback
Mono has only one channel of playback while stereo has two channels of playback.
Note.
Even though there are many benefits and user experience advantages of stereo sound over the
mono sound. The importance of mono sound is not reduced. Some of the important vocals and
sounds are still recorded in mono sound.
The five major that impact both audio quality and audio file size include:
1. Sample Rate: Measured in Hertz, this is a frequency that represents the number of
“snapshots” per second taken from a sound. For example, when you listen to a song, you’re
not hearing exactly what was recorded in a studio. Instead, the song is made up of snapshots
of the sound (the frame rate for video files). Faster frequencies are more detailed, but also
result in larger audio or music files.
2. Bitrate: How much sound data is recorded in each sample, and then transferred into audio.
Again, a higher bitrate means better audio quality – and a larger file size.
3. Compression: Lossless and lossy compression are the two types of audio compression,
and these impact audio file sizes the most. “Generally, you should go with lossless
compression when you want to store a nearly perfect copy of the source material and lossy
compression when the imperfect copy is good enough for day-to-day usage.” The less
compression used, the better playback you’ll get.
4. File Format: Audio files come in a variety of types, each of which provides different
performance specs that influence the file size. File formats include:
o AIFF/AIF – Audio Interchange File Format, used for storing sound data on Apple
PCs and devices
o RF64 – For multichannel sound in broadcasting and audio archiving
o W64 – Wave64, supported on Sony editing programs
o WAV – Waveform Audio File Format, for storing audio bitstream on PCs,
particularly Windows
o WMA – Windows Media Audio
5. Channels: Audio files are played through channels. The most common are mono (one) and
stereo (two), but the number of channels can grow to include all recorded waveforms in an
audio file. For instance, MP3 files are typically stereo, with a left and right channel. Each
channel adds more data to a file size, with mono typically being the smallest, stereo being
roughly twice as large, and so on.
3) VIDEOS
Definition:
Videos are an electronic form of capturing moving media for storage and retrieval purposes.
Similar to images, we obtain videos using image-acquisition devices such as video cameras,
smartphones, and camcorders. So, we can divide videos into two categories: analog and digital.
1) Analog Video
Analog video signals are in the form of waves (like a radio wave).
Initially, we videos are aquired as analog signals and stored in mediums such as magnetic
tapes. A sensitive plate captures a scene at an instance, and electrodes read line by line
from left to right. So, we call “frame” a single reading from top to bottom of a
photosensitive plate by an electrode. Consequently, a complete video consists of several
frames displayed sequentially at a standard speed.
2) Digital Video
Digital video signals are in the form of 1's and 0's (it's either on or it's off).
Digital video is capable of higher quality and, eventually, a much lower cost than earlier
analog technology.
The digitization of videos is basically the digitization of frames. After digitization, we
can visualize each frame as a separate image. Besides, the digitalization process converts
videos to a form directly readable by computers. Digital videos allow the manipulation of
several video parameters, such as the frame rate, depth, size, and resolution.
Initially, the semiconductor-based sensors record the frames that make up digital movies.
A frame structure is a matrix of elements holding pixel values. The number of rows and
columns indicates the frame size.
Characteristics of Videos
1) Frame Rate
The frame rate specifies the speed of the video. For example, the rate of 20
frames/second indicates reading and displaying 20 frames each second.
2) Color depth
Color depth defines how visually appealing the video looks. Bits per pixel indicate
the number of colors possibly a pixel can display. Note that the color depth can change
according to the devices used for capturing and displaying videos.
3) Compression Method
The compression method used and the number of pixels utilized to represent the frames
define the quality of the videos.
4) Aspect Ratio
Aspect ratio describes the proportional relationship between the width and height of
video screens and video picture elements. All popular video formats are rectangular,
and this can be described by a ratio between width and height.
5) Color Model
The color model uses the video color representation and maps encoded color values to
visible colors reproduced by the system.
6) Video Quality
Video quality can be measured with formal metrics like peak signal-to-noise
ratio (PSNR) or through subjective video quality assessment using expert observation.
Storage Meduims
Digitalizing videos enabled several mediums to store them.
Among the most commonly used storage mediums are tapes, floppy disks, compact
disks (CDs), digital versatile disks (DVDs), and universal serial bus (USB) drives.
Signal Analog signal is a continuous signal Digital signals are discrete time signals
which represents physical generated by digital modulation.
measurements.
Example Human voice in air, analog Computers, CDs, DVDs, and other digital
electronic devices. electronic devices.
Technology Analog technology records Samples analog waveforms into a limited set of
waveforms as they are. numbers and records them.
Response to More likely to get affected reducing Less affected since noise response are analog in
Noise accuracy nature
Uses Can be used in analog devices only. Best suited for Computing and digital
Best suited for audio and video electronics.
transmission.
Bandwidth Analog signal processing can be There is no guarantee that digital signal
done in real time and consumes less processing can be done in real time and
bandwidth. consumes more bandwidth to carry out the
same information.
Memory Stored in the form of wave signal Stored in the form of binary bit
Power Analog instrument draws large Digital instrument drawS only negligible power
power
Cost Low cost and portable Cost is high and not easily portable
Analog Digital
Errors Analog instruments usually have a Digital instruments are free from observational
scale which is cramped at lower end errors like parallax and approximation errors.
and give considerable observational
errors.
Video Formats
As a video typically consists of multiple images, it demands higher storage space. Due to the size
of a video, it’s difficult for us to retrieve it from the storage medium and share it. However, we
require space-efficient resources for real-time applications. For these reasons, we can use
many compression formats.
A video file occupies large memory spaces based on many factors, such as frame size and video
length. We can store videos in many file formats. Each of these formats employs a particular
compression method.
Some videos contain similar-looking frames. For example, videos captured with slow-moving
objects or cameras at a fixed position may have many identical adjacent frames. Thus each video
format or compression standards use efficient techniques to handle these identical frames.
Video Compression
A video codec is an integral part of video processing. It encompasses an algorithm or software that
The compression phase occurs before a video file is transmitted or stored. During compression,
the codec minimally reduces the size of the video file, preserved in a digital format. This
compression is vital to make the data easier to store or transmit over the internet. The smaller the
Decompression, on the other hand, happens at the receiving end. The compressed video data is
expanded back into its original form, enabling regular playback. The decoding happens on your
device when you play a video on a media player or streaming service. The codec translates the