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MULTIMEDIA SYSTEMS ASSIGNMENT 2

QUESTION 1
a) Define the following terms as used in multimedia:
i) Quantization
The process of converting, or digitizing, the almost infinitely variable
amplitude of an analog waveform to one of a finite series of discrete levels. In
video compression, the process also attempts to determine what information
can be discarded safely without a significant loss in visual fidelity. The
quantization process is inherently lossly because of the many-to-one mapping
process.
ii) Nyquist theory of sampling
Also known as the sampling theorem, is a principle that engineers follow in
the digitization of analog signals. For analog-to-digital conversion (ADC) to
result in a faithful reproduction of the signal, slices, called samples, of the
analog waveform must be taken frequently.
iii) Dithering
Dithering is the attempt by a computer program to approximate a color from a
mixture of other colors when the required color is not available. For example,
dithering occurs when a color is specified for a Web page that a browser on a
particular operating system can't support. The browser will then attempt to
replace the requested color with an approximation composed of two or more
other colors it can produce. The result may or may not be acceptable to the
graphic designer.
iv) Half toning
Halftone is the reprographic technique that simulates continuous tone imagery
through the use of dots, varying either in size or in spacing, thus generating a
gradient-like effect. Where continuous tone imagery contains an infinite range
of colors or greys, the halftone process reduces visual reproductions to an
image that is printed with only one color of ink, in dots of differing size
(amplitude modulation) or spacing (frequency modulation).
QUESTION 2
i) In the context of multimedia what do you understand by sampling
Sampling is the key technique used to digitize analog information. For
example, music CDs are produced by sampling live sound at frequent
intervals and then digitizing each sample.
A technique used to capture continuous phenomena, whereby periodic
snapshots are taken.
ii) Using examples differentiate between period and amplitude

The Period goes from one peak to the next (or from any point to the next
matching point):

The Amplitude is the height from the centre line to the peak (or to the trough).
Or we can measure the height from highest to lowest points and divide that by
2.

iii) What is the role /importance of sampling in multimedia?


 shows several sinusoids before and after digitization.
 shows several sinusoids before and after digitization
 shows how frequencies are changed during aliasing.

iv) Discuss any FOUR areas where sampling is applied in multimedia.


Leisure
Multimedia systems such as computer games and other leisure activities.
The leisure and entertainment area is incredibly fast growing, with huge profits for the
leading companies of computer games. Multimedia games provide video clips, animation
, integrated sound and advanced 3D graphics that replicate real situations or fantasy with
a great deal or realism and excitement. Computer games provide a high level of
interactivity.
Entertainment
The users of these entertainment presentations traditionally use a joystick, mouse or
trackball to interact with the game. The large memory requirements of these presentations
stems from the large amount or graphics and video. With little text being desired by the
users. This demand of memory has seen the heavy use of CDROM’s to distribute the
games. A computer also does need a good deal of Ram, with a graphics card, sound card
etc to take full advantage of the multimedia.
Training
It provides a cost effective mechanism to train staff, where they can run through work
practice and procedures at their own pace. There are many tutorials available with screen
shots, picture, sound, and video all combining to train people in all manner of tasks.

Education
Education is a large growth area of the use of multimedia presentations. The are used to
allow the learner to participate in a total learning environment, utilising all media. Widely
used in education, at home, in schools, universities, libraries, museums, computer based
training, remote distance learning and performance support.

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