Ch 6 Flashcards

(26 cards)

1
Q

Multimedia

A

Computer information can be represented through audio, video, and animation in addition to traditional media (i.e., text, graphics/drawings, images).

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2
Q

Animation

A

Pictures are manipulated to appear as moving images.
The effect is achieved by a rapid succession of sequential images that minimally differ from each other.

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3
Q

Frame

A

one of the many still images that compose the complete moving picture

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4
Q

Frame rate

A

Is the frequency (rate) at which consecutive images called frames appear on a display.
Usually ( > 24 frames/sec → standard 30)

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5
Q

Most animations are made with:

A

computer generated imagery (CGI)

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6
Q

Tweening

A

Process of generating intermediate frames between two key frames(images), to give the appearance that the first image evolves smoothly into the second image

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7
Q

The quality and the size of the video depends on:

A

Resolution (bit depth)
Frame rate per seconds
Frame size

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8
Q

Digital video

A

series of bitmap images that, when played back, create the illusion of movement.

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9
Q

Data compression

A

Encoding information using fewer bits than the original representation.

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10
Q

Data compression types

A

Lossless
Lossy

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11
Q

Lossless

A

Original representation can be recovered
No data will be lost
E.g. WinZip, WinRar
But: not good enough for Multimedia Data!

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12
Q

Lossy

A

Recover a representation similar to the original one (more practical)
Throw away less relevant parts of the data
Examples: MP3, JPEG, MPEG Video
High compression ratios
Used mostly for images and videos

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13
Q

Digital Audio

A

Using a microphone to capture sound in an analogue form (Electric Waves)
Electric wave is converted into digital data by Audio digitizer (ADC)
Digital data converted to analogue wave and played by DAC

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14
Q

Sound can be:

A

Sampled – Digitally recorded
Synthesized - Generated

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15
Q

Synthesizer

A

An electronic instrument that synthetically generates, creates, produces, etc. sounds using mathematical formulas

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16
Q

Samplers

A

An electronic instrument which instead of generating sounds, uses recordings (or “samples”) of sounds that are loaded or recorded into it by the user

17
Q

Visualizing a Sound Wave

A

Repetitive oscillations of sound vibrations
A – Amplitude
B – Wavelength
C – Frequency

18
Q

Audio Quality

A

1) The Sampling Rate:
Number of samples taken per second (frequency)
Measured in Hertz (Hz)

2) The sample size (Bit Depth)
Bits used to represent a sample
Measured in bits

3) The number of channels
Mono or Stereo

19
Q

Audio formats (WAV/ AIFF)

A

Uncompressed audio for Windows and Mac OS

20
Q

Audio formats (MP3)

A

1/10 the size of the original

21
Q

WMA

A

An alternative to MP3 for Windows.

22
Q

Audio formats (AAC)

A

Apple’s alternative to MP3

23
Q

Audio formats (OGG)

A

Similar to MP3 → open source and freely available

24
Q

Hypertext

A

Text which contains links to other texts
Information linked in non-sequential ways.
Traversal through pages of hypertext is therefore usually non-linear.

25
Hypermedia
Hypermedia is not constrained to be text-based, it can include other media Hypermedia: combines text, numbers graphics, animation sound, music
26
Interactive Multimedia
Integration of digital media including electronic text, graphics, moving images, and sound, into a structured digital computerized environment that allows people to interact with the data for appropriate purposes.