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DEPARTMENT : AIDS YEAR : III

SUB.CODE & SUB. NAME: CCS352 & MULTIMEDIA AND ANIMATION

QUESTION BANK CHAPTERWISE

UNIT 1
PART-A
1.What do you understand by multimedia?
 It is defines as multiple sources and forms of media likes, text, audio, animation, videos,
graphics and any other source of media. It is mainly used to deliver information, to a group
or platform.
 Multimedia includes design, web design, presentation, etc.
 Multimedia is used to create interactive experiences that engage and inform the audience.
It can be used for educational or training purposes, advertising, gaming, or any other
application where an interactive experience is desired.
2. Write the name of multimedia application?
Multimedia is widely used in applications like,
 Teleconferencing
• VoIP(Voice over IP)
• PC –to- PC.
• PC-to-Telephone.
 Audio, Video and Multimedia messages
• Voice mail.
• Multimedia mail.
 Image processing and image recognition.
3. What is virtual memory?
Virtual memory is defined as a memory management method where computers
use secondary memory to compensate for the scarcity of physical memory.
Virtual memory provides benefits in terms of costs, physical space, multitasking
capabilities, and data security.
4.What are the components of multimedia?
1.Facsimile
2.Text
3.Document images
4.Photographic Images
5.Geographical Information Systems
6.Voice Commands and Voice Synthesis
7.Audio Messages
8.Video Messages
9.Full motion stored and Live Video (FMV)
10. Holographic images
11. Fractals
5. List out the various hardware requirements for multimedia?
o Multimedia marketing council(MMC)
o Defines multimedia PC(MPC)
Two classes
1.Multimedia Playback
for viewing an exciting Multimedia Presentation
2.Multimedia production
design and developing multimedia Presentation

6. What are uses of multimedia in health care and entertainment?


 Entertainment
• Interactive Games.
• Animation.
medical imaging, such as MRI, CT scans, and ultrasounds, by producing high-resolution
visual data for accurate diagnoses
3D Reconstruction**: 3D modeling and visualization tools help doctors and surgeons
better understand and plan complex surgeries.
7. What is multimedia? Describe its uses in IT industry?
Multimedia is used to create interactive experiences that engage and inform the
audience. It can be used for educational or training purposes, advertising,
gaming, or any other application where an interactive experience is desired.

 Print advertising
 Radio (audio) advertising
 Television (video) advertising
 Digital advertising
 Display Ads
 Video

8. What are advantages and disadvantages of multimedia?

Advantages of Multimedia

1. Improved Learning and Retention

2. Enhanced Communication

3. Increased Accessibility

4. Increased Interactivity

Disadvantages of Multimedia

1. Cost

2. Technical issues

3. Limited accessibility

4. Dependence on technology

9. Explain different types of multimedia devices and presentation devices?


Multimedia devices such as webcams, digital cameras, MIDI ports,
microphones, sound cards, and video capture cards are used by both home and
business-oriented PCs.
10. What is meant by multimedia authoring tools? Name any four?
Multimedia authoring is a process of assembling different types of media contents
like text, audio, image, animations and video as a single stream of information with
the help of various software tools available in the market. Multimedia authoring tools
give an integrated environment for joining together the different elements of a
multimedia production. It gives the framework for organizing and editing the
components of a multimedia project. It enables the developer to create interactive
presentation by combining text, audio, video, graphics and animation.
11. Explain applications of multimedia in education and training.
Multimedia is utilized in education to create popular reference books like
encyclopedias and guidebooks as well as computer-based training courses (often
referred to as CBTs). Text, pictures, music, and animation are all used in CBTs.
12.List four types of Multimedia.
 Authorware Professional (Mac/Windows)
 Icon Author (Windows)
 Macromedia's Director
 Macromedia Flash
13. Categories of Multimedia
*Multimedia may be broadly divided into linear and non-linear categories.
*Linear active content progresses without any navigation control for the viewer such
as a cinema presentation. *Non-linear content offers user interactivity to control
progress as used with a computer game or used in selfpaced computer based training.
Non-linear content is also known as hypermedia content.
14. characteristics of multimedia

1. Use of multiple media


2. Non linearity
3. Interactivity
4. Integrity
5. Digital representation
15. Distributed System Challenges

 security
 sharing / distribution
 storage
 retrieval
 processing
 computing
16.Components of Distributed multimedia systems

1. Application software.
2. Container object store.
3. Image and still video store.
4. Audio and video component store.
5. Object directory service agent.
6. Component service agent.
7. User interface and service agent.
8. Networks (LAN and WAN).
17.What is Metadata.
o Metadata means “data about data” or data that describes other data.
 allowing resources to be found by relevant criteria, identifying resources,
bringing similar resources together, distinguishing dissimilar resources, and
giving location information
 For example, a digital image may include metadata that describes the size of
the image, its color depth, resolution, when it was created, the shutter speed,
and other data.A text document's metadata may contain information about how
long the document is, who the author is, when the document was written, and a
short summary of the document.
18.List down the classification of Metadata.
 Structural metadata
 Descriptive metadata
 Preservation metadata
 Administrative metadata
 Provenance metadata
 Definitional metadata
19.List down the Metadata Application
 Database management
o column name,row number, SQL-schema
 Internet searches
o meta title,meta description
 Social networking Sites
o posts title, brief description
 Language of markup
 SGML(Standard generalised markup lang), XML
 Applications for tracking consumers
o online shopping
 Information categorization
o arranging information logically
20.What is Multimedia database?
 Multimedia databases provide features that allow users to store and query
different types of multimedia information, which includes images (such as
photos or drawings), video clips (such as movies, newsreels, or home
videos), audio clips (such as songs, phone messages, or speeches),
and documents (such as books or articles).
 content-based retrieval, because the multimedia source is being retrieved
based on its containing certain objects or activities. Hence, a multimedia
database must use some model to organize and index the multimedia sources
based on their contents.

PART_B
1. Explain Distributed Multimedia System.
Introduction
Components of DMS
Managing Hypermedia Records as Objects.
Managing Distributed Objects
Introduction

 A distributed system is a system whose components are located on different


networked computers, which communicate and coordinate their actions by
passing messages to one another
 A distributed system is a system designed to support the development of
applications and services which have a physical architecture consisting of
multiple, autonomous processing elements that do not share primary memory
but cooperate by sending messages over a communication network
LAN
(personal computer, workstation)
Datarate : 10Mbps
Ring Network(using bridges)
Star Topology(hub)
Routers
Distributed System Challenges

 security
 sharing / distribution
 storage
 retrieval
 processing
 computing

2.Components of Distributed multimedia systems

 A multi user system designed to support multimedia applications for a large


number of users consists of a number of system components.
 Each component has specific function
1. Application software.
Object Selection
Object Retrieval
Object Component Display
User Initiated Display
Some document components require user action before
playback/display
Object Display Management and Editing
2. Container object store.

o Container store
o Linked Object Storage
o Linked Object Management
o Ex: Relational DBM

3. Image and still video store.

WORM(write once read many)


Ex : X-ray, medical documents

4. Audio and video component store.


Time scale basic(selection of video cut or re-sequenced)
Large-capacity file system

5. Object directory service agent.


Directory Service
Object Assignment
Object Status Management
Directory Service Domains(for group of users)
Network Access

6. Component service agent.


It located in each embedded or linked component
Manages proper sequencing for rendering of objects

7. User interface and service agent.


resides on each user workstation
The services :
windows management,
object creation and capture,
object display and playback,
services on workstations
using display software

8. Networks (LAN and WAN).

Managing Hypermedia Records As Objects


Object linking and embedding (OLE)
(OLE) is a proprietary technology developed by Microsoft that allows
embedding and linking to documents and other objects
It is a method of exchanging information between applications. Using OLE,
you can take selected objects or entire files from one application, called the
source application, and place them into another application, called the
destination application.
Linking is also useful when the destination application does not directly
support files created in the source application. Embedding is useful when
you want to include all objects in one file
Linked object – contain presentation data
Embedded object-presentation and native data(high storage memory)
Embedded copy is edited –original copy will not affected
Managing distributed objects

Issues
 Replication, Archival(history), load balancing, purging(cleaning)
1. Intersever communication
2. Object server architecture
3. Object identification
4. Object revision management
5. Optimizing network location of objects
6. Object directory service
7. Multimedia object retrieval
8. Database replication techniques
9. Object migration techniques
10. Otimizing object storage
11. Mass storage for multimedia servers

3.Explain Multimedia Metadata

Metadata Functions
Metadata Classification
Metadata Application

 Metadata means “data about data” or data that describes other data.
 allowing resources to be found by relevant criteria, identifying resources,
bringing similar resources together, distinguishing dissimilar resources, and
giving location information
 For example, a digital image may include metadata that describes the size of
the image, its color depth, resolution, when it was created, the shutter speed,
and other data.A text document's metadata may contain information about how
long the document is, who the author is, when the document was written, and a
short summary of the document.
 Web pages often include metadata in the form of meta tags. Description and
keywords meta tags are commonly used to describe content within a web page.
Search engines can use this data to help understand the content within a page.
The following are the functions of metadata:
 Organization and description
 Search and retrieval
 Utilization and preservation
 Information creation, Multi-versioning and reuse
 Facilitates interoperability
 Organization and description:Metadata describes and orders data resources in
a repository. Information in a repository is organized based on its audience or
topic. It is also organized hierarchically by dynamically constructing pages
using database-stored information. Experts may produce new metadata through
registration, cataloging, and indexing procedures.
 Search and retrieval: Appropriate descriptive metadata simplifies users’
locating and getting necessary metadata and data resource information. It
allows for similar resources to be grouped and dissimilar ones to be
distinguished.
 Facilitates interoperability: Using established metadata schemes,
standardized transfer mechanisms, and crosswalks among schemes and API, it
is simple to share resources like metadata harvesting and cross-system
search.
 Organization and description:Metadata describes and orders data resources in
a repository. Information in a repository is organized based on its audience or
topic. It is also organized hierarchically by dynamically constructing pages
using database-stored information. Experts may produce new metadata through
registration, cataloging, and indexing procedures.
 Search and retrieval: Appropriate descriptive metadata simplifies users’
locating and getting necessary metadata and data resource information. It
allows for similar resources to be grouped and dissimilar ones to be
distinguished.
 Facilitates interoperability: Using established metadata schemes,
standardized transfer mechanisms, and crosswalks among schemes and API, it
is simple to share resources like metadata harvesting and cross-system
search.
 Utilization and preservation: Metadata helps track the life cycle of a data
resource. It monitors modification, permissions management, and version
management. To guarantee their sustained availability, data resources should
be exposed to a continual preservation regime and undergo operations like
refresh, migration, and integrity checking.
 Information creation, multi-versioning, and reuse: Various iterations of a
resource may be developed for preservation, study, or product development.
Digitizers should include administrative and descriptive metadata on the
resource. Metadata is vital for preserving and making materials accessible in
the future. The preservation and maintenance of resources need unique aspects
for tracing the provenance of digital objects and describing their physical
properties.

4.Metadate Classification
Structural metadata
Descriptive metadata
Preservation metadata
Administrative metadata
Provenance metadata
Definitional metadata
1. Structural metadata
 provides valuable information that helps to establish the relationship
between objects. This enables users to understand and make use of the
data resource effectively. Structural metadata also provides information
on the hierarchical structures between different data resources. This
may include a table of contents, page, section, and chapter numbering.
 Its principal purpose is to enhance the display and navigation of
collected data, which is facilitated by a page-turning program
specifying the order of page graphics. It is influenced by how
photographs are given to the user and saved in the repository.
2. Descriptive metadata
 provides helpful information for discovering and identifying a data
resource. It describes a resource’s what, when, where, and who. It
consists of information about the content and context of the data. It
helps users search and retrieve information at the system level. At the
Web level, it enables users to discover resources, for instance, through
hyperlinking documents.
3. Preservation metadata
 refers to the information related to the preservation management of
collections and information resources. It involves documentation of the
process of preserving physical and digital versions of resources and
encompasses all the necessary information to manage and protect digital
assets over time.
 In digital repositories, preservation metadata may deal with rights
management and consist of information on rights holders that authorize
such actions. It draws from other structures, such as structural and
administrative metadata. It is mainly associated with the analysis and
actions performed on a resource after it is submitted to a repository.
4. Administrative metadata
 provides information that is useful in managing resources. It provides
information related to governance, access controls, and security. It includes
technical data on copyright information, rights management, and license
agreements. It may consist of technical data on the creation and quality
control of works, rights management, access control, user requirements, and
preserving action information.
 It is governed by project-specific procedures based on the project’s local
requirements and may contain contract agreements and payment
information. It includes both preservation and technical knowledge. One can
use the archiving policy of administrative metadata for the internal
management of resources.
5. Provenance metadata
 provides helpful information on the origins of a data resource. It includes
information on the ownership, any transformation that the data may have
undergone, the usage of the data, and the archival of the data resource. This
information helps track the lifecycle of a resource.
 generated whenever a new version of a data set is created and indicates the
relationship between different versions of data objects. This allows users to
query the relationship between versions and includes either or both fine- or
coarse-grained provenance data on data resources.
6. Definitional metadata
 provides a tcommon vocabulary -meaning of the data. definitions of the data,
rules. It may also include information on the logic used when creating derived
data to understand its meaning entirely.
 categorized into semantic and schematic. You can describe structured, and
unstructured data sets semantically with a textual description or vocabulary. A
database schema can present structured data sets.
Metadata Application

 Database management
column name,row number, SQL-schema
 Internet searches
meta title,meta description
 Social networking Sites
posts title, brief description
 Language of markup
SGML(Standard generalised markup lang), XML
 Applications for tracking consumers
online shopping
 Information categorization
arranging information logically

5.Explain Multimedia Database

Multimedia Storage And Retrieval


DBMS For Multimedia System
Database Organization For Multimedia Applications
Transaction Management For Multimedia System

 Multimedia databases provide features that allow users to store and query
different types of multimedia information, which includes images (such as
photos or drawings), video clips (such as movies, newsreels, or home
videos), audio clips (such as songs, phone messages, or speeches),
and documents (such as books or articles).
 content-based retrieval, because the multimedia source is being retrieved based
on its containing certain objects or activities. Hence, a multimedia database
must use some model to organize and index the multimedia sources based on
their contents.
 Identifying the contents of multimedia sources is a difficult and time-
consuming task. There are two main approaches. The first is based
on automatic analysis of the multimedia sources to identify certain
mathematical characteristics of their contents. This approach uses different
techniques depending on the type of multimedia source (image, video, audio, or
text).
 The second approach depends on manual identification of the objects and
activities of interest in each multimedia source and on using this information to
index the sources. This approach can be applied to all multimedia sources, but
it requires a manual preprocessing phase where a person has to scan each
multimedia source to identify and catalog the objects and activities it contains
so that they can be used to index the sources.
 An image is typically stored either in raw form as a set of pixel or cell values,
or in compressed form to save space. The image shape descriptor describes the
geometric shape of the raw image, which is typically a rectangle of cells of a
certain width and height
 A video source is typically represented as a sequence of frames, where each
frame is a still image. However, rather than identifying the objects and
activities in every individual frame, the video is divided into video segments,
where each segment comprises a sequence of contiguous frames that includes
the same objects/activities. Each segment is identified by its starting and ending
frames. The objects and activities identified in each video segment can be used
to index the segments. An indexing technique called frame segment trees has
been proposed for video indexing. The index includes both objects, such as
persons, houses, and cars, as well as activities, such as a person delivering a
speech or two people talking. Videos are also often compressed using standards
such as MPEG.
 Audio sources include stored recorded messages, such as speeches, class
presentations, or even surveillance recordings of phone messages or
conversations by law enforcement. Here, discrete transforms can be used to
identify the main characteristics of a certain person’s voice in order to have
similarity-based indexing and retrieval.
 A text/document source is basically the full text of some article, book, or
magazine. These sources are typically indexed by identifying the keywords that
appear in the text and their relative frequencies. However, filler words or
common words called stopwords are eliminated from the process. A
dimensionality reduction technique called singular value
decompositions (SVD), which is based on matrix transformations, can be used
for this purpose. An indexing technique called telescoping vector trees (TV-
trees), can then be used to group similar documents.
Benefit of MM

 Electronic form
 Automatically maintained index
 Multiuser can access at a time
 Multiple paper copies(photocopying)
 Integration
Multimedia Storage And Retrieval
Images, sounds and movies can be stored, retrieved and played by many databases.
In future, multimedia databases will become a main source of interaction between
users and multimedia elements.
Multimedia storage and retrieval Multimedia storage is characterized by a
number of considerations. They are:

(i) massive storage volumes


(ii) large object sizes
(iii) multiple related objects
(iv) temporal requirements for retrieval
 Massive Data Volumes
 A single multimedia document may be a combination of different media
Hence indexing of documents, films and tapes is more complex.
Locating massive data volumes requires searching through massive
storage files.
 Locating and indexing systems can be understood only by a few key
staff personnel. Hence it requires a major organizational effort to ensure
that they are returned in proper sequence to their original storage
location.
 storage technologies
technologies used currently for storage of multimedia documents.
(i) Optical disk storage systems. (ii) High-speed magnetic storage.
Multimedia object storage
Multimedia object storage in an optical medium serves its original purpose,
only if it can be located fast and automatically. A key issue here is random keyed
Access t6 various components of hypermedia database record. Optical media
provides very dense storage. Speed of retrieval is another consideration.
Indexing is important for fast retrieval of information. Indexing can be at
multiple levels.
Multimedia document retrieval
The simplest form of identifying a multimedia document is by storage platter
identification and its relative position on the platter (file number). These objects
can then be grouped using a database in folders (replicating the concept of paper
storage in file folders) or within complex objects representing hypermedia
documents.
Important application for sound and full motion video is the ability to clip
parts of it and combine them with another set.
DBMS For Multimedia System

Since most multimedia applications are based primarily on communications


technologies, such as electronic mail, the database system must be fully distributed.
Multimedia applications combine numerical and textual data, graphics from GUI
front-ends,
CAD/CAM systems and GIS applications,
still video, audio and full-motion video with recorded audio and annotated voice
components.
RDBMSs have been designed to manage only tabular alphanumeric forms of data
(along with some additional data types stored in binary form such as dates).

6.RDBMS EXTENSIONS FOR MULTIMEDIA

Binary Large Object (BLOB) is a data type which has been adapted by most of the
leading relational databases.
BLOBs are used for objects such as images or other binary data types.
The relational database is extended to access these BLOBs to present the user 'with a
complete' data set.
Extended relational databases provide a path information to the object-oriented
environment.
Relational database tables include location information for the BLOBs which may
be stored outside the database on separate image or video servers.
Relational databases is used to maintaining the integrity of the database

Object-Oriented Databases for Multimedia


Object databases can provide the fastest route to multimedia support.
Object database capabilities such as message passing, extensibility, and the support of
hierarchical structures, are important for multimedia systems.

Extensibility: means that the set of operations, structures and constraints that
are available to operations are not fixed, and developers can define new operations,
which can then be added as needed to their application.

Object-oriented software technology has three important concepts. They are:


Encapsulation: It is the ability to deal with software entities as units that interact in
pre-defined and controllable
manner, and where the control routines are integral with entity. allows for the
development of open systems where one part of the application does not need to
know the functioning of other part. It also provides autonomy;
Association: It is the ability to define a software entity in terms of its differences from
another entity.
Classification: It is the ability to represent with a single software entity a number of
data items that
all have the same behavior and the same state attributes.Object orientation helps to
organize the software in a more, modular and re-usable manner.
Encapsulation Autonomy means we can interface to a variety of external programs
can be built in one class of objects and the storage of the data in another class of
objects.

Database Organization For Multimedia Applications


Data organization for multimedia systems has some key issues. They are:

(l) Data independence (2) Common distributed database architecture


(3)Distributed database servers· (4) Multimedia object management.
Data Independence
Flexible access by a number of databases requires that the data be independent from
the application so that future applications can access the data without constraints
related to a previous application.

Key features of data independent designs are:


1.Storage design in independent of specific applications.
2.Explicit data definitions are independent of application program.
3.Users need not know data formats or physical storage structures.
4.Integrity assurance in independent of application programs.
5.Recovery in independent of application programs.
Distributed Data servers
Distributed database servers are a dedicated resource on a network accessible to a
number
of applications. The database server is built for growth and enhancement, and the
network provides
the opportunity for the growth of applications and distributed access to the data.
Multimedia Object Management

The object management system must be capable of indexing, grouping and storing
multimedia objects in distributed hierarchical optional storage systems, and accessing
these objects on or keyed basis.
The design of the object management system should be capable indexing objects in
such a manner that there is no need to maintain multiple storage copies.
Multimedia transactions are very complex transactions. We define a multimedia
transaction as the sequence of events
that starts when a user makes a request to display, edit, or print a hyper media
document. The transaction is complete when the
user releases the hypermedia document and stores back the edited versions or discards
the copy in memory
(including virtual memory) or local storage .

7.Explain Hyper Media, Hyper text, Object Linking, Object Embedded.


 Multimedia is the presentation of media as text, images, graphics, video,
and audio by the use of computers or the information content processing
devices (ex. Smart phones).

S.No. Comparison Multimedia Hypermedia

It represents the It is an extension of


various forms of hypertext and not
1. Basic
representing the considered as text-
information. based.

Both linear and


Only non-linear
2. Types available non-linear
available.
available.

It combines both
It combines with hypertext as well
3. Relation hypertext to form as multimedia to
a hypermedia. represent
information.

It is used for inter-


It basically works connectivity
4. Based on on interaction among elements
and interactivity. and also for the
cross referencing.

It requires it own
delivery system It provides the
Requirements of
5. called as clickable links to
hardware
multimedia increase capability.
delivery system.

6. Information It is the It is more


present combination of contrasting in
the media and nature and used in
content which non-linear data
stores the representation.
information in
some form across
the devices.

 Hypermedia is the use of advanced form of hypertext like interconnected


systems to store and present text, graphics and other media types where the
content is linked to each other by hyperlinks.
 Multimedia can be in linear or non-linear content format, but the
hypermedia is only in nonlinear content format.

8.Explain Multimedia Learning.


 The multimedia principle serves as the foundation for Multimedia Design
Theory. This principle asserts that deeper learning occurs from words and
pictures than from just words. Simply adding images or graphics to words
does not assure a deeper level of learning, however. Multimedia
instructional content is more likely to create a meaningful learning
experience if the content is developed with the following assumptions from
cognitive science in mind.
 1.11.1Principles of Multimedia learning
 1.11.2Model of Multimedia learning
1. humans learn best when extraneous(irrelevant), distracting material is not
included.
2. humans learn best when they are shown exactly what to pay attention to on the
screen.(highlighting important point)
3. humans learn best with narration and graphics, as opposed to narration,
graphics, and text.
4. humans learn best when relevant text and visuals are physically close together.
5.humans learn best when corresponding words and visuals are presented together,
instead of in consecutive order.
6. humans learn best when information is presented in segments, rather than one
long continuous stream
7. humans learn more efficiently if they already know some of the basics topics.
8. humans learn best from visuals and spoken words than from visuals and printed
words.
9.humans learn best from words and pictures than just words alone.
10. humans learn best from a more informal, conversational voice than an overly
formal voice.
11. humans learn best from a human voice than a computer voice.
12. humans do not necessarily learn better from a talking head video.
1. “People learn better when extraneous material is excluded rather than
included.”
 This principle highlights that students have better learning when excess
material is eliminated. Remove extra information and simply put essential
content to deliver your message. Even if the words or pictures are interesting
yet extraneous, remove them from your teaching slides.
 To address this principle:
 Include only graphics, text, and narration that support learning goals
(i.e., don’t use decorative images or supplemental materials).
 Don’t use background music.
 Use simple visuals (as opposed to realistic or detailed visuals).
2. “People learn better when cues(specific) that highlight the organization of
the essential material are added.”
 Students learn better when the presented material with essential information is
highlighted. For example, the teacher can use contrast and highlight colour,
underline the text, or use arrows to point to the core of the message. Signaling
helps the student narrow down and focus on the message that the teacher wants
to deliver.
 To address this principle:
 Use arrows, highlighting, and other signals to draw attention to
important information.
 Include an advance organizer (content that presents the organizational
structure of your multimedia presentation) and refer back to it when you
advance to a new section.
3. “People learn better from graphics and narration than some graphics,
narration, and printed text.”
 This principle emphasizes graphics rather than narration and texts. On a
teaching slide, using either a video and only voiceover or video is more
effective than using video, text, and voice narration at the same time, which
would be redundant and trigger cognitive overload.
To address this principle:
• When delivering a narrated presentation, use either
graphics or text, but not both.
• Minimize the use of text during a narrated presentation.
4. “Students learn better when corresponding words and pictures are
presented near rather than far from each other on the page or screen.”
 Perhaps this is the common knowledge we have when creating teaching
material. This principle underlines the standing of the distance between visuals
and text. Designing the illustration close to the text is better than separating
them. So, no need for students to scroll their eyes through the screen.
 To address this principle:
• Include only graphics, text, and narration that support learning
goals (i.e., don’t use decorative images or supplemental
materials).
• Don’t use background music.
• Use simple visuals (as opposed to realistic or detailed visuals).
5. “Students learn better when corresponding words and pictures are
presented simultaneously rather than successively.”
 To maximize learning, the temporal contiguity principle dictates that narration
and animation should be delivered concurrently. For example, students
shouldn’t hear about a process and then watch an animation of it afterward;
instead, instructors should time the narration to play along with the animation.
 To address this principle:
• Time narration appropriately to play along with animations.
 6. “People learn better when a multimedia message is presented in user-
paced segments rather than as a continuous unit.”
 To address this principle:
• Allow users to control the pace of the lesson, such as speed controls or “next”
buttons.
• Break down long segments of material into smaller pieces.
7. “People learn more deeply from a multimedia message when they know the
names and characteristics of the main concepts.”
• To address this principle:
• Define key terms (such as names, definitions, locations, and
characteristics) before beginning a process-based presentation,
either in a separate presentation, handout, or similar material.
• Ensure people know how to use a tool (such as Excel) before
asking them to perform learning activities within it.
8. “People learn more deeply from pictures and spoken words than from pictures
and printed words.”
 This principle emphasizes that the student learns better when visuals are
presented with spoken words instead of visuals and on-screen texts
 To address this principle:
• During a narrated presentation with graphics, avoid using on-screen text, unless
it:
• Lists key steps
• Provides directions
• Provides references
• Presents important information to non-native English speakers
9. “People learn better from words and pictures than from words alone.”
• To address this principle:
• Include images to illustrate key points.
• Ensure that all images enhance or clarify meaning (rather than
being purely decorative).
• Favor static images over animations (with some exceptions).
10. “People learn better from multimedia presentations when words are in
conversational style rather than formal style.”
• To address this principle:
• Use contractions.
• Use first and second person (“I,” “you,” “we,” “our,” etc.).
• If using a script, try to make an extemporaneous-sounding
performance.
• Use polite speech (“please,” “you might like to,” “let’s,” etc.).
11. “People learn better when narration is spoken in a human voice rather than
in a machine voice.”
• To address this principle:
• Include narration that’s performed by a human rather than a
computer.
12. “People do not necessarily learn better when the speaker’s image is added to
the screen.”
• To address this principle:
• Avoid including a video of yourself during an asynchronous
multimedia presentation containing pictures and words.
• Consider including your face when:
• There are no words or pictures.
• You wish to establish instructor or social presence.

Model of multimedia learning


UNIT 2

PART-A

1. What is the function of scratch disk


A scratch disk is a hard disk drive or SSD used for temporary storage while
Photoshop is running. Photoshop uses this space to store portions of your
documents and their history panel states that don’t fit in the memory or RAM of
your machine. By default, Photoshop uses the hard drive on which the operating
system is installed as the primary scratch disk.
2. What are the requirements of a multimedia system
The categories of software tools briefly examined here are:
1. Music Sequencing and Notation
Cakewalk, Cubase
2. Digital Audio
Sound Forge, Pro Tools, Cool Edit
3. Graphics and Image Editing
Adobe Illustrator, Adobe Photoshop, Macromedia
4. Video Editing
Adobe After Effects, Final Cut Pro
5. Animation
Java3D, DirectX, OpenGL

3. Write the types of compression


There are two methods of compression – lossy and lossless.
 Lossy reduces file size by permanently removing some of the original data.
 Lossless reduces file size by removing unnecessary metadata.

4. What is MP3
MP3, a data compression format for encoding digital audio, most commonly
music. MP3 files offered substantial fidelity to compact disc (CD) sources at
vastly reduced file sizes. Category: Science & Tech. In full: MPEG-1 Audio
Layer.

5. What is colour depth?


Color depth or bit depth, is a computer graphics term describing the number of
bits used to represent the color of a single pixel in a bitmapped image or video
frame buffer. This concept is also known as bits per pixel (bpp), particularly
when specified along with the number of bits used.

6. What is the full form of PDF.

Portable Document Format (PDF) is a file format that has captured all
the elements of a printed document as an electronic image that users can view,
navigate, print or forward to someone else.
However, PDF files are more than images of documents. Files can
embed type fonts so that they're available at any viewing location.
To view saved PDF files, users need either the full Acrobat program,
which is not free, or a less expensive program, such as Adobe Reader, which is
available for free from Adobe. PDF files can also be viewed in most
web browsers.

7. What is GIF?

The GIF file format was created in June 1987 by computer scientist Steve
Wilhite and his team at the US technology company CompuServe.
The GIF (Graphics Interchange Format) is in normal use limited to an 8-bit
palette, or 256 colors (while 24-bit color depth is technically possible). GIF is
most suitable for storing graphics with few colors, such as simple diagrams,
shapes, logos, and cartoon style images, as it uses LZW ( Lempel–Ziv–
Welch )lossless compression( lossless data compression technique to reduce the
file size without degrading the visual quality), which is more effective when
large areas have a single color, and less effective for photographic
or dithered images.

8. Explain various methods of image compression.


Image compression is typically used alongside other methods for improving
web performance as well. For instance, a CDN caches content to deliver it more
quickly to end users. Load balancing helps prevent web servers from becoming
overloaded. The use of lazy loading can allow the most important content of a
webpage to load even faster. Overall, however, image compression is often one
of the quickest ways of fixing slow page performance.

9. Explain the JPEG compression standard?


JPEG (Joint Photographic Experts Group) is a lossy compression method;
JPEG-compressed images are usually stored in the JFIF (JPEG File Interchange
Format) or the Exif (Exchangeable image file format) file format. The
JPEG filename extension is JPG or JPEG. Nearly every digital camera can save
images in the JPEG format, which supports eight-bit grayscale images and 24-bit
color images (eight bits each for red, green, and blue). JPEG applies lossy
compression to images, which can result in a significant reduction of the file
size.

10. Explain compression and decompression in detail with example


Compression is the way of making files to take up less space. In multimedia
systems, in order to manage large multimedia data objects efficiently, these data
objects need to be compressed to reduce the file size for storage of these
objects.Compression tries to eliminate redundancies in the pattern of data.

Decompression procedure, the low resolution image is first decompressed


then it is upscaled to its original resolution using image upscaling method and
then applying edge enhancement operation. The implemented approach of pixel
decimation outperforms JPEG in PSNR measure and achieves superior visual
quality.

11. What do you mean by video capturing?


Video capture is the process of converting an analog video signal—such as
that produced by a video camera, DVD player, or television tuner—to digital
video and sending it to local storage or to external circuitry. The resulting digital
data are referred to as a digital video stream, or more often, simply video stream.

12.Define .rtf Text Format.

RTF stands for rich text format which is commonly used in storing text and text
formatting information that can be applied in the creation or sharing of documents.
• Document exchange: RTF has become the standard for exchanging documents
between users who might be in a different word processing environment. This
ensures that the document maintains its formatting whatever software is used to
view it.
• Cross-platform compatibility: Windows, macOS, and Linux are able to open
RTF files offering a cross-platform means of document sharing.
• E-books and documentation: RTF is widely used as a standard format in e-
books and other documents where consistency in formulation is important.
• Data interchange: Besides, RTF is also applicable in transferring structured
information like shifting data from one program to another.

13.Compare Hypertext and Hyperlink.

Hypertext Hyperlink

In Hyperlinks the references are


Hypertext contains the Non-linear linking
used in the hypertext or with other
of the text with some other information.
hypermedia.

Hyperlink involves Text, media, audio, video,


Hypertext involves only text.
images, and graphics.

Hypertext directed information only Hyperlink directed link could contain some
generates the related information. unrelated information.

Hyperlink contains the comprised of the


Hypertext contains Hyperlink.
URLs.

Hypertext associate with the keywords. Hyperlink associate with the anchor tags.

14.Define text file formate.

File Formats store a large variety of raw information in a structured format so


that the data can be easily stored, processed, and harnessed. A file format is a standard
way of storing data on a computer file. There are multiple types of file formats present
which can be used to store and retrieve data efficiently.
Types of Text:
Unformatted Text , Formatted Text , Hyper Text

• Also called as styled text or rich text.-styling information.EX-HTML

15.Define TIFF.
TIFF (Tag Image File Format) format is a flexible format usually using either
the TIFF or TIF filename extension. The tag structure was designed to be easily
extendible.TIFFs can be lossy or lossless, depending on the technique chosen for
storing the pixel data. Some digital cameras can save images in TIFF format, using
the LZW compression algorithm for lossless storage.
TIFF image format is not widely supported by web browsers.
A favorite among photographers, TIFFs are a handy way to store high-quality
images before editing if you want to avoid lossy file formats. TAldus Corporation
created the TIFF file in the mid-1980s for use in desktop publishing.

16.Define Unformatted and formatted text

Unformatted text is any text that is not associated with any formatting information. It
is plain text, containing only printable characters, white space, and line breaks.
Formatted text
• Formatted text is any text that is not a plain text but has certain attributes to it.
• They can be color, size, font.
• It has a specialized and customized style.
17.Define Lossy algorithms.

Lossy compression is typically used when a file can afford to lose some data,
and/or if storage space needs to be drastically ‘freed up’.

Here, an algorithm scans image files and reduces their size by discarding
information considered less important or undetectable to the human eye.

Using lossy methods therefore requires you to make a balanced judgement


between:
 storage/delivery requirements
 loading times (e.g. on the web)
 image quality

18.Define Lossless algorithms.

With lossless compression the file data is restored and rebuilt in its original form
after decompression, enabling the image to take up less space without any
discernible loss in picture quality.
No data is lost and as the process can be reversed, it’s also known as reversible
compression.

19.Define image file format

An image file format is a file format for a digital image. There are many formats that
can be used, such as JPEG, PNG, and GIF. Most formats up until 2022 were for
storing 2D images, not 3D ones. The data stored in an image file format may be
compressed or uncompressed. If the data is compressed, it may be done so using lossy
compression or lossless compression. For graphic design applications, vector formats
are often used.

20. Advantages of GIF files.


• What GIF animations lack in sophistication they make up for with speed and
impact. They’re quick to create, don’t require too much technical know-how
and can spread across social media sites like wildfire as memes.
• The colour limits placed on GIFs keep their file sizes relatively small. This can
help them load faster on web pages.
• GIF files boast a feature called lossless compression. This means their image
quality doesn’t decline when their data gets compressed.

PART-B

1. Write the types of compression and What are the types of Audio
and Video file.
 File Formats store a large variety of raw information in a structured format so
that the data can be easily stored, processed, and harnessed. A file format is a
standard way of storing data on a computer file. There are multiple types of file
formats present which can be used to store and retrieve data efficiently.
 Types of Text:
 Unformatted Text , Formatted Text , Hyper Text
Unformatted text is any text that is not associated with any formatting information. It
is plain text, containing only printable characters, white space, and line breaks.
Formatted text
• Formatted text is any text that is not a plain text but has certain attributes to it.
• They can be color, size, font.
• It has a specialized and customized style.
• Also called as styled text or rich text.-styling information.EX-HTML
• Hypertext is a kind of specially-formatted text that provides a link to other
content. Hypertext allows system designers to organize information in a
branching structure instead of a linear one.
• Hypertext is text displayed on a computer display or other electronic
devices with references (hyperlinks) to other text that the reader can
immediately access.
Hypertext Hyperlink

Hypertext contains the Non-linear linking of In Hyperlinks the references are used in the
the text with some other information. hypertext or with other hypermedia.

Hyperlink involves Text, media, audio,


Hypertext involves only text.
video, images, and graphics.

Hypertext directed information only Hyperlink directed link could contain some
generates the related information. unrelated information.

Hyperlink contains the comprised of the


Hypertext contains Hyperlink.
URLs.

Hypertext associate with the keywords. Hyperlink associate with the anchor tags.

2. .txt file formate


 A text file is a file that contains data in the form of text. This is used to
store and share textual data
 A text file is a computer file that is a kind of non-executable, digital file and
has only text. It can have numbers, letters, symbols, and/or a combination but
does not contain special formatting such as italic text, bold text, underline text,
pictures, etc. A text file identifies with the .txt file extension in Microsoft
Windows computer.
 A text file is also called ASCII files or flat files and is used to store structured
and standard textual data or information, which can be readable by humans.
.doc Text Format
 The DOC file was designated as Microsoft Word's primary format in 1983.
Word used the same format until Word 97 when Microsoft released an updated
version of the binary format. In 2006, Microsoft replaced the updated DOC file
format with the .DOCX file format when it released Word 2007. DOCX files
store documents in the Open XML format.
 It has other document features like tables, charts, and images along with
formatted text. DOCX files are frequently used for letters, resumes, invitations,
newsletters, and other documents in residential, academic, and business
environments.
.rtf Text Format
RTF stands for rich text format which is commonly used in storing text and text
formatting information that can be applied in the creation or sharing of documents.
• Document exchange: RTF has become the standard for exchanging documents
between users who might be in a different word processing environment. This
ensures that the document maintains its formatting whatever software is used to
view it.
• Cross-platform compatibility: Windows, macOS, and Linux are able to open
RTF files offering a cross-platform means of document sharing.
• E-books and documentation: RTF is widely used as a standard format in e-
books and other documents where consistency in formulation is important.
• Data interchange: Besides, RTF is also applicable in transferring structured
information like shifting data from one program to another.
.pdf Text Format
 Portable Document Format (PDF) is a file format that has captured all the
elements of a printed document as an electronic image that users can view,
navigate, print or forward to someone else.
 However, PDF files are more than images of documents. Files can embed
type fonts so that they're available at any viewing location.
 To view saved PDF files, users need either the full Acrobat program, which is
not free, or a less expensive program, such as Adobe Reader, which is available
for free from Adobe. PDF files can also be viewed in most web browsers.
Some situations in which PDF files are desirable are the following:
 When users want to preserve the original formatting of a document. For
example, if they created a resume using a word processing program and saved
it as a PDF, the recipient sees the same fonts and layout that the sender used,
for example.
 When users want to send a document electronically but be sure that the
recipient sees it exactly as the sender intended it to look.
 When a user wants to create a document that cannot be easily edited. For
example, if they wanted to send someone a contract but didn't want them to
change it, the creator could save it as a PDF.
 PDF files are useful for documents such as magazine articles, product
brochures or flyers, in which the creator wants to preserve the original graphic
appearance online.
 PDFs also support embedding digital signatures in documents for
authenticating the integrity of a digital document.
.ps Text Format
 PS files, named after the PostScript programming language, pioneered the
connection between computers and printers. PostScript helped translate digital
page layouts into printed copies featuring the right combination of text and
graphics. Discover more about the origins, uses, and advantages of the PS files.
 This postscript file format is widely used by publishers primarily for printing
purposes. PS files contain text and images on the same page. Instructions for
printing the document can be given from the file script.
 Adobe developed the PS file during the 1980s so that computer users could
easily turn their text and graphics into printed copies. To be specific PS file is
an instruction set that tells the printer what to print and how to print.

3. Explain various methods of image compression and brief about


image file format.
An image file format is a file format for a digital image. There are many
formats that can be used, such as JPEG, PNG, and GIF. Most formats up until
2022 were for storing 2D images, not 3D ones. The data stored in an image file
format may be compressed or uncompressed. If the data is compressed, it may
be done so using lossy compression or lossless compression. For graphic
design applications, vector formats are often used.
There are two types of image file compression algorithms: lossless and lossy.
Lossless compression algorithms reduce file size while preserving a perfect
copy of the original uncompressed image. Lossless compression generally, but
not always, results in larger files than lossy compression. Lossless compression
should be used to avoid accumulating stages of re-compression when editing
images.
Lossy compression algorithms preserve a representation of the original
uncompressed image that may appear to be a perfect copy, but is not a perfect
copy. Often lossy compression is able to achieve smaller file sizes than lossless
compression. Most lossy compression algorithms allow for variable
compression that trades image quality for file size.
TIFF (Tag Image File Format) format is a flexible format usually using either
the TIFF or TIF filename extension. The tag structure was designed to be
easily extendible.TIFFs can be lossy or lossless, depending on the technique
chosen for storing the pixel data. Some digital cameras can save images in
TIFF format, using the LZW compression algorithm for lossless storage.
TIFF image format is not widely supported by web browsers.
A favorite among photographers, TIFFs are a handy way to store high-quality
images before editing if you want to avoid lossy file formats. TAldus
Corporation created the TIFF file in the mid-1980s for use in desktop
publishing.
 Advantages of TIFF files.
• Predominantly lossless compression means TIFF files retain the original
image’s detail and color depth — perfect for high-quality professional photos.
• Their impressive detail means TIFFs are ideal for high-resolution scans, such
as backing up your handmade artwork and personal documents.
• TIFFs are universal and adaptable as a file format, so can be used with the
major operating systems.
• The file can work as a container for smaller-sized JPEGs, storing multiple
images in one master raster graphic.
• TIFFs are a good option to store high-resolution images ahead of editing and
asset creation.
 Disadvantages of TIFF files.
• Detail and resolution lead to TIFFs being quite large files. They can take up
valuable space on your drive.
• Their size makes them difficult to share or send to contacts or clients.
• Their high quality makes them a poor choice for website design, since detailed
images can slow a website’s loading speed. Lighter file formats, like a JPEG,
might be more useful for online images.

4. Explain GIF
The GIF file format was created in June 1987 by computer scientist Steve Wilhite and his
team at the US technology company CompuServe.
The GIF (Graphics Interchange Format) is in normal use limited to an 8-bit palette, or
256 colors (while 24-bit color depth is technically possible). GIF is most suitable for
storing graphics with few colors, such as simple diagrams, shapes, logos, and cartoon
style images, as it uses LZW ( Lempel–Ziv–Welch )lossless compression( lossless data
compression technique to reduce the file size without degrading the visual quality), which
is more effective when large areas have a single color, and less effective for photographic
or dithered images.
It can also represent multiple images in a file, which can be used for animations, and
allows a separate palette of up to 256 colors for each frame.
Due to GIF's simplicity and age, it achieved almost universal software support. Due to its
animation capabilities, it is still widely used to provide image animation effects, despite
its low compression ratio compared to modern video formats.
 Advantages of GIF files.
• What GIF animations lack in sophistication they make up for with speed and impact.
They’re quick to create, don’t require too much technical know-how and can spread
across social media sites like wildfire as memes.
• The colour limits placed on GIFs keep their file sizes relatively small. This can help
them load faster on web pages.
• GIF files boast a feature called lossless compression. This means their image quality
doesn’t decline when their data gets compressed.
 Disadvantages of GIF files.
• The GIF file format only supports a palette of 256 colours, meaning images may have
a low resolution or even look slightly blurry.
• Because they use multiple images, animated GIF files can sometimes be tricky to
return to and edit.
• Although GIFs are generally small and quick to load, a slow Internet connection could
delay or negatively affect their appearance on a webpage.
5. Explain the JPEG compression standard?

JPEG
 JPEG (Joint Photographic Experts Group) is a lossy compression method; JPEG-
compressed images are usually stored in the JFIF (JPEG File Interchange Format) or
the Exif (Exchangeable image file format) file format. The JPEG filename
extension is JPG or JPEG. Nearly every digital camera can save images in the JPEG
format, which supports eight-bit grayscale images and 24-bit color images (eight
bits each for red, green, and blue). JPEG applies lossy compression to images, which
can result in a significant reduction of the file size.
 Applications can determine the degree of compression to apply, and the amount of
compression affects the visual quality of the result. When not too great, the
compression does not noticeably affect or detract from the image's quality, but JPEG
files suffer generational degradation when repeatedly edited and saved. (JPEG also
provides lossless image storage, but the lossless version is not widely supported.)
 The JPEG compression format compares every 8 by 8 block of pixels that make up
the image to a linear combination of 64 standard patterns. The degree of compression
can be adjusted, allowing a selectable tradeoff between storage size and image
quality. JPEG typically achieves 10:1 compression with little perceptible loss in
image quality.
Advantages of JPEGs.
• JPEG files are arguably the most universally recognized image file format —
compatible with most browsers, software, and apps.
• Their small file sizes allow for quick transfer and fast access for viewing online. By
intelligently discarding all the colors that the human eye can’t pick out — called lossy
compression — JPEGs keep their file size as small as possible. Compared to lossless
formats like GIFs, JPEGs are dramatically smaller in size.
• Post-processing is easier because white balance and saturation in JPEGs are set with
the click of the shutter.
Disadvantages of JPEG.
• Lossy compression may be a space-saver, but when dealing with very heavily
compressed images, the quality will suffer. Images with clean edges and lines will
lose some of their sharpness in the compression.

• Losing so much data may cause posterization — the loss of smoother transition
between colors, making an image look blockier and abrupt. It may also cause the
appearance of artifacts — aliasing on edges, blooming, or noise — which can
severely affect image quality. Photographers can avoid the potential pitfalls of
artifacts and posterization by saving photos in raw format.

6. Explain Colour in image and video.


• CIE Chromaticity Diagram
• Q: Does a set of primaries exist that span the space with only positive
coefficients?
• A: Yes, but no pure colors.In 1931, the CIE (Commission Internationale de
L'Eclairage, or International Commission on Illumination) defined three
standard primaries (X, Y, Z). The Y primary was intentionally chosen to be
identical to the luminous-efficiency function of human eyes.
• The above figure shows the amounts of X, Y, Z needed to exactly reproduce
any visible color.

• All visible colors are in a "horseshoe" shaped cone in the X-Y-Z space.
• Consider the plane X+Y+Z=1 and project it onto the X-Y plane, we get
the CIE chromaticity diagram as below.

7. Explain colour modes.

 RGB Color Model


 Media that transmit light (such as television) use additive color mixing with
primary colors of red, green, and blue, each of which stimulates one of the
three types of the eye's color receptors with as little stimulation as possible
of the other two. This is called "RGB" color space. Mixtures of light of
these primary colors cover a large part of the human color space and thus
produce a large part of human color experiences.
 CMY Color Model
 It is possible to achieve a large range of colors seen by humans by
combining cyan, magenta, and yellow transparent dyes/inks on a white
substrate. These are the subtractive primary colors. Often a fourth ink,
black, is added to improve reproduction of some dark colors. This is called
"CMY" or "CMYK" color space.
 The cyan ink absorbs red light but transmits green and blue, the magenta
ink absorbs green light but transmits red and blue, and the yellow ink
absorbs blue light but transmits red and green
 HSV and HSL Model
 HSV models itself on paint mixture, with its saturation and value
dimensions resembling mixtures of a brightly colored paint with,
respectively, white and black.
 HSL tries to resemble more perceptual color models such as NCS or
Munsell. It places the fully saturated colors in a circle of lightness ½, so that
lightness 1 always implies white, and lightness 0 always implies black.
 HSV and HSL are both widely used in computer graphics, particularly as
color pickers in image editing software.
 HLS Color Model
 HLS stands for Hue Light Saturation. It is a double hexcone subset. The
maximum saturation of hue is S= 1 and L= 0.5. It is conceptually easy for
people who want to view white as a point.
Colour mixing and colour vision
Additive primaries (red, green and blue) or subtractive primaries (cyan, magenta,
yellow) can be mixed to make a very large, but not complete, set of colours. We show
how this is done on an RGB monitor (additive) and using paints and filters
(subtractive). The animation at right mixes the three additive primaries using your
RGB monitor. This page supports the multimedia tutorials The Nature of
Light and The Eye and Colour Vision.
• Colour mixing with additive and subtractive primaries
• Additive colour mixing on RGB monitors
• Why does three colour mixing work?
• Additive colour mixing by projection
• Newton's colour wheel
• More on subtractive primaries
• More on subtractive colour mixing
• Combining three subtractive filters
• Complementary colours
• 3, 4, 5, 6, 7 or many colours?
Additive Color
• Cameras, televisions, phones and computer monitors use the additive color
model. The additive color model describes how light produces color. The
additive colors are red, green and blue, or RGB. Additive color starts with
black and adds red, green and blue light to produce the visible spectrum of
colors. As more color is added, the result is lighter. When all three colors are
combined equally, the result is white light.
• On digital devices, a red, green or blue element is activated by an electrical
charge causing them to glow. These elements are called sub-pixels. By
combining the three colors, the desired hue is created in one pixel. The pixels
are then formed like tiny mosaics to create a picture. Hence, the unit of
measurement for a digital graphic is PPI (Pixels Per Inch).

8. video file format


A video file format is a type of file format for storing digital video data on
a computer system.
A video file normally consists of a container (e.g. in the Matroska format)
containing visual (video without audio) data in a video coding format (e.g. VP9)
alongside audio data in an audio coding format (e.g. Opus). The container can also
contain synchronization information, subtitles, and metadata such as title. A
standardized (or in some cases de facto standard) video file type such as .webm is
a profile specified by a restriction on which container format and which video and
audio compression formats are allowed.
The coded video and audio inside a video file container (i.e. not headers, footers,
and metadata) is called the essence. A program (or hardware) which can decode
compressed video or audio is called a codec; playing or encoding a video file will
sometimes require the user to install a codec library corresponding to the type of
video and audio coding used in the file.

1.MP4
 MPEG-4, also known as MP4, is the most common file type for videos. The
MP4 format is the standard format for web videos because MP4 videos are
high-quality with relatively small file sizes. Not only is MP4 the standard for
the web, but this video format is also used for TV. If you’re adding a video to
your website or uploading a video to YouTube, using an MP4 video format is a
safe bet.
 The only real downside to the MP4 format is the fact that the encoding and
decoding processes require a lot of resources. While the actual file sizes are
small, compressing the video when you save it is demanding on your PC.
When people watch these videos, they have to be decompressed in real-time for
maximum quality.
2. The MOV file format was designed by Apple to support the Quicktime player
and is used primarily for video editing. People don’t typically publish MOV videos
directly to the web or send them in emails because of the large file size. However,
this large file size means that MOV files typically offer higher quality than MP4s
and other video types. People use MOV files in the editing stage because you want
to edit with the highest-quality version of your video. However, once editing is
complete, you’ll have to compress it and format it for the web, which can take up
time and memory space.
3. AVI(Audio Video Interleave) files are unique because they offer very high-
quality audio, which is a feature you don’t get in some of the other video types.
Because AVI files offer excellent video and audio quality, file sizes are typically
much larger. This is an even bigger concern when you’re using lossless AVI files
that haven’t been compressed; you don’t need to decode these files to watch the
video, but each minute of video results takes up gigabytes of space.
AVI files can be used for YouTube as well as TV production, but they’re not great
for web use because of the large file size.
4. WMV, or Windows Media Video, is a video format that was developed by
Microsoft for use with Windows operating systems. Because WMV was created
for Windows, Apple and Linux devices don’t typically offer out-of-the-box
support for WMV playback. However, WMV files offer excellent quality with
small file sizes, which makes them a popular choice for web use in some cases.
That being said, compatibility with Apple and Linux devices is a concern.
At the end of the day, WMV isn’t a standard format as a result of its lack of
compatibility with certain operating systems. There are some niche uses for WMV
files, but MP4s reign supreme for web use.
5. AVCHD (Advanced video coding high definitions)is a format that was
originally developed by Sony and Panasonic for camcorders. This file format is
designed to capture a high-quality version of a video directly after it’s been
recorded, that way you have a high-resolution video you can use when you’re
ready to edit your video. While AVCHD videos typically offer slightly higher
quality than MP4 videos, MP4 file sizes are smaller. As a result, many newer
camcorders actually record MP4 videos instead of using the AVCHD format.
6. The WebM format was developed by Google and released in 2019 as HTML5
grew in popularity. This video format is specifically designed for the web, but the
biggest issue it faces is a lack of support. WebM videos have an extremely small
file size without sacrificing too much in terms of quality. Unfortunately, Internet
Explorer and Safari don’t offer support for WebM videos unless you use additional
plugins. The result is that MP4 is still the champion in terms of the best web video
types.
Open source, aim to stream online video to any device
7. There was a time when Flash video (FLV) was the most common video type,
but that’s no longer the case since Flash Player was discontinued at the end of
2020. Flash Player is no longer included with popular web browsers, and anyone
who tries to play an FLV video on the web will see an error message instead of the
video. You can still use a third-party video player to open FLV videos on your
phone or computer, but you can’t use them for the web. Essentially, there’s no
reason to spend money creating Flash videos anymore.
Not work in apple
UNIT 3
PART – A
1. State the advantage and disadvantage of care-based authoring tools.

Advantages:

1.User-Friendly GUI

2.Built-in Templates for Responsive Design

3.Custom Responsive Templates

4.Flexible Responsive Design

5.Adaptive Responsive Design

Disadvantage:

1.Skill Requirements

2.Longer Learning Curve

2. State the advantage and disadvantage of card-based authoring tools.


Advantages:
• Easy to understand
• Easy to use
• Easy to link metaphor1=screen1=card1= page1
• It consumes very less time for developing an application.
Disadvantages:
• Few applications run only on one platform.
• Card and page tools are not powerful as unique stand alone.

3.What is real time simulation?


Real-time simulation refers to a computer model of a physical system that can
execute at the same rate as actual "wall clock" time. In other words, the computer
model runs at the same rate as the actual physical system. For example, if a tank takes
10 minutes to fill in the real world, it would take 10 minutes to fill in the simulation as
well.
Real-time simulation occurs commonly in computer gaming, but also is
important in the industrial market for operator training and off-line controller tuning.
[1]
Computer languages like LabVIEW, VisSim and Simulink allow quick creation of
such real-time simulations and have connections to industrial displays
and programmable logic controllers via OLE for process control or digital and
analog I/O cards. Several real-time simulators are available on the market including
xPC Target and RT-LAB for mechatronic systems, Simulink for power electronic
simulation, and RTDS for power grid simulation.

4.State the limitation of simulation.


The most obvious limitation of the simulation is its restriction to two
dimensions. Surface diffusion on the screen thus only takes place along a line, and
atoms are rather more likely to meet each other than in three-dimensional reality.

5.State the disadvantage of virtual learning.


Virtual learning, also known as online learning or e-learning, refers to a form of
education that takes place predominantly or entirely in a virtual environment. This
means that learners and instructors interact remotely through the use of digital tools.
and platforms, rather than gathering in a physical classroom.

6.What is simulation?
A simulation is a model that mimics the operation of an existing or proposed
system, providing evidence for decision-making by being able to test different
scenarios or process changes. This can be coupled with virtual reality technologies
for a more immersive experience.

7.State the advantage and disadvantage of time-based tools.


Time based authoring tools allow the designer to arrange various elements and
events of the multimedia project along a well-defined time line. By time line, we
simply mean the passage of time. As the time advances from starting point of the
project, the events begin to occur, one after another.

8.What are authoring metaphors?


Scripting Language Metaphor. use a special language to enable interactivities
(button, mouse, etc), and to allow conditionals, jumps, loops, functions/macros.
 Slide Show Metaphor.
 Hierarchical Metaphor.
 Iconic/Flow-control Metaphor.
 Card/Scripting Metaphor.
 Cast/Score/Scripting Metaphor.

9.What are the types of Simulation.


Data analytics professionals should know these four types of simulation models:
 Monte Carlo method.
 Agent-based modeling.
 Discrete event simulation.
 System dynamic modelling.

10.Multimedia Authoring Tools


Authoring Tools provide tools for making a complete multimedia presentation
where users usually have a lot of interactive controls
 Authoring is the process of creating multimedia applications
 A program which has pre-programmed elements for the development of
interactive multimedia software titles. A program that helps to write
hypertext or multimedia applications.
 Authoring involves the assembly and bringing together of Multimedia with
possibly high level graphical interface design and some high level scripting.
 Programming involves low level assembly and construction and control of
Multimedia and involves real languages like C and Java.
11.List Four main perspectives in multimedia authoring tools

Four main perspectives in multimedia authoring tools :


o Tool (any software package that could authors multimedia product)
o Product (the result of combining all multimedia components)
o Developer (designers, programmers, and multimedia authors)
o End user (customer or viewer)
12. List the Characteristics of Authoring Tools

 Integrate text, graphics, video, and audio to create a single multimedia


presentation
 Control interactivity by the use of menus, buttons, hotspots, hot objects
etc.
 Publish as a presentation or a self-running executable; on CD/DVD,
Intranet, WWW
 Be extended through the use of pre-built or externally supplied
components, plug-ins etc
 let you create highly efficient, integrated workflow
 Have a large user base.
13.Types of Authoring tools
 Card-Based
 Time-Based
 Icon-Based
14.Define Card-based Authoring tools
 In these authoring systems, elements are organized as pages of a book or a
stack of cards.The authoring system lets you link these pages or cards into
organized sequences. You can jump, on command, to any page you wish to
in a structured navigation pattern.
 Card- and page-based systems allow you to play audio, video and
animations.
 These tools are best used when the bulk of your content consists of
elements that can be viewed individually, for example the pages of a book
or file cards in card file. You can jump from page to page because all pages
can be interrelated.
15. Some examples of card- and page-based systems.

 HyperCard (Macintosh)
 SuperCard (Macintosh)
 ToolBook (Windows)
 Visual BASIC (Windows)
16. Define Icon-based
 In these authoring systems, multimedia elements and interaction cues or events
are organised as objects in a structural framework.
 Icon based, event driven tools simplify the organisation of a project and
typically display flow diagrams of activities along branching paths.
 Some examples of icon-based systems include:
 Authorware Professional (Windows)
 IconAuthor (Windows)
 Icon-based, event-driven systems are suited to a wide range of applications and
offer a high level of support when developing packages with complex
navigation structures.
 Icon-based, event-driven tools provide a visual programming approach to
organize and present multimedia. Multimedia elements and interaction cues are
organized as objects in a flowchart. Flowchart can be built by dragging
appropriate icons from a library, and then adding the content.

17.Define Time-based
Time Based Authoring Programs use a movie metaphor.
Like a movie on videotape, you start the multimedia title and it plays until some
action causes it to pause or stop.
These programs also allow for branching to different parts of the movie, and any
amount of user control and interactivity may be build in.
Good for creating animations.
Allow the designer to arrange various elements and events of the multimedia
project along a well defined time line. By time line, we simply mean the passage
of time. As the time advances from starting point of the project, the events begin to
occur, one after another.
18. List Features of multimedia authoring tools

 Editing features
 Organizing features
 Programming features
 Interactive features
 Performance tuning features
 Playback features
 Delivery features
 Cross-Platform features
 Internet Playability

19.List two Editing tools


Professional Development Tools: In addition to all hardware equipments described
earlier, developers also need software tools for building multimedia applications.
Text Editing Tools : These tools are used to write a letter, invoice, user manual for a
project and other documents. These tools are most often tools for any multimedia
project. e.g. Word pad, MS Word, Open Office Word. 25

20. List some of the Features of MS PowerPoint


Some of the Features of MS PowerPoint:
1. You can create a new presentation or open the existing one.
2. While creating the new document, you can also take help of the wizard which will
guide you to make it.
3. It has option to make various slide layouts with different color schemes.
4. You can apply various animatic styles and slide transition methods.

PART – B
1. Authoring metaphors, Tools Features and Types
Multimedia Authoring Tools provide tools for making a complete multimedia
presentation where users usually have a lot of interactive controls
Authoring is the process of creating multimedia applications
A program which has pre-programmed elements for the development of
interactive multimedia software titles. A program that helps to write hypertext
or multimedia applications.
Authoring involves the assembly and bringing together of Multimedia with
possibly high level graphical interface design and some high level scripting.
Programming involves low level assembly and construction and control of
Multimedia and involves real languages like C and Java.
Multimedia Authoring Paradigms
 The authoring paradigm, or authoring metaphor, is the methodology by which
the authoring system accomplishes its task.
 Four main perspectives in multimedia authoring tools :
o Tool (any software package that could authors multimedia product)
o Product (the result of combining all multimedia components)
o Developer (designers, programmers, and multimedia authors)
o End user (customer or viewer)
Multimedia Authoring tool has two basic features:
w Ability to create and edit a product
w Presentation scheme for delivering product
1.1Characteristics of Authoring Tools
A good authoring tool should be able to:
 Integrate text, graphics, video, and audio to create a single multimedia
presentation
 Control interactivity by the use of menus, buttons, hotspots, hot objects
etc.
 Publish as a presentation or a self-running executable; on CD/DVD,
Intranet, WWW
 Be extended through the use of pre-built or externally supplied
components, plug-ins etc
 let you create highly efficient, integrated workflow
 Have a large user base.
1.2Types
 Card-Based
 In these authoring systems, elements are organized as pages of a book or a
stack of cards.The authoring system lets you link these pages or cards into
organized sequences. You can jump, on command, to any page you wish to in a
structured navigation pattern.
 Card- and page-based systems allow you to play audio, video and animations.
 These tools are best used when the bulk of your content consists of elements
that can be viewed individually, for example the pages of a book or file cards in
card file. You can jump from page to page because all pages can be
interrelated.
 Some examples of card- and page-based systems include:
 HyperCard (Macintosh)
 SuperCard (Macintosh)
 ToolBook (Windows)
 Visual BASIC (Windows)

 Time-Based
 Time Based Authoring Programs use a movie metaphor.
 Like a movie on videotape, you start the multimedia title and it plays until
some action causes it to pause or stop.
 These programs also allow for branching to different parts of the movie, and
any amount of user control and interactivity may be build in.
 Good for creating animations.
 Allow the designer to arrange various elements and events of the multimedia
project along a well defined time line. By time line, we simply mean the
passage of time. As the time advances from starting point of the project, the
events begin to occur, one after another.

 Icon-Based
 In these authoring systems, multimedia elements and interaction cues or events
are organised as objects in a structural framework.
 Icon based, event driven tools simplify the organisation of a project and
typically display flow diagrams of activities along branching paths.
 Some examples of icon-based systems include:
 Authorware Professional (Windows)
 IconAuthor (Windows)
 Icon-based, event-driven systems are suited to a wide range of applications and
offer a high level of support when developing packages with complex
navigation structures.
 Icon-based, event-driven tools provide a visual programming approach to
organize and present multimedia. Multimedia elements and interaction cues are
organized as objects in a flowchart. Flowchart can be built by dragging
appropriate icons from a library, and then adding the content.

2.Features of multimedia authoring tools


 Editing features
 Organizing features
 Programming features
 Interactive features
 Performance tuning features
 Playback features
 Delivery features
 Cross-Platform features
 Internet Playability
1) Editing Feature: editing feature for multimedia data especially image andtext
are often included in authoring tools. The more editors in your authoringsystem,
the less specialized editing tools you need. The editors that come withauthoring
tools offer only subset of features found in dedicated in editingtool. If you need
more capability, still you have to go to dedicated editing tools (e.g. sound editing
tools for sound editing).
2) Organizing feature: the organization of media in your project
involvesnavigation diagrams, or flow charts, etc. Some authoring tools provides a
visual flowcharting facility. Such features help you for organizing the project. e.g
IconAuthor, and AuthorWare use flowcharting and navigation diagrammethod to
organize media.
3) Programming feature: there are different types of programming approach:
i)Visual programming: this is programming using cues, icons, and objects. It
isdone using drag and drop. To include sound in your project, drag and dropit
instage. Advantage: the simplest and easiest authoring process. It is particularly
useful for slide show and presentation. ii) Programming with scripting language:
Some authoring tool provide veryhigh level scripting language and interpreted
scripting environment. This helpsfor navigation control and enabling user input.
iii) Programming with traditional language such as Basic or C. Some
authoringtools provide traditional programming tools like program written in C.
We cancall these programs to authoring tools. Some authoring tools allowto call
DLL(Dynamic Link Library). iv) Document development tools
4) Interactivity feature: interactivity offers to the end user of the project tocontrol
the content and flow of information. Some of interactivity levels: i) Simple
branching: enables the user to go to any location in the presentationusing key
press, mouse click, etc. ii) Conditional branching: branching based on if-then
decisions iii) Structured branching: support complex programming logic such as
nestedif-then sub- routines.
5) Performance-tuning features: accomplishing synchronization of multimediais
sometimes difficult because performance varies with different computers. Insuch
cases you need to use authoring tools own scripting language to specifytime and
sequence on system.
6) Playback feature: easy testing of the project. Testing enables you to debugthe
system and find out how the user interacts with it. Not waste timeinassembling and
testing the project
7) Delivery feature: delivering your project needs building runtime versionof the
project using authoring tools. Why run time version (executable format): ü It does
not require the full authoring software to play ü It does not allow users to access or
change the content, structure, and programming of the project. Distribute-->run-
time version
8) Cross platform feature: multimedia projects should be compatible with
different platform like Macintosh, Windows, etc. This enables the designer to use
any platform to design the project or deliver it to any platform.
9) Internet playability: web is significant delivery medium for multimedia.
Authoring tools typically provide facility so that output can be delivered in HTML
or DHTML format.
10) Ease of learning: is it easy to learn? The designer should not waste much time
learning how to use it. Is it easy to use?
3.Explain Editing Tools.
1.Professional Development Tools: In addition to all hardware equipments
described earlier, developers also need software tools for building multimedia
applications.
2.Text Editing Tools : These tools are used to write a letter, invoice, user
manual for a project and other documents. These tools are most often tools for
any multimedia project. e.g. Word pad, MS Word, Open Office Word. 25
•Features of Text editing editing tools:
1. Opening Existing Files, creating new files, saving it on some storage device and
printing.
2. Find or replace replace the text from a document document of multiple multiple
pages, cut, copy, paste of a selected document or whole file.
3. Insert page numbers on top, bottom or centre of the page, insert data, symbol,
writing writing, formula formula and equation equation, insert comment on
document.
4. Format the font of the text, making columns in the document, changing changing
background background color.
5. Checking the document for spelling and grammar, protect the document.
6. Making tables with variable variable numbers numbers of columns columns and
rows, sort the table and change the style of the table.
3.Presentation Tools : Computer based presentation technology is used to
communicate communicate more efficiently efficiently with the students students,
business business delegates delegates, sponsors and the clients. Presentation tools
are currently the single largest application for multimedia in business.
Presentation tools allows a great variety of delivery modes. The main presentation
tools are:
• Microsoft PowerPoint
• Corel Presentation
• Macromedia Director
• Adobe Acrobat
Some of the Features of MS PowerPoint:
1. You can create a new presentation or open the existing one.
2. While creating the new document, you can also take help of the wizard which
will guide you to make it.
3. It has option to make various slide layouts with different color schemes.
4. You can apply various animatic styles and slide transition methods.
4.Painting and Drawing tools:
 These are perhaps the most important thing for all the mul d time ia projects.
Painting and Drawing are generally inspired by the beauty in people, natural or
living and non living things.
Features:
1. All the drawing tools have the GUI with menu, tool bars and dialogue box. 2. Tools
to draw a straight straight line, rectangular rectangular area, circle and basic shapes.
3. Pencil draw freehand with a pencil and different color selection options.
4. Eraser tools
5. Support for test of different size, shape and type.
6. Good color schemes with different options.
7. Paint brush tool.
5.Image Editing Editing Tools:
An image is a spatial spatial representation representation of an object. Image
editing tools are required to reshape the existing images. The image editing tools can
be used to create an image from scratch as well as image from scanner, digital digital
cameras cameras, files or from other painting painting and drawing drawing tools.
6.Animation Tools:
An animation is to show the still images at a certain rate to give it visual
effects. The visual effects might b e time varying posi it on, s hape, color or c hange in
orientation or focus. A computer based animation is performed by a computer with
various graphical tools. e. g. 2D and 3 D Animator, Flash, Ima g e For ge.
7.Plug ‐ins :
A plug in is a separate ode module that behaves as though it is a part of the web
browser. e.g. Apple Quick Time, Adobe Acrobat Reader, Macromedia Flash Player 29
8.Sound Editing Tools:
Sound is a key component in editing. The presence of sound greatly enhances
the effect of a presentation. e.g. Sound Edit pro, Audio edit deluxe, Audio Editor Pro,
Goldwave digital audio editor.
9.Video Editing Tools:
In this collection of video material is either compiled and altered from its
original form to create a new version.
Types:
Linear Editing: follows a mechanical process, emp y lo s the use of
camcorder, VCR, etc.
Non‐linear Editing: is almost digital. It works on the principle of cut and
paste. e.g. imovie, windows movie maker, video edit magic.

4. Creating Interactive Presentation


1. Start your interactive presentation with an icebreaker.
 He first step is creating a rapport with your audience. You can do
this by helping them to get to know you a little better and get to
know each other as well.
 The way you go about this will depend on the size of your
audience. If you’re presenting in a small group setting or
workshop, you can easily go around the room and have everyone
share a bit about themselves.
 However, if you’re speaking with a crowd or at a conference with
a larger audience, it would make more sense to simply have your
audience introduce themselves to a neighbor or two before you
dive in.
 You could ask the audience to answer a question out loud or to
their neighbor, ask them to prepare a few questions about your
topic or a list of things they'd like to learn or put together a fun
icebreaker game.
 Visualize the icebreaker question on a slide using text animations.
Your Visme editor offers a variety of eye-catching movements
for your textual content. Choose from options like typewriter, rise
up, ease in and more.

2. Use video clips in a slide or two.


 You don’t have to be the only one talking during your
presentation. Videos are one of the most effective interactive
tools for presentations.
 Embed a video into one of your slides to switch up your
audience’s focus. With Visme, you can easily embed a YouTube
or Vimeo video into your slide for your audience to view on their
own or for you to feature during your interactive slideshow.
Here's how you can do that.
 Simply go to the Media tab in the left sidebar of your Visme
editor and click on Insert Video.
 Add a video from anywhere, your computer or your
phone. Download the Visme iOS app and add videos to your
presentations in minutes. Edit your presentation effectively by
resizing, placing into shapes, trimming with the timeline editor
and selecting playback settings.
 Sharing video clips can be a great way to further emphasize your
argument by bringing in other opinions or even to just add a break
for your audience during longer presentations. You can also share a
video of yourself demonstrating how to do something.
3. Add Animated Icons
 Create interactive slides with unique touches like animated icons.
Using vibrant design elements like beautiful icons that move your
audience’s attention to the areas you want them to notice. Also,
using icons instead of text offers white space for the viewer to
feel a sense of balance on the slide.
 Here’s how to do it:
 Choose a slide where you’d like to add an animated icon. In terms
of options, you have two; use the native, animated icons or
animate static icons with the animation tools.
 On the left toolbar, click on graphics and select the icons you
want. The animated ones are at the bottom next to the animated
illustrations, customizable characters, avatars and 3D arrows.
 Place the icon and click on the Animate button on the top right.
Select the style of animation and duration for each icon and
ensure everything is balanced and not overdone. You might not
need more than one or two repetitions for each icon.

4. Add Pop-Ups with Extra Info


 A great way to inspire your audience to interact with your
presentation is to add popups with extra info using hotspots. This
is how you can do it.
 Click on a text, shape or object you’d like to add a popup and
hotspot to and click on the Actions button on the top right. Add
an action and choose the function; it can be another slide, or a
popup that you can design from scratch.
 Add visual hotspots as markers for the audience to know there is
something special going on.
 Watch this video to learn how to create interactive pop up effects
in Visme

5. Make your interactive presentation non-linear.


 Not every slideshow you create needs to simply flow from slide
to slide. Get creative with it and see if it makes sense to add in a
non-linear flow. So, what exactly is a non-linear presentation?
 When you create links between slides so you can click around
different areas of your presentation, you’re putting together a
non-linear presentation.
 You’re not going from slide one to slide two to slide three, and so
on. Instead, you’re creating an interactive way for you and your
audience to jump around your presentation.
 You can create a table of contents page and link it to the slides
that start each section. If your presentation is embedded, this
allows your audience to navigate in their own preferred order.
 It also gives your presentation a different edge from the
regular flow, and can keep readers intrigued about what’s
coming next.
6. Have a Q&A session.
 Want to get the audience involved? Ask them questions! This is a
must-have interactive tool for presentations.
 While many presenters always plan to host a Q&A at the end of
their presentation for the audience to ask questions, it can go both
ways.
 You can easily put together a few slides where you’re asking your
audience questions throughout your presentation. Before you
move onto the next section, ask your listeners what they think
first.
 Don’t make it intimidating, like a pop quiz. A simple “What do
you think about..?” can work wonders.
 You can also take several breaks throughout your presentation to
give the audience a chance to ask you questions. If you had them
write down a few things they want to make sure they learn from
you at the beginning of the presentation, this is a great time to
ask.
7. Create an interactive quiz.
 ake it a step further and actually create a quiz in your interactive
presentation. This works well for both live and embedded
presentations.
 In Visme, you can link elements in your slide together so that one
element appears when another element is clicked. So ask your
audience a question, gather their answers and then click to expose
the correct answer.

8. Bring props along to your interactive presentation.


 Want to really grab your audience’s attention? Want to really
grab your audience’s attention? Props are also useful interactive
tools for presentations.
 Bringing props along with you to help you demonstrate and
visually tell your story can be a great way to keep people
watching and listening.
 The first thing to keep in mind when deciding which props to
help convey your story is that they need to be relevant. Don’t
bring random props that are interesting but are a huge stretch to
fit in with your content.
 Instead, bring props that intrigue your audience but still make
sense with the information you’re sharing.
 Here’s a great example of a prop that definitely secured the
audience’s full attention. Bill Gates released a swarm of live
mosquitos into the audience during his TED Talk on Mosquitos,
Malaria and Education.

Tell your audience a story.


Add an audio narrative.
Poll your audience.
Include discussion questions.
Encourage movement in your audience.
Let your audience decide the direction.
Add music to your interactive presentation slides.
Play with transitions and animations.
Use data visualization in your interactive presentation.
5.Discuss in detail about Virtual Learning

 Virtual learning refers to an environment where students study a


digital-based curriculum taught by instructors that lecture online via
video or audio. This instruction can take place either in a self-paced
(asynchronous) environment or in a real-time (synchronous)
environment.
 Virtual learning, also known as e-learning,It is an innovative
educational method that uses digital technology to produce
educational content and provide interactive learning experiences
over the Internet. It transformed the traditional educational landscape
by removing geographic barriers and providing diverse opportunities
for students of all ages and backgrounds. In online learning,
educational institutions, teachers, and students communicate through
various digital platforms and tools.
 These platforms can include learning management systems (LMS),
video conferencing software, online discussion boards, multimedia
presentations, and more. Online learning aims to mimic the learning
that usually takes place in a physical classroom and enhance it
through digital connections. One of the characteristics of virtual
learning is its flexibility. Students can access course materials,
participate in discussions, complete assignments, and complete
assessments anywhere they have an Internet connection, from home
or elsewhere.
 This flexibility is beneficial for working professionals, parents, and
people with other responsibilities. In addition, online learning is not
limited to a particular age group or educational level. It covers a
range of areas from primary school to university, from vocational
training to professional development. This complexity allows people
from different walks of life to move towards education and skill
development on their own terms.
Types Of Virtual Learning
1. Synchronous
 Synchronous virtual learning typically asks students to attend
online live-streamed lectures. The instructor streams their
presentation or lecture, allowing students to ask questions in real-
time via webcam, microphone, or live chat, for a more hands-on
learning experience. If you benefit from the constant structure and
pacing of the material, synchronous virtual learning could be a good
choice for you.
2. Asynchronous
 Asynchronous virtual learning features pre-recorded lectures that
students can watch on their own time. The instructor will post either
a video or audio file along with lecture notes. Often there will be a
quiz on the material to ensure students are watching lectures and up
to date with the class schedule. Typically, the instructor or an
assistant is available via email or text chat. Current students, and
sometimes past students, usually have some form of communication
with each other, such as a forum, where they can discuss the material
and flesh out details they may not have gathered from the lecture.
3. Hybrid
 Hybrid courses, also known as blended courses, are learning
environments that allow for both in–person and online interaction.
Typically, hybrid courses meet in person several times during a
semester and provide for computer–based communication in
between those face to face sessions.
 Hybrid learning will make use of both virtual and in-person
learning. This is the most common for classes that also require a lab
component. If you want the freedom to learn at the best times for
you, but also want some structured lessons and communication with
the instructor, consider enrolling in a hybrid course.
3.2 Advantages of virtual learning
 Virtual learning gives students access to coursework from anywhere,
at any time, making learning super convenient. Asynchronous
classes also give an immense amount of flexibility for lectures and
studying. Even with the flexibility of the course, online courses are
associated with higher retention rates and graduation rates. A study
conducted by Arizona State University found that students taking
virtual classes benefit from increased access and cost savings of as
much as 50 percent .
 Completing courses virtually can also increase students' digital
aptitude, preparing them for life in the workforce.
 In addition to these advantages, the nature of virtual learning allows
teachers to conduct more frequent assessments to help ensure
students are staying on track. Since tests can be turned in digitally,
you can also get near-immediate feedback and scoring.
3.3 Disadvantages of virtual learning
 Technology offers us wonderful opportunities like the ability to learn
from home, but it also may lead to momentary malfunctions, like
interruptions or downtime
 Since virtual learning takes place on a screen, you might feel that the
course isn’t as fully immersive compared to in-person instruction.
You may feel a lack of collaboration or networking since you’re not
sitting next to others as in a classroom setting. For some, that’s a
con, but it may not be an issue for people who prefer a more
individualistic learning approach.
 For some students, the ability to study and learn comfortably from
home could be a huge benefit. For others, learning at home can be
distracting. Interruptions from family members and access to a
phone and entertainment can make focusing more difficult, and
some people may even feel isolated.
 There is also somewhat of a lack of accountability with virtual
learning, so students will need to have a good sense of self-
motivation or know where to go for help.
 Virtual learning can require learning new programs for both students
and teachers. For the school or course provider, this will likely
require additional funds to ensure the instructors are fully fluent in
the necessary technologies.
3.4 Benefits of Virtual Learning
 Virtual learning offers many benefits in education and several
advantages compared to traditional classroom learning methods.
Here are the detailed benefits of online learning:
a. Flexibility and Accessibility:
 Virtual learning offers unparalleled flexibility in education by giving
students access to learning materials and courses. Learners can
attend classes and access content regardless of their geographical
location. This is particularly valuable for working adults,
homeschooling parents, and individuals with a mobile lifestyle.
b. Personalized Learning:
 Virtual learning platforms can personalize content to suit students’
learning pace and learning style. This allows each learner to progress
at his or her own pace and focus more on topics that are challenging.
This approach makes the learning experience more efficient and
effective.
c. A Wide Range of Resources:
 Online learning can include video lessons, interactive simulations,
online libraries, and other multimedia resources. This wide range of
resources supports students’ different learning styles and
preferences. Resources such as video lectures for visual learners and
simulations for hands-on experiences can be offered.
d. Global Reach and Diversity:
 Virtual learning removes geographic limitations, providing students
with educational opportunities from around the world. Students have
the chance to interact with instructors and peers from different
cultures and backgrounds. This raises cultural awareness and
encompasses a variety of perspectives.
e. Talent Development and Career Forward:
 It offers talent development and career advancement opportunities,
particularly in the professional development field. A variety of
online courses and certificate programs allow individuals to learn
new skills and enhance their existing abilities. This supports being
competitive in the job market.
f. Location Independent Education:
 Virtual learning removes physical limitations and offers students the
opportunity to study wherever they need. This feature gives students
the chance to avoid travel or accommodation costs. It also makes it
less likely that external factors such as traffic or weather will affect
the training.
6.Explain Simulation.
a model of a set of problems or events that can be used
to teach someone how to do something, or the process of making
such a model.The use of situations or events that seem real but are
not real, especially in order to help people deal with
such situations or events.
A simulation is an imitative representation of a process or system
that could exist in the real world.
In this broad sense, simulation can often be used interchangeably
with model.[2] Sometimes a clear distinction between the two terms
is made, in which simulations require the use of models; the model
represents the key characteristics or behaviors of the selected system
or process, whereas the simulation represents the evolution of the
model over time.
Simulation is used in many contexts, such as simulation of
technology for performance tuning or optimizing, safety
engineering, testing, training, education, and video games.
Simulation is also used with scientific modelling of natural systems
or human systems to gain insight into their functioning,[5] as in
economics. Simulation can be used to show the eventual real effects
of alternative conditions and courses of action. Simulation is also
used when the real system cannot be engaged, because it may not be
accessible, or it may be dangerous or unacceptable to engage, or it is
being designed but not yet built, or it may simply not exist.
A simulation is the re-creation of a real world process in a controlled
environment. It involves creating laws and models to represent the
world, and then running those models to see what happens. Simulations
are used for scientific exploration, for safety tests, and to create
graphics for video games and movies.
Simulation is used in a wide number of scenarios. Most often the
purpose of simulation is to prepare for an anticipated event such as with
a fire drill preparing for a real fire. It is also used to teach a skill for
example, in teaching how to perform cardiopulmonary resuscitation
(CPR) or deliver a baby.
Ex:A fire drill is an example of a simulation. It reenacts the real world
scenario of a fire in a building or an environment with the purpose of
teaching appropriate actions in the event a real fire is encountered.
Types
1.Steady-state simulation
Steady-state simulation is used to determine optimal design parameters
and operating condition of the systems. In contrast, dynamic simulation,
modeled based on steady-state simulation, is used to examine dynamic
behaviors of the systems. Details of all parameters and constants used are
omitted here for brevity.
2.Dynamic simulation
Dynamic simulation (or dynamic system simulation) is the use of a
computer program to model the time-varying behavior of a dynamical
system. The systems are typically described by ordinary differential
equations or partial differential equations. Dynamic simulations in
3D provide a detailed understanding of the fluid dynamics, heat transfer,
and chemical reactions occurring within the reactor. This level of
modeling is essential for optimizing reactor design, process control, and
product quality.
3. Real-time simulation
It refers to a computer model of a physical system that can execute at the
same rate as actual "wall clock" time. In other words, the computer model
runs at the same rate as the actual physical system. For example, if a tank
takes 10 minutes to fill in the real world, it would take 10 minutes to fill in
the simulation as well. Real-time simulators are used extensively in many
engineering fields. As a result, the inclusion of simulation applications in
academic curricula can provide great value to the student. Statistical power
grid protection tests, aircraft design and simulation, motor drive controller
design methods and space robot integration are a few examples of real-
time simulator technology applications.
Limitation of Multimedia
1. Simulation does not produce optimum results. When the model deals
with uncertainties, the results of simulation are only reliable
approximations subject to statistical errors.
2. Quantification of the variables is another difficulty. In a number of
situations it is not possible to quantify all the variables that affect the
behavior of the system.
3. In very large and complex problems, the large number of variables
and the inter-relationships between them make the problem very
unwieldy and hard to program. The number of variables may be too
large and may exceed the capacity of the available computer.
4. Simulation is, by no means a cheap method of analysis. In a number
of situations, simulation is comparatively costlier and time
consuming.
7.advantage and Disadvantages of Multimedia.
• Can be safer and cheaper than the real world.
• Able to test a product or system works before building it.
• Can use it to find unexpected problems.
• Able to explore ‘what if…’ questions.
• Can speed things up or slow them down to see changes over long or
short periods of time.
Detailed Analysis
 Simulation enables a thorough examination of a system or process in
advance. It can include details on how various pieces work together,
how various processes and components function, and how various
system or process adjustments may impact the final result.
 A thorough analysis aids in locating possible improvement areas,
locating risks and opportunities, and assisting in the identification of
chances to enhance the system or process. Additionally, the
simulation enables the testing of various situations, which can aid in
spotting possible issues before they arise.
 Increased Productivity
 One of the main benefits of simulation is increased productivity.
Businesses may streamline operations, automate procedures, and cut
down on job completion time by adopting simulation. As a result,
workers are more productive since they can finish the same activities
in less time. Simulation can also assist lower manufacturing costs as
fewer resources are required to generate the same result. Simulation
may also be used to find bottlenecks and other inefficiencies that can
be eliminated or decreased, boosting productivity even further.
Finally, what-if assessments may be carried out via simulation,
enabling organizations to experiment and determine the most
effective way to do tasks. Due to the ability of organizations to
swiftly identify and execute the optimal solution, the simulation may
be especially useful for complicated operations.
 Design Optimization
 Design optimization is the process of making changes to a system or
product to increase performance and reduce costs.
 Design optimization may be accomplished with the use of the potent
tool known as simulation.
 It enables engineers to detect possible issues and modify the design
until an ideal solution is found. It may be used to examine a design
before it is produced. The most effective and economical solution
may be found by comparing and exploring many design possibilities
via simulation. Using simulation, engineers may rapidly and
precisely determine the ideal design for a particular application. This
makes design optimization an advantage of simulation as it can help
ensure that the optimal design is finalized early in the process,
saving time and money.
Risk-Free
 Because it enables companies to investigate many scenarios and
assess their possible results without actually having to go through
the process of making the changes in the real world, simulation is
regarded as "risk-free". This implies that businesses may experiment
with various tactics and take decisions without really running any
risks. Organizations may identify possible risk areas, consider
alternative solutions, and create plans that have a higher chance of
success by using this kind of simulation. Being able to test and
assess various tactics and situations before putting them into practice
in the real world gives businesses the confidence they need to make
choices.
Cost Savings
 Simulation provides a cost-saving advantage by reducing the need
for physical prototypes and physical testing. Instead of having to
build and test a product physically, companies can use simulation
software to create a virtual prototype, which can then be tested
virtually. This eliminates the need to purchase materials and
components to build the physical prototype, as well as the labour
costs associated with the physical testing of the prototype.
 The simulation also allows companies to identify potential problems
with the design of a product before they invest in the physical
production of a product. By identifying and addressing problems
early in the design process, companies can avoid costly mistakes that
could have been avoided if the product had been tested virtually.
Disadvantage
• Mistakes may be made in the or rules of the simulation or model.
• The cost of a simulation model can be high.
• The cost of running several different simulations may be high.
• Time may be needed to make sense of the results.
• People’s reactions to the model or simulation might not be realistic
or reliable.
Expensive and Time-Consuming
Simulation may be a costly and time-consuming procedure.
To design and construct a simulation model, set up the simulation
environment, and conduct the simulation, considerable resources are
required, including hardware, software, and human resources.
Furthermore, due to the complexity of the simulation and the various
variables that might impact the outcome, analyzing and interpreting
the data can take a long time. Furthermore, simulations might
necessitate a significant amount of trial and error since it can be
difficult to forecast and alter the many parameters in order to obtain
a dependable and accurate outcome. In the long term, this might cost
both time and money.
Limited Flexibility
A Simulation is a useful tool for modelling and testing complicated
systems, but it has significant drawbacks, and one of the biggest
drawbacks of simulation is its lack of flexibility. Even with the most
advanced simulations,there are always limits to what can be
simulated and how accurately it can be done. This implies that the
parameters used to generate the model must be known and
established ahead of time; thus, the model's capacity to adapt to
changes
in the system is limited. For example, if the model is built on a
single set of assumptions, it is difficult to reflect a system’s
behaviour when those assumptions change effectively. Furthermore,
because the model is a conceptual representation of the actual
system, some features of the system, such as its complexity, may not
be properly reflected.
Not Always Useful
 Simulation is not always beneficial since it may be time-consuming
and expensive to construct, and it can be difficult to capture
precisely all of the complexities of the real-world system being
simulated. Furthermore, the outcomes of a simulation are only as
good as the information and assumptions used to generate it. If the
data or assumptions are incorrect or inadequate, the simulation
results might be deceptive. Finally, simulation findings might be
sensitive to slight changes in data or assumptions, making them
difficult to understand. As a result, simulation is not always a
trustworthy decision-making tool. In some cases, simpler solutions
may be more effective or cost-efficient.

Difficulty in Interpreting the Results


 Although simulation is an effective tool for analyzing complicated
systems, it can sometimes be challenging to understand the results. This
is due to the fact that simulation data may be quite complicated and
contain a wide range of variables that might have an impact on the
outcomes. Furthermore, the data might be presented in a variety of
ways, making it challenging to make conclusions that are useful. As a
result, it may be challenging to comprehend how the simulation's
findings apply to the system or circumstance that is actually being
investigated. This can lead to erroneous interpretations and conclusions,
resulting in poor decisions. Additionally, it can be challenging to
replicate simulation results perfectly, making it difficult to confirm the
accuracy and reliability of the findings.

UNIT 4
PART – A

1. What is animation?
Animation is a filmmaking technique by which still images are manipulated to
create moving images. In traditional animation, images are drawn or painted by
hand on transparent celluloid sheets (cels) to be photographed and exhibited on
film.

2. What is stop motion animation?


Stop motion animation is an advanced flipbook-style form of animation. It
involves photographing and then physically manipulating objects within your
frame. As each frame is played in sequence, the technique creates the effect of an
object moving itself.

3. List the techniques used in animation.

 Digital 2D Animation
 Digital 3D Animation
 Puppetry Animation
 Clay Animation or Claymation
 Sand Animation

4. What is kinematics.
Kinematics is the study of the motion of mechanical points, bodies and systems
without consideration of their associated physical properties and the forces acting
on them. The study is often referred to as the geometry of motion, and it models
these motions mathematically using algebra.

5. State the components of virtual system.


A virtual machine, commonly shortened to just VM, is no different than any
other physical computer like a laptop, smart phone, or server. It has a CPU,
memory, disks to store your files, and can connect to the internet if needed.

6. Define forward kinematics.


Forward kinematics refers to process of obtaining position and velocity of
end effector, given the known joint angles and angular velocities. For example, if
shoulder and elbow joint angles are given for arm in sagittal plane, the goal is to
find Cartesian coordinates of wrist/fist.

7. What is morphing?
Morphing is animation that changes one image slowly into another. It is often
used to change one face into another face. To seamlesly change from one image to
another, a series of points is identified in both the before and after objects. This is
so major parts will correspond - e.g., the eyes in a face.

8. Define puppet animation.


Puppet animation is a type of stop-motion animation involving puppet figures
that are animated frame-by-frame. Usually, the animators create a physical three-
dimensional scene, similar to a small theatre, where the action will take place.

9. What is motion graphics?


Motion graphics is animation, but with text as a major component. Essentially,
it's animated graphic design. Ever since motion graphics first entered the scene,
there's been a debate about the line between them and full animation.

10. State the advantage of advantages of skeletal animation.

Advantage
Skeletal animation has become an essential technique in computer animation
because it allows for efficient rendering and manipulation of both 2D and 3D
characters. Its ability to create lifelike movements in character animations has made
it a valuable tool for film, television, and video game industries.
Disadvantage
One of the main disadvantages of skeletal animation is that it can be less realistic
and expressive, especially for facial animation. By using bones, you can only control
the movement of the vertices by rotating or translating them, which can result in
unnatural or stiff deformations.
11. Differentiate between virtual reality and augmented reality.

The distinctions between VR and AR come down to the devices they require and the
experience itself:

 AR uses a real-world setting while VR is completely virtual


 AR users can control their presence in the real world; VR users are controlled
by the system
 VR requires a headset device, but AR can be accessed with a smartphone
 AR enhances both the virtual and real world while VR only enhances a
fictional reality

12. Advantage of Animation


a. Increases learning effectiveness
b. Gains and holds attention
c. More appealing
d. Reduces training cost.
e. Easy to use
f. Give information to individuals
g. Provides high quality of presentations
h. Multi-sensorial
i. Integrated and interactive
j. Can be used as a wide variety of audience
k. Entertaining and educational
13. Disadvantages of animation

1. Limited Color Pattern


2. Editing Is Not Possible
3. Internet Connection Matters
4. Takes a lot of effort to create even a basic animation
5. Needs skill in using the animation software such as Flash.
6. Too much animation on a page can be distracting and even annoying - for
example too many animated adverts on a page
7. Can take up a lot of bandwidth, so will take too long to show over a slow
internet connection
8. Needs the correct 'add-in' to view the file format
14. Define Traditional Animation

This is one of the oldest types of animation in film. It’s sometimes called cel
animation. Traditional animation involved animators drawing by hand for each
and every frame. If you love the feel of pencils on a paper, then the traditional
approach is very fascinating. Traditional animation is creating the drawings one
by one on the frame. 2D animation involves creating numerous drawings then
feeding into a plastic cells, hand painting them and create the animated
sequence on a painted background image. Traditional Aniamtion Movies :
Snow White and the Seven Dwarfs, Peter Pan, and Sleeping Beauty, Aladdin.
15.Define Path Animation
The process of animating one or more objects moving along a defined
three-dimensional path through the scene is known as path animation. The path
is called a motion path, and is quite different from a motion trail, which is used
to edit animations.
Path animations can be created in two ways:
• Create a path with a curve tool or identify an existing path, and attach the
object to the path.
• Move the object through a series of locations in the scene, creating a path
through these locations.
15. Define 2D (Vector)

 2D animation can fall under traditional animation like most early Disney
movies — Pinocchio, Beauty and the Beast, etc. But there is something called
Vector-based animation that can be 2D without being traditional.
 With Vector-based, the motion here can be controlled by vectors rather
than pixels. So, what the heck does that mean?
Images with familiar formats like JPG, GIF, BMP, are pixel images. These
images cannot be enlarged or shrunk without affecting image quality. Vector
graphics don’t need to worry about resolution. Vectors are characterized by
pathways with various start and end points, lines connecting these points to
build the graphic. Shapes can be created to form a character or other image.
16. Define 3D animation

3D animation is the process of creating moving images in a three-dimensional


(3D) environment, giving the illusion that these digital objects are moving
through a 3D space.
3D animation is the process of creating moving three-dimensional images in a
digital context. These visuals are made using 3D software, allowing animators
to create computerized objects that look 3D even though they’re on a 2D
surface. Through visual effects and precise timing, animators can make
anything from a video game character to a car in an advertisement look like it’s
moving through a three-dimensional space.
17. Principles of Animation

Disney's twelve basic principles of animation were introduced by the Disney


animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of
Life: Disney Animation. But the principles are based on the work of Disney
animators from the 1930s onwards, in their quest to produce more realistic
animations.
The main purpose of these principles was to produce an illusion that cartoon
characters adhered to the basic laws of physics, but they also dealt with more
abstract issues, such as emotional timing and character appeal. The book has
been referred to by some as the "Bible of animation", and some of its principles
have been adopted by traditional studios. In 1999, The Illusion of Life was
voted the number one "best animation book of all time" in an online poll done
by Animation World Network. Though originally intended to apply to
traditional, hand-drawn animation, the principles still have great relevance for
today's more prevalent computer animation.
18.Define Straight ahead action and pose to pose.
There are two ways to handle drawing animation: straight ahead and pose to
pose. Each has its own benefits, and the two approaches are often combined. Straight
ahead action involves drawing frame-by-frame from start to finish. If you're looking
for fluid, realistic movements, straight ahead action is your best bet. With the pose to
pose technique, you draw the beginning frame, the end frame, and a few key
frames in-between. Then you go back and complete the rest. This technique gives
you a bit more control within the scene and allows you to increase the dramatic effect
of the motion.
19.Define Exaggeration
Too much realism can ruin an animation, making it appear static and boring.
Instead, add some exaggeration to your characters and objects to make them more
dynamic. Find ways to push the limits just beyond what's possible, and your
animations will pop.
20. Animation Techniques
1. Morphing
2. Onion skinning
3. Motion Cycling
4. Color cycling
5. Masking
6. Flip book animation
7. Adding sound
8. Rotoscoping and bluescreening
PART – B
1. Explain Animation

Animation is the process of creating an illusion of motion and shape change by


means of rapid display of various type of pictures that were made to create a
single scene.
The simulation of movement created by a series of pictures is animation. But
how it actually works is a bit more complicated than that. Animation is a
method of photographing successive drawings, models, or even puppets, to
create an illusion of movement in a sequence. Because our eyes can only retain
an image for approximately 1/10 of a second, when multiple images appear in
fast succession, the brain blends them into a single moving image.
TYPES
1. Traditional Animation
2. Path Animation
3. 2D(Vector)
4. 3D
Advantage of Animation
1. Increases learning effectiveness
2. Gains and holds attention
3. More appealing
4. Reduces training cost.
5. Easy to use
6. Give information to individuals
7. Provides high quality of presentations
8. Multi-sensorial
9. Integrated and interactive
10. Can be used as a wide variety of audience
11. Entertaining and educational
Disadvantages of animation
1. Limited Color Pattern
2. Editing Is Not Possible
3. Internet Connection Matters
4. Takes a lot of effort to create even a basic animation
5. Needs skill in using the animation software such as Flash.
6. Too much animation on a page can be distracting and even annoying - for
example too many animated adverts on a page
7. Can take up a lot of bandwidth, so will take too long to show over a slow
internet connection
8. Needs the correct 'add-in' to view the file format
2.Explain Types of Animation

1.Traditional Animation
 This is one of the oldest types of animation in film. It’s sometimes called cel
animation. Traditional animation involved animators drawing by hand for each
and every frame. If you love the feel of pencils on a paper, then the traditional
approach is very fascinating. Traditional animation is creating the drawings one
by one on the frame. 2D animation involves creating numerous drawings then
feeding into a plastic cells, hand painting them and create the animated
sequence on a painted background image. Traditional Aniamtion Movies :
Snow White and the Seven Dwarfs, Peter Pan, and Sleeping Beauty, Aladdin.
 It is used by advertising companies to screen pre-production of advertisement
where several sequential images were drawn by hand and screen to create the
illusion of movement. Traditional animation is sometimes called hand-drawn
animation or cel animation and, for most of the 20th Century, many popular
animated films were created this way. It was a lengthy process. Thousands of
pictures were drawn entirely by hand on acetate sheets, or cels, with each cel
being slightly different from the one before it. Each cel was photographed onto
a separate frame of film so that when the filmreel was played, the animation
moved. This form of animation could also be combined with live-action video
by placing the cels on top of the film. 13 This technique was popular in the late
80s and early 90s, and was used in films such as Space Jam and Who Framed
Roger Rabbit.
 Traditional animation takes a lot of artistic skill and has many different artistic
styles: Disney’s films are very recognisable and considered quite realistic,
whilst Studio Ghibli characters have a distinctive anime look. More stylistic
drawings were used for many cartoon programmes, such as The Flintstones,
and the Beatles’ Yellow Submarine used a pop-art style that was popular at the
time it was made. The music video for the song “Take On Me” by A-ha is a
good example of another style of traditional animation called rotoscoping,
which used a live-action recording as a template for animation.
 In this video, a very simple pencil-sketch style was used. In fact, any style of
art can be turned into animation. Although this traditional animation became
unnecessary when digital techniques were invented, some modern animators,
such as those who worked on the 2010 film The Illusionist, still choose to use
this form
2.Path Animation

The process of animating one or more objects moving along a defined three-
dimensional path through the scene is known as path animation. The path is called
a motion path, and is quite different from a motion trail, which is used to edit
animations.
Path animations can be created in two ways:
• Create a path with a curve tool or identify an existing path, and attach the
object to the path.
• Move the object through a series of locations in the scene, creating a path
through these locations.
The animated object by default maintains a consistent orientation to the path along
the full length of the path. After creating the basic path animation, you can refine it
in various ways, as follows:
• Reshape the path.
• Change the orientation of the object to the path along the whole path, or in
specific parts of the path.
• Animate the object so that it deforms (bends) around curves in the path.
• Change the object's speed of movement along the whole path, or in specific
parts of the path.
Ex:Bouncing Ball
3.2D (Vector)
 2D (Vector)
 2D animation can fall under traditional animation like most early Disney
movies — Pinocchio, Beauty and the Beast, etc. But there is something called
Vector-based animation that can be 2D without being traditional.
 With Vector-based, the motion here can be controlled by vectors rather
than pixels. So, what the heck does that mean?
 Images with familiar formats like JPG, GIF, BMP, are pixel images. These
images cannot be enlarged or shrunk without affecting image quality. Vector
graphics don’t need to worry about resolution. Vectors are characterized by
pathways with various start and end points, lines connecting these points to
build the graphic. Shapes can be created to form a character or other image.
Below is an example.
 Vector-based animation uses mathematical values to resize images, so motion
is smooth. They can re-use these creations so the animator doesn’t need to keep
drawing the same characters over and over again. You can move around these
vectors and animate that way.
4.3D animation
3D animation is the process of creating moving images in a three-dimensional (3D)
environment, giving the illusion that these digital objects are moving through a 3D
space.
3D animation is the process of creating moving three-dimensional images in a digital
context. These visuals are made using 3D software, allowing animators to create
computerized objects that look 3D even though they’re on a 2D surface. Through
visual effects and precise timing, animators can make anything from a video game
character to a car in an advertisement look like it’s moving through a three-
dimensional space.
3D animation is created by using different software programs and tools like Maya,
Blender, and 3ds Max to create 3D animation.
First, an artist must build 3D models, or “meshes,” which are then rigged with a
skeleton or “armature” system. The rigged models can then be manipulated and
animated according to the animator’s vision. The animation is then rendered as a
sequence of images, typically at 30 frames per second. When the animation is played
back in succession it creates the illusion of motion, a virtual three-dimensional
environment, or "world." This world can be populated with various 3D objects,
including characters, props, and scenery.
3.Explain Principles of Animation

Disney's twelve basic principles of animation were introduced by the Disney


animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of
Life: Disney Animation. But the principles are based on the work of Disney
animators from the 1930s onwards, in their quest to produce more realistic
animations.
The main purpose of these principles was to produce an illusion that cartoon
characters adhered to the basic laws of physics, but they also dealt with more
abstract issues, such as emotional timing and character appeal. The book has been
referred to by some as the "Bible of animation", and some of its principles have
been adopted by traditional studios. In 1999, The Illusion of Life was voted the
number one "best animation book of all time" in an online poll done by Animation
World Network. Though originally intended to apply to traditional, hand-drawn
animation, the principles still have great relevance for today's more prevalent
computer animation.
Before doing animation, every animator should follow these principles to create a
good animation. These principles was evolved from past animation techniques but
these principle are also very useful and essential for doing animation These
principle are also applicable on present computer animations.
The 12 principles of animation
1. Squash and stretch.
2. Anticipation.
3. Staging.
4. Straight ahead action and pose to pose.
5. Follow through and overlapping action.
6. Slow in and slow out.
7. Arc.
8. Secondary action.
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
1.Squash and stretch: The squash and stretch principle is considered the most
important of the 12 principles of animation. When applied, it gives your animated
characters and objects the illusion of gravity, weight, mass and flexibility. Think
about how a bouncing rubber ball may react when tossed into the air: the ball
stretches when it travels up and down and squishes when it hits the ground. When
using squash and stretch, it's important to keep the object's volume consistent. So
when you stretch something it needs to get thinner, and when you squash
something it needs to get wider.
2.Anticipation: Anticipation helps to prepare the viewer for what's about to
happen. When applied, it has the effect of making the object's action more
realistic. Consider how if might look if you were to jump in the air without
bending your knees, or perhaps to throw a ball without first pulling your arm back.
It would appear very unnatural (it may not even be possible to jump without
bending your knees!). In the same way, animating movements without a flicker of
anticipation will also make your motion seem awkward, stale and lifeless.
3. Staging: Staging in animation is a lot like composition in artwork. What we
mean by that is, you should use motion to guide the viewer's eye and draw
attention to what's important within the scene. Keep the focus on what's important
within the scene, and keep the motion of everything else of non-importance to a
minimum.
4. Straight ahead action and pose to pose: There are two ways to handle drawing
animation: straight ahead and pose to pose. Each has its own benefits, and the two
approaches are often combined. Straight ahead action involves drawing frame-
by-frame from start to finish. If you're looking for fluid, realistic movements,
straight ahead action is your best bet. With the pose to pose technique, you draw
the beginning frame, the end frame, and a few key frames in-between. Then
you go back and complete the rest. This technique gives you a bit more control
within the scene and allows you to increase the dramatic effect of the motion.
5. Slow in and slow out: The best way to understand slow in and slow out is to
think about how a car starts up and stops. It will start moving slowly, before
gaining momentum and speeding up. The reverse will happen when the car brakes.
In animation, this effect is achieved by adding more frames at the beginning and
end of an action sequence. Apply this principle to give your objects more life.
6. Follow through and overlapping action: When objects come to a standstill
after being in motion, different parts of the object will stop at different rates.
Similarly, not everything on an object will move at the same rate. This forms the
essence of the fifth of Disney's principles of animation. If your character is running
across the scene, their arms and legs may be moving at a different rate from their
head. This is overlapping action. Likewise, when they stop running, their hair will
likely continue to move for a few frames before coming to rest – this is follow
through. These are important principles to understand if you want your animation
to flow realistically.
07. Arc: When working in animation, it's best to stick with the laws of physics.
Most objects follow an arc or a path when they're moving, and your animations
should reflect that arc. For example, when you toss a ball into the air, it follows a
natural arc as the effects of the Earth's gravity act upon it.
08. Secondary action: Secondary actions are used to support or emphasise the
main action going on within a scene. Adding secondary actions help add more
dimension to your characters and objects. For instance, the subtle movement of
your character’s hair as they walk, or perhaps a facial expression or a secondary
object reacting to the first. Whatever the case may be, this secondary action
should not distract from the primary one.
09. Timing: For this principle of animation we need to look to the laws of physics
again, and apply what we see in the natural world to our animations. In this case,
the focus is on timing. If you move an object more quickly or slowly than it would
naturally move in the real world, the effect won't be believable. Using the correct
timing allows you to control the mood and the reaction of your characters and
objects. That's not to say you can't push things a little (especially if you're creating
an imaginary world) – but if you do, be consistent.
10. Exaggeration: Too much realism can ruin an animation, making it appear
static and boring. Instead, add some exaggeration to your characters and objects to
make them more dynamic. Find ways to push the limits just beyond what's
possible, and your animations will pop.
11. Solid drawing: You need to understand the basics of drawing. This includes
knowing how to draw in three dimensional space and understanding form and
anatomy, weight and volume, and lights and shadows. While you can push the
limits here, too, it's important to remain consistent. If your world has wonky doors
and a warped perspective, keep that perspective throughout the entire animation.
Otherwise, things will fall apart.
12. Appeal: Your characters, objects, and the world in which they live need to
appeal to the viewer. This includes having an easy-to-read design, solid drawing,
and a personality. There is no formula for getting this right, but it starts with strong
character development and being able to tell your story through the art of
animation.
4.Brief the concept of Animation Techniques
1. Morphing
2. Onion skinning
3. Motion Cycling
4. Color cycling
5. Masking
6. Flip book animation
7. Adding sound
8. Rotoscoping and bluescreening
4.4.1 Keyframes And Morphing
4.4.1.1.Morphing
4.4.1.2.tweening
4.4.2 Kinematics And Inverse Kinematics
4.4.2.1 Terminologies
Articulated Body
Joints
Inboard And Outboard
End Effector
Articulations And Poses
4.4.2.2 Forward Kinematics
4.4.2.3 Inverse Kinematics
4.4.3 Hand Drawn
4.4.4 character rigging
4.4.5 Vector animation
4.4.6 Stop Motion
4.4.7 Motion Graphics
4.4.8 Fluid Simulation
4.4.9 Skeletal Animation
4.4.10 Skinning
1. Morphing: Morphing is an animation function which is used to transform
object shape from one form to another is called Morphing. It is one of the most
complicated transformations. This function is commonly used in movies, cartoons,
advertisement, and computer games.
Types of morphing in animation
1. Morphing at max speed
2. Direct morphing
3. 3D morphing
The process of Morphing involves three steps:
In the first step, one initial image and other final image are added to morphing
application as shown in fig: Ist & 4th object consider as key frames.
The second step involves the selection of key points on both the images for a
smooth transition between two images as shown in 2nd object.
3. In the third step, the key point of the first image transforms to a
corresponding key point of the second image as shown in 3rd object of the
figure.
2.onion skinning is a technique used in creating animated cartoons and editing
movies to see several frames at once. This way, the animator or editor can make
decisions on how to create or change an image based on the previous image in the
sequence.
1. Onion skinning is a 2D animation technique. In the making of traditional
animations, artists draw on very thin papers and place the papers on a light
source.
2. Onion skinning is a 2D animation technique used in creating animated cartoons
which allows you to see several frames at once. It shows semi-transparent
copies of drawings on either side of your current frame. This way, the animator
can make decisions on how to create or change an image based on the previous
image in the sequence.
3.Motion Cycling
Cycle animation is used to create a sequence that can be repeated over and over
like flags waving, character running, etc. This technique is applicable to computer
animation and 2D animation.
4.Color Cycling
Color cycling, also known as palette shifting or palette animation, is a technique
used in computer graphics in which colors are changed in order to give the
impression of animation. This technique was used in early video games, as storing
one image and changing its palette requires less memory and processor power than
storing multiple frames of animation.
Color cycling is powered by changing specific colors in a color pallet that gives
the illusion of animation. To quote Mark Ferrarri: At the simplest, most basic
level, color cycling creates the illusion of animated movement in pretty much the
same way light bulbs on a theater marquee do.
5.Masking
Masking allows you to discard some of the animation data within a clip,
allowing the clip to animate only parts of the object or character rather than the
entire thing. A good example of this would be a character with a throwing
animation. Masking can be applied to animation clips either during import
time, or at runtime. Masking during import time is preferable, because it allows
the discarded animation data to be omitted from your build, making filesize and
memory footprint smaller. It also makes for faster processing speed because there
is less animation data to be blended at runtime. In some cases, import masking
may not be suitable for your purposes, in which case you can apply a mask at
runtime by using the layer settings of the Animator Controller. This page relates to
masking in the import settings.
6.Kineograph / Flip Book
It is a booklet with a series of images that very gradually change from one
page to the next, so that when the pages are viewed in quick succession, the
images appear to animate by simulating motion or some other change. Often, flip
books are illustrated books for children, but may also be geared toward adults and
employ a series of photographs rather than drawings. Flip books are not always
separate books, but may appear as an added feature in ordinary books or
magazines, frequently using the page corners. Software packages and websites are
also available that convert digital video files into custom-made flip books. The
first flip book appeared in 1868 when it was patented by John Barnes Linnett
under the name kineograph (Latin for “moving picture”). His kineograph was the
first form of animation to use a linear sequence of images – like a booklet – rather
than circular drums.
7.ADDING SOUND
Adobe Animate offers several ways to use sound. Make sounds that play
continuously, independent of the Timeline, or use the Timeline to synchronize
animation to a sound track. Add sounds to buttons to make them more interactive,
and make sounds fade in and out for a more polished sound track.
There are two types of sounds in Animate: event sounds and stream sounds. An
event sound must download completely before it begins playing, and it continues
playing until explicitly stopped. Stream sounds begin playing as soon as enough
data for the first few frames has been downloaded; stream sounds are synchronized
to the Timeline for playing on a website.
If you are creating Animate content for mobile devices, Animate also lets you
include device sounds in your published SWF file. Device sounds are encoded in
the device’s natively supported audio format, such as MIDI, MFi, or SMAF.
8.Rotoscoping is an animation technique that animators use to trace over motion
picture footage, frame by frame, to produce realistic action. Originally, live-action
movie images were projected onto a glass panel and traced onto paper. This
projection equipment is referred to as a rotoscope, developed by Austrian-
American animator Max Fleischer. This device was eventually replaced by
computers, but the process is still called rotoscoping.
In the visual effects industry, Rotoscoping is the technique of manually creating
a matte for an element on a live-action plate so it may be composited over another
background. Chroma key is more often used for this, as it is faster and requires less
work, but Rotoscoping provides a higher level of accuracy and is often used in
conjunction with Chroma-keying. It may also be used if the subject is not in front
of a green (or blue) screen, or for practical or economic reasons.
blue screen
A blue screen is a special type of background used in film. It's a bright blue color
that helps animators add different images and characters to a scene. When they're
done, the blue color can be easily removed or replaced with another background.
This makes it easier for animators to create cool and exciting animations
Blue screen, also known as Chroma Keying or Green Screen (and sometimes other
clours), is a technique commonly used in stop-motion animation and filmmaking
to create scenes that would normally be impossible or too expensive to shoot in
real life. The technique involves replacing a specific color (usually blue or green)
in the background with a different image or footage. This allows animators and
filmmakers to composite different layers of animation and create special effects.
In animation, blue screen is often used when animating characters that need to
interact with real-life objects or people. By filming the scene with a blue screen
background, animators can easily select and remove the background and replace it
with a different background. This process requires careful planning and attention
to detail to ensure that the final product looks seamless and realistic.

5.Explain the virtual Reality


 4.5.1 Three I’s of virtual reality experience design
 4.5.2 Components of a VR system.
 4.5.3 Application of VR
 Virtual Reality (VR) is a computer-generated environment with scenes and
objects that appear to be real, making the user feel they are immersed in their
surroundings. This environment is perceived through a device known as a
Virtual Reality headset or helmet. VR allows us to immerse ourselves in video
games as if we were one of the characters, learn how to perform heart surgery
or improve the quality of sports training to maximise performance.
 Although this may seem extremely futuristic, its origins are not as recent as we
might think. In fact, many people consider that one of the first Virtual Reality
devices was called Sensorama, a machine with a built-in seat that played 3D
movies, gave off odours and generated vibrations to make the experience as
vivid as possible. The invention dates back as far as the mid-
1950s. Subsequent technological and software developments over the
following years brought with them a progressive evolution both in devices and
in interface design.
Advantages of Virtual Reality (VR)
• Immersive learning
• Create an interactive environment
• Increase work capabilities
• Offer convenience
• One of the most important advantages of VR is that it helps you to create a
realistic world so that the user can explore the world.
• Virtual reality in the education field makes education more easy and
comfortable.
• Virtual reality allows users to experiment with an artificial environment.
Disadvantages of Virtual Reality
• VR is becoming much more common, but programmers will never be able to
interact with virtual environments.
• The escapism is common place among those that use VR environments, and
people start living in the virtual world instead of dealing with real-world issues.
• Training with a VR environment never has the same result as training and
working in the real world. This means if somebody done well with simulated
tasks in a VR environment, there is still no guarantee that a person doing well
in the real world.
• Three I’s of virtual reality experience design
Immersion
 Immersion is what makes VR feel real to the audience. Each time, whether it is
product visualization or branded experience project, we adjust format and find
exciting ways to take people into new worlds.
 Research shows that giving the user a real-time perception of being physically
present in a virtual environment and a possibility to interact with it without
disruptions, translates directly into increased comfort and sympathy towards
the brand providing such experiences.
Interaction
 In terms of functionality, VR is responsive to the user’s input – gestures, verbal
commands, head movement tracking etc. Why does it matter for businesses?
 For example, every product in a virtual clothing store can be interacted and
manipulated with using either controllers or by gazing at certain points in the
created environment. That way, experience is brought to a new level – from
passive observation (looking at photos of products on a website) to active
participation (being in the first row of a fashion show). Also, customer’s
interactions in the virtual world can be tracked and used as a tool to understand
customer’s needs and influence buying decision process.
Imagination
 VR is the newest medium to tell a story and experience it, which gives an
infinite number of possibilities for marketing. The user’s mind capacity makes
it possible to perceive non-existent things and create the illusion of them being
real. Virtual experience can be designed to unfold a story, step inside a dream
or a vision, enter a game or experience product from the inside. Through VR,
businesses can influence emotions and decisions or bring back memories. Why
does it all matter for Virsabi?
 At Virasbi we work together with companies to find the right fit to connect
their core business with VR. Then, we craft the right user experience, so that
our genius VR development team can bring it to life.
 Components of a VR system.

6.Application of VR
Education
 Education is a field where effective learning is possible with proper examples
by which students can get more benefits. While learning science, it is
impossible to give examples or elaborate concepts in a practical way according
to students’ understanding. Technologies like Virtual reality help to solve this
problem in a cool way! With the help of VR, we can create virtual Reality or an
environment in which some scientific processes occur. The concept of space
and planets can also be described effectively using VR appliances. So tech
companies build and develop educational devices and software using VR/AR to
make changes in the learning process in schools and higher studies.
Entertainment
 The entertainment industry is highly affected by VR technology. It is used in
movies to enhance the experience for the audience. Disney world movie
characters are created, and people can talk with them virtually with the help of
VR tech. Using this technology, people can experience thrilling experiences in
concerts and museums. Some virtual parks are where people go to entertain
themselves, which is one of the exciting and interesting pieces of VR tech. This
tech also benefits theaters and the cinema world by using Virtual glasses,
which engage the audience for a long time in theaters to watch and enjoy full
movies.
Healthcare
 Virtual Reality plays an important role in healthcare sectors. VR gives
medicine specialists opportunities to practice their surgeries and understand
more concepts clearly. Students and doctors can practice more complicated
subjects and medical terms on VR with realistic experience, less cost, and risk-
free practice. Virtual Reality is also used for treating Mental Health issues in
people to treat anxiety, depression, panic attacks, and other issues. So in the
Healthcare sector, practitioners and patients benefit from VR tech.
Real Estate
 VR is tech that will completely change people’s views and perspectives toward
Real Estate Business. Virtual reality tech helps real estate marketers to improve
their marketing and impress customers by showing property in space with VR.
So it becomes easy for marketers to impress customers using this way of
marketing. Customers can also tell the sellers to improve the design or
architecture in any room by experiencing VR.
Business and Marketing
 VR is used in the business for making and understanding business models.
Business sectors like shopping, advertising, real estate, and many other areas
use Virtual Reality as a marketing strategy. VR can also be used in pre-
designing products and industrial sites to help industrialists and businessmen
correct mistakes and improve their projects or products.
Automotive Industry
 Many automobile companies use VR to study vehicles’ models for developing
and analyzing their mistakes. Many engineers and researchers are working on
AI and machine learning applications like robots and automated devices, which
require pre-planning and designing. So virtual Reality can also help to
understand and improve their projects and ideas or construction in a short time.
Architecture
 Architecture is a field where all projects should be done for realistic houses. So
VR helps architecture to imagine how any building or room will look using
virtual effects. People who are buying any property can also imagine which
type of chair will fit a hall or living room. Interior designers also do their work
with ease using this technology. Homeowners and designers can see their
future houses in virtual Reality.
Advertising Industry
 Advertising is one of the most important industries in marketing. With the help
of AR and VR, marketers can reach their customers efficiently. Ads with AR
effect can impress consumers and help build a brand in the business industry.
In this online era, marketers can use this amazing technology in digital
marketing to enhance their marketing strategy and brand establishment.
7.Discuss about Virtual Reality Devices
Virtual Reality Devices
• 3D Mouse: A 3D mouse is a control and pointing device designed for
movement in virtual 3D spaces. 3D mice employ several methods to
control 3D movement and 2D pointing, including accelerometers, multi-axis
sensors, IR sensors and lights.
• Optical Trackers: Visual devices monitors the user’s position. The most
common method for VR systems is to use one or multiple fixed video cameras
to follow the tracked object or person.
• Wired Gloves: This type of device, worn on the hands, is also known as cyber
gloves or data gloves. Various sensor technologies capture physical movement
data. Like an inertial or magnetic tracking device, a motion tracker attaches to
capture the glove’s rotation and global position data. The glove software
interprets movement. High-end versions provide haptic feedback or tactile
stimulation, allowing a wired glove to be an output device.
• Motion Controllers: These accessories allow users to act in mixed reality.
Controllers allow for fine-grained interaction with digital objects because they
have a precise position in space.
• Omnidirectional Treadmills (ODTs): This accessory machine gives users the
ability to move in any direction physically. ODTs allow users to move freely
for a fully immersive experience in VR environments.
• Smelling Devices: Smell devices are one of the newer accessories in the VR
world. Vaqso, a Tokyo-based company, offers a headset attachment that emits
odors to convey the size and shape of a candy bar. The fan-equipped device
holds several different smells that can change intensity based on the screen
action.

• 3D Mouse: A 3D mouse is a control and pointing device designed for


movement in virtual 3D spaces. 3D mice employ several methods to
control 3D movement and 2D pointing, including accelerometers, multi-axis
sensors, IR sensors and lights.
• Optical Trackers: Visual devices monitors the user’s position. The most
common method for VR systems is to use one or multiple fixed video cameras
to follow the tracked object or person.
• Wired Gloves: This type of device, worn on the hands, is also known as cyber
gloves or data gloves. Various sensor technologies capture physical movement
data. Like an inertial or magnetic tracking device, a motion tracker attaches to
capture the glove’s rotation and global position data. The glove software
interprets movement. High-end versions provide haptic feedback or tactile
stimulation, allowing a wired glove to be an output device.
• Motion Controllers: These accessories allow users to act in mixed reality.
Controllers allow for fine-grained interaction with digital objects because they
have a precise position in space.
• Omnidirectional Treadmills (ODTs): This accessory machine gives users the
ability to move in any direction physically. ODTs allow users to move freely
for a fully immersive experience in VR environments.
• Smelling Devices: Smell devices are one of the newer accessories in the VR
world. Vaqso, a Tokyo-based company, offers a headset attachment that emits
odors to convey the size and shape of a candy bar. The fan-equipped device
holds several different smells that can change intensity based on the screen
action.
Augmented Reality
• Augmented Reality and Virtual Reality is a technology that blends both virtual
and real-world using 3D images covering the digital content, creating an
association with the end-user.
• AR-VR has the ability to engage, furnish real-time data, and replicate true-to-
life exposure to the users. Monolith’s Diploma in AR-VR is a comprehensive
course that will provide skills to create innovative content. Students will get the
foundation of lighting, texture, and augmenting principles.
• Trainers will provide the best of the technology to cater needs of the industry
through theory and hands-on training to students in the studio at the academy.
Students will be trained in Unreal Engine, the real-time game engine to make
them industry-ready. Join Monolith to get the competitive edge over others in
AR- VR.

Augmented Reality Virtual Reality

The system augments the real-world Completely immersive virtual


scene environment

In AR User always have a sense of In VR, visual senses are under control
presence in the real world of the system

AR is 25% virtual and 75% real VR is 75% virtual and 25% real

This technology partially immerses This technology fully immerses the


the user into the action user into the action

AR requires upwards of 100 Mbps VR requires at least a 50 Mbps


bandwidth connection

No AR headset is needed. Some VR headset device is needed.

By using VR technology, VR user is


With AR, end-users are still in touch
isolated from the real world and
with the real world while interacting
immerses himself in a completely
with virtual objects nearer to them.
fictional world.

It is used to enhance both real and It is used to enhance fictional reality


virtual worlds. for the gaming world.

Advantages of Augmented Reality (AR)


• Offers individualized learning
• Fostering the learning process
• Wide variety of fields
• Offers innovation and continuous improvement
• Increase accuracy
• Augmented reality can be used to increase user knowledge and information.
• People can share experiences over long distances.
• Helps developers to build games that offer “real” experience to the user.
Disadvantages of Augmented Reality
• It is very expensive to implement and develop AR technology-based projects
and to maintain it.
• Lack of privacy is a major drawback of AR.
• The low-performance level of AR devices is a major drawback that can arise
during the testing phase.
• Augmented reality can cause mental health issues.
• Lack of security may affect the overall augmented reality principle.
• Extreme engagement with AR technology can lead to major healthcare issues
such as eye problems and obesity etc.
8.KEYFRAMES AND MORPHING
Each set of in-betweens are generated from the specification of two keyframes.
For complex scenes, we can separate the frames into individual components or objects
called cells, an acronym from cartoon animation.
A key-frame in animation is a drawing that defines the starting and ending points of
any smooth transition. The drawings are called "frames" because their position in time
is measured in frames on a strip of film. A sequence of key frames defines which
movement the viewer will see, whereas the position of the key frames on the film,
video or animation defines the timing of the movement. Because only two or three key
frames over the span of a second do not create the illusion of movement, the
remaining frames are filled with in betweens. With complex object transformations,
the shapes of objects may change over time. Examples are clothes, facial features,
magnified detail, evolving shapes, exploding or disintegrating objects, and
transforming one object into another object. If all surfaces are described with polygon
meshes, then the number of edges per polygon can change from one frame to the next.
Thus, the total number of line segments can be different in different frames.
4.4.1.1.Morphing
Transformation of object shapes from one form to another is called Morphing.
Morphing methods can be applied to any motion or transition involving a change in
shape. The example is shown in the below figure.Transformation of object shapes
from one form to the other is termed as morphing as short form of metamorphism.
This method can be applied to any of motion or transition relating a change in
shape.Given two key frames for an object transformation, we first adjust the object
specification in one of the frames so that the number of polygon edges (or the number
of vertices) is the same for the two frames

A straight-line segment in key frame k is transformed into two line segments in key
frame k +1. Since key frame k + 1 has an extra vertex, we add a vertex between
vertices 1 and 2 in key frame k to balance the number of vertices (and edges) In the
two key frames. Using linear interpolation to generate the in-betweens, we transition
the added vertex in key frame k into vertex 3‘ along the straight-line path shown in
Fig.
An example of a triangle linearly expanding into a quadrilateral given In Fig
The general pre processing rules for equalizing key frames in terms of either the
number of vertices to be added to a key frame. Suppose we equalize the edge count
and parameters Lk and Lk+1 denote the number of line segments in two consecutive
frames. We define, Lmax = max (Lk, Lk+1) Lmin = min(Lk , Lk+1) Ne = Lmax mod
Lmin Ns = int (Lmax/Lmin) The pre processing is accomplished by •Dividing Ne
edges of key framemin into Ns+1 section. •Dividing the remaining lines of key
framemin into Ns sections. For example, if Lk = 15 and Lk+1 = 11, we divide 4 lines
of keyframek+1 into 2 sections each. The remaining lines of keyframek+1 are left
intact.
If we equalize the vertices counts then the parameters Vk and Vk+1 are used to denote
the number of vertices in the two consecutive frames. In this case we define: Vmax =
max(Vk,Vk+1) Vmin = min( Vk,Vk+1) and Nls = (Vmax -1) mod (Vmin – 1) Np =
int ((Vmax – 1)/(Vmin – 1 )) Preprocessing using vertex count is performed by:
•Adding Np points to Nls line section of key-framemin. •Adding Np-1 points to the
remaining edges of key-framemin. For the triangle-to quadrilateral example, Vk = 3
and Vk+1 = 4. Both Nls and Np are 1, so we would add one point to one edge of key-
framek No points would be added to the remaining lines of keyframek+1 .
Simulating Accelerations Curve-fitting techniques are often used to specify the
animation paths between key frames. Given the vertex positions at the key frames, we
can fit the positions with linear or nonlinear paths. This figure illustrates a nonlinear
fit of key-frame positions. To simulate accelerations, we can adjust the time spacing
for the in-betweens

For constant speed (zero acceleration), we use equal-interval time spacing for the in-
betweens. Suppose we want n in-betweens for key frames at times t1 and t2 . The time
interval between key frames is then divided into n +1 subintervals, yielding an in-
between spacing of
We can calculate the time for any in-between as
Nonzero accelerations are used to produce realistic displays of speed changes,
particularly at the beginning and end of a motion sequence. We can model the start-up
and slowdown portions of an animation path with spline or trigonometric functions.
Parabolic and cubic time functions have been applied to acceleration modelling, but
trigonometric functions are more commonly used in animation packages.
To model increasing speed (positive acceleration), we want the time spacing between
frames to increase so that greater changes in position occur as the object moves faster.
We can obtain an increasing interval size with the function
Often, motions contain both speed-ups and slow-downs. We can model a combination
of increasing-decreasing speed by first increasing the in between time spacing, then
we decrease this sparing. A function to accomplish these time changes is
The time for the jth in-between is now calculated as:
with t denoting the time difference for the two key frames. Time intervals for the
moving object first increase, then the time ntervals decrease, as shown in next figure:
We can model decreasing speed (deceleration) with sinθ in the range 0<θ

4.4.1.2.tweening
4.4.1.2 Tweening is the process of creating the inbetweens, which are the images that
go between keyframes. Also known as 'inbetweeing,' the result in a smooth transition
between two keyframes that depict different points in an action. Tweening is
necessary to convey a sense of fluid movement with still images. Inbetweens are
typically considered less imperative than keyframes. Lead artists draw keyframes
while inbetweens are often handled by junior artists or assistants.
Tweening Characteristics:
• The drawings between keyframes
• Used to convey smooth motion
• Typically made by junior artists or assistants
Tweening, short for in-betweening, is a crucial stage in the animation process that we
can’t overlook.This technique involves generating intermediate frames between two
key images to create the illusion of movement.Artists create these key frames at
critical points to show the start and end positions of an object’s path.
But, it is the tweening process that fills in the sequence, fleshing out the action.In
traditional animation, tweening was done by hand, where junior animators would
meticulously draw the in-betweens for senior animators’ keyframes.
It was a time-consuming and skill-intensive job that played a massive part in the
classic animations we’ve grown to love.As technology has advanced, so has the
method of tweening; now, software can automatically generate those in-between
frames.
These tools have revolutionized the way animations are produced, saving time and
allowing for more complex movements.The quality of tweening can make or break an
animation.
When done correctly, it results in fluid, natural motion that can convey emotions and
add depth to the narrative.Poor tweening, on the other hand, can result in choppy or
unnatural movement that distracts from the story.
Some key benefits of tweening include:
• Smooth transitions between frames,
• Enhanced visual appeal with fluid movements,
• Increased efficiency in the animation process When we think of iconic
animations like Toy Story or The Lion King, the smoothness in character
movements is often because of effective tweening. Although invisible to the
audience when done right, it’s that seamless motion which hooks viewers, fully
immersing them in the animated world. Whether you’re creating a short film or
a full feature, mastering tweening is essential for bringing your story to life.
UNIT 5

PART – A

1. What is multimedia big data computing?


Multimedia big data brings tremen- dous opportunities for multimedia
applications and services—such as multimedia searches, recommendations,
advertisements, healthcare services, and smart cities. The need to compute such
massive datasets is transforming how we deal with multimedia computing.

2. Define Multimedia cloud computing.


In this new multimedia cloud computing paradigm, users can store and process
their multimedia data in the cloud in a distributed manner, eliminating the need for the
full installation of media application software on local computers or devices.

3. List various cloud service delivery models.


When looking for a cloud solution, the first step is understanding the
differences between the three common types of cloud delivery models, which are
commonly known by their acronyms: Software-as-a-Service (SaaS) Infrastructure-as-
a-Service (IaaS) Platform-as-a-Service (PaaS).

4. What is Multimedia cloud Storage?


Cloud storage is defined as a data deposit model in which digital information
such as documents, photos, videos and other forms of media are stored on virtual or
cloud servers hosted by third parties. It allows you to transfer data on an offsite
storage system and access them whenever needed.

5. What is Multimedia Streaming?


Streaming media is multimedia for playback using an offline or online media
player. Technically, the stream is delivered and consumed in a continuous manner by
a client, with little or no intermediate storage in network elements.
Streaming media is video or audio content sent in compressed form over the
internet and played immediately over a user's device, rather than being saved to the
device hard drive or solid-state drive.

6. What is Multimedia ontology?


Multimedia Ontology language (M-OWL) is an ontology representation
language that enables such perceptual modeling. It assumes a causal model of the
world, where observable media features are caused by underlying concepts.
In MOWL, it is possible to associate different types of media features in
different media format and at different levels of abstraction with the concepts in a
closed domain. The associations are probabilistic in nature to account for inherent
uncertainties in observation of media patterns. The spatial and temporal relations
between the media properties characterizing a concept (or, event) can also be
expressed using MOWL.

7. Define Buffer Management.


Storage and buffer management is the liaison to underlying system software
and manages retrieval and transmission of data to and from the user and the supported
storage mediums, including RAM and whatever non-volatile memory is supported by
the database.
8. What is Image Authentication in Multimedia?
Image authentication is the process of verifying image origin, integrity and
authenticity. In many situations, image authentication should allow reasonable image
editing, which does not introduce any wrong information against the original one.

As a result, Image authentication framework detect originality effectively


against attackers and malicious penetrations and consequently it prevents destroying
or modification of information content that is carried by digital image.

9. Define Broadcast Schemes.


The Broadcast mode and the Multicast mode, which allow operators to directly
broadcast content to either all subscribers or only to a specific group of subscribers,
respectively. The Multicast mode generally requires a subscription. Therefore,
additional phases of subscription, joining and leaving are needed. On the contrary, in
the Broadcast mode, MBMS service is available for all users in the broadcast area. For
instance, the Multicast mode remains available only with the GPRS while the
Broadcast mode is for both EPS and GPRS. The Broadcast mode prevents benefiting
in a dynamic way from the p-t-m bearer services, thus the Multicast mode for EPS can
be expected in the forthcoming 3GPP releases.

10. Define Cloud Deployment Model.


A cloud deployment model defines the cloud services you are consuming and
the responsibility model for who manages them. It defines your cloud architecture,
scalability of your computing resources, what you can change, the services provided
to you, and how much of the build you own. Cloud deployment models also define
relationships between the cloud infrastructure and your users (what users are allowed
to change or implement.)

11. What are the various cloud deployment models?

Public cloud
Private Cloud
Community Cloud
Hybrid Cloud

12. List the cloud computing characteristics.


The National Institute of Standards Technology (NIST) lists five essential
characteristics of cloud computing: on-demand self-service, broad network access,
resource pooling, rapid elasticity, and measured service.

13. State Surveillance Analytics.

Surveillance is the monitoring of behaviour, many activities, or information for


the purpose of information gathering, influencing, managing or directing.[1][2] This can
include observation from a distance by means of electronic equipment, such as closed-
circuit television (CCTV), or interception of electronically transmitted information
like Internet traffic. It can also include simple technical methods, such as human
intelligence gathering and postal interception.

Surveillance is used by citizens, for instance for protecting their


neighbourhoods. It is widely used by governments for intelligence gathering, including
espionage, prevention of crime, the protection of a process, person, group or object, or
the investigation of crime. It is also used by criminal organizations to plan and commit
crimes, and by businesses to gather intelligence on criminals, their competitors,
suppliers or customers. Religious organizations charged with
detecting heresy and heterodoxy may also carry out surveillance. Auditors carry out a
form of surveillance.

14. Features of Big Data Analytics

 Data wrangling and Preparation

 Data exploration

 Scalability

 Support for various types of Analytics

 Version control

 Data management

 Data Integration

 Data Governance
15. Some of the Big Data challenges.

Sharing and Accessing Data

Privacy and Security

Analytical Challenges

Technical challenges

16. Define Social networking

Social networking involves using online social media platforms to connect with
new and existing friends, family, colleagues, and businesses. Individuals can use
social networking to announce and discuss their interests and concerns with others
who may support or interact with them.

Businesses can use social networking to build a brand, sell products, grow a
customer base, and strengthen customer relationships and service.

Social networking may have certain disadvantages, but its benefits—including


giving individuals and companies a method to spread messages instantly—make it
a technology that will continue to be used and developed for years to come.

17. Advantages of Social Networking.

Social networking allows individuals to make and stay in contact with family and
friends that distance and lost connections would otherwise prohibit.People can also
connect with unknown individuals who share the same interests and develop new
relationships.

Social networking also allows companies to connect with new and existing
clients.Companies can create, promote, and increase brand awareness through
social media.

Companies can capitalize on customer reviews and comments promoting products,


services, and brands. The more customers post about a company, the more
valuable the brand authority can become. This can lead to greater sales and a
higher ranking by search engines.

Social networking can help establish a brand as legitimate, credible, and


trustworthy.Companies may use social networking to demonstrate the quality of
their customer service and enrich their relationships with consumers. For example,
if a customer complains about a product or service on X, the company may address
the issue immediately, apologize, and take action to make it right.

18. Disadvantages of Social Networking

Social networking can facilitate the spread of misinformation about individuals


and companies.Due to its online nature, falsehoods can spread like wildfire. This
became increasingly prevalent after 2012. One study found that misinformation is
70% more likely than factual information to be shared on X.8

The detrimental impact of misinformation can create a virtual headache for a


company's public relations (PR) department.The anonymous aspect of newfound
personal relationships requires caution.

Building and maintaining a company profile takes hours each week. Costs add up
quickly.Businesses need many followers before a social media marketing
campaign starts generating a positive return on investment (ROI). For example,
submitting a post to 15 followers does not have the same effect as submitting the
post to 15,000 followers.

19. Important smartphone features

Internet access.

A web browser.

The ability to sync more than one email account to a device.

Embedded memory.

A hardware or software-based QWERTY keyboard.

Wireless synchronization with other devices, such as laptop or desktop


computers.

The ability to download applications and run them independently.

Support for third-party applications.

The ability to run multiple applications concurrently.

Touchscreen.

Wi-Fi access.

A digital camera, typically with video capability.

Gaming.

Unified messaging.

Global positioning systems.

20. Multimedia Cloud Computing

cloud computing is the delivery of computing services—including servers,


storage, databases, networking, software, analytics, and intelligence—over the
internet (“the cloud”) to offer faster innovation, flexible resources, and
economies of scale. You typically pay only for cloud services you use, helping
you lower your operating costs, run your infrastructure more efficiently, and
scale as your business needs change.

Cloud computing is the on-demand access of computing resources—physical


servers or virtual servers, data storage, networking capabilities, application
development tools, software, AI-powered analytic tools and more—over the
internet with pay-per-use pricing. This model offers customers greater
flexibility and scalability compared to traditional on-premises infrastructure.

PART – B

1. Explain Multimedia cloud computing


cloud computing is the delivery of computing services—including servers, storage,
databases, networking, software, analytics, and intelligence—over the internet
(“the cloud”) to offer faster innovation, flexible resources, and economies of scale.
You typically pay only for cloud services you use, helping you lower your
operating costs, run your infrastructure more efficiently, and scale as your business
needs change.
Cloud computing is the on-demand access of computing resources—physical
servers or virtual servers, data storage, networking capabilities, application
development tools, software, AI-powered analytic tools and more—over the
internet with pay-per-use pricing. This model offers customers greater flexibility
and scalability compared to traditional on-premises infrastructure.
Cloud computing plays a pivotal role in our everyday lives, whether accessing a
cloud application like Google Gmail, streaming a movie on Netflix or playing a
cloud-hosted video game.
 Cloud computing has also become indispensable in business settings—from
small startups to global enterprises. Its many business applications include
enabling remote work by making data and applications accessible from
anywhere, creating the framework for seamless omnichannel customer
engagement, and providing the vast computing power and other resources
needed to leverage cutting-edge technologies like generative AI and quantum
computing.
 Cloud-based technology services are hosted at a remote data center managed
by a cloud services provider (CSP), and these resources are typically available
on a pay-as-you-go or a monthly subscription fee basis.
 Cloud training IBM Center for Cloud Training n-demand self service
 Cloud computing providers offer APIs that users access to requisition new
resources or scale existing resources whenever needed. Teams can automate
their infrastructure provisioning in a simple way with infrastructure as
code tools from the likes of Terraform and Ansible.
Characteristics of cloud computing
Broad network access
 Physical hardware location is a significant concern when delivering the optimal
end-user experience. Cloud computing provides a huge boon by offering
globally-distributed physical hardware, which allows organizations to
strategically provision location-targeted hardware.
Resource pooling
 Computing resources in a cloud infrastructure platform are dynamically
divided and allocated on demand. Since a cloud host’s physical machines are
dynamically provisioned and shared between multiple tenants, cloud hardware
is thoroughly optimized for maximum usage.
Rapid elasticity
 Cloud infrastructures can grow and shrink dynamically, allowing users to
request that their computational resources auto-scale with traffic demands.
Elasticity can happen on a per-machine basis, where an allocation of resources
grows to maximize the available machine resources, or multi-machine basis, in
which an application automatically scales to multi-networked machines.
Measured service
 Cloud infrastructure providers give detailed usage metrics that are used to
communicate usage costs. For example, Amazon Web Services
(AWS) provides usage for each service category in hourly or daily line items.
Cloud service providers generally take a utility style pay-as-you-go billing
model that is measured and delivered, so customers are charged for the exact
amount of computing resources used.
Cloud Delivery Models
 A cloud delivery model represents a specific, pre-packaged combination of
computing resources offered by a cloud provider. Each model is classified as a
different type of cloud service offering. The three main cloud delivery models
are:
• IaaS - Infrastructure as a Service
• PaaS - Platform as a Service
• SaaS - Software as a Service
• DaaS - Data as a Service

2. Types of cloud deployments

There are three primary types of cloud deployments. Each has unique benefits
and organizations often benefit from using more than one.
Public cloud
 Public clouds deliver computing resources -- servers, storage, applications, etc.
-- over the internet from a cloud service provider, such as AWS and Microsoft
Azure. Cloud providers own and operate all hardware, software, and other
supporting infrastructure.
Private cloud
 A private cloud is computing resources dedicated exclusively to an
organization. It can be physically located at an organization’s on-site data
center, or hosted by a cloud provider. A private cloud delivers a higher level of
security and privacy than public clouds by offering dedicated resources to
companies.
 Private cloud customers get the primary benefits of a public cloud, including
self-service, scalability, and elasticity, but with the added benefit of additional
control and customization. Plus, private clouds can have a higher level of
security and privacy because they are housed on private networks not
accessible to public traffic.
Hybrid cloud
 Hybrid clouds are a combination of private and public clouds (for
example, IBM Hybrid Cloud, powered by Red Hat), connected together with
technology that enables data and application to work together. Sensitive
services and applications can be kept in the secure private cloud while publicly-
accessible web servers and customer-facing endpoints can live in the public
cloud. Most popular third-party cloud providers offer a hybrid cloud model,
allowing users to combine private and public clouds to satisfy their needs. This
allows businesses greater flexibility to deploy the specific infrastructure
requirements of their application.

3. Explain media on demand


Media on demand (MOD) is a new generation of video on demand which not
only allows users to watch and listen to audio and video content such as movies
and TV shows, but also provides facilities including real-time information,
interactive games, attractions guidance, route information, advertising systems,
and services for shopping and ordering. Users can select content whenever they
want, rather than having to watch it at a specific broadcast time.
Advantages of Media-on-Demand Services
1. Convenience: Media-on-Demand services offer users the ability to access media
content at their convenience. Users can choose the content they want to watch or
listen to and when they want to access it.
2. Access to a wide range of content: Media-on-Demand services provide users
with access to a vast array of media content, including movies, TV shows, music,
and more.
3. Cost-effective: Compared to traditional cable or satellite TV services, Media-on-
Demand services can be more cost-effective, especially for users who do not want
to pay for channels they do not use.
4. Flexibility: Media-on-Demand services offer users flexibility in terms of the
devices they can use to access the content. Users can access the content on a
variety of devices, including smartphones, tablets, and smart TVs.
Disadvantages of Media-on-Demand Services
1. Dependence on the internet: Media-on-Demand services rely heavily on internet
connectivity. Poor internet connectivity can result in buffering and interruptions
while streaming media content.
2. Limited content availability: Some Media-on-Demand services may not have
the same range of media content available as traditional cable or satellite TV
services.
3. Subscription costs: While Media-on-Demand services can be cost-effective,
users may end up paying more if they subscribe to multiple services to access a
wide range of content.
Interactive television
Interactive television is a form of media convergence, adding data services to
traditional television technology. It has included on-demand delivery of content,
online shopping, and viewer polls. Interactive TV is an example of how new
information technology can be integrated vertically into established technologies
and commercial structures.
Interactive television (iTV) is the integration of traditional television technology
and data services. It is a two-way cable system that allows users to interact with it
via commands and feedback information. A set-top box is an integral part of an
interactive television system. It can be used by the viewer to select the shows that
they want to watch, view show schedules and give advanced options like ordering
products shown in ads, as well as accessing email and Internet.
A set-top box (STB), also known as a cable box or receiver and
historically television decoder, is an information appliance device that generally
contains a TV-tuner input and displays output to a television set and an external
source of signal, turning the source signal into content in a form that can then be
displayed on the television screen or other display device. They are used in cable
television, satellite television, and over-the-air television systems as well as other
uses.

4. Differentiate Social Networks/Online Social Networking.


Social networking involves using online social media platforms to connect with
new and existing friends, family, colleagues, and businesses. Individuals can use
social networking to announce and discuss their interests and concerns with others
who may support or interact with them.
Businesses can use social networking to build a brand, sell products, grow a
customer base, and strengthen customer relationships and service.
Social networking may have certain disadvantages, but its benefits—including
giving individuals and companies a method to spread messages instantly—make it
a technology that will continue to be used and developed for years to come.
Advantages
• Social networking allows individuals to make and stay in contact with family
and friends that distance and lost connections would otherwise prohibit.
• People can also connect with unknown individuals who share the same
interests and develop new relationships.
• Social networking also allows companies to connect with new and existing
clients.
• Companies can create, promote, and increase brand awareness through social
media.
• Companies can capitalize on customer reviews and comments promoting
products, services, and brands. The more customers post about a company, the
more valuable the brand authority can become. This can lead to greater sales
and a higher ranking by search engines.
• Social networking can help establish a brand as legitimate, credible, and
trustworthy.
• Companies may use social networking to demonstrate the quality of their
customer service and enrich their relationships with consumers. For example, if
a customer complains about a product or service on X, the company may
address the issue immediately, apologize, and take action to make it right.
Disadvantages
• Social networking can facilitate the spread of misinformation about individuals
and companies.
• Due to its online nature, falsehoods can spread like wildfire. This became
increasingly prevalent after 2012. One study found that misinformation is 70%
more likely than factual information to be shared on X.8
• The detrimental impact of misinformation can create a virtual headache for a
company's public relations (PR) department.
• The anonymous aspect of newfound personal relationships requires caution.
• Building and maintaining a company profile takes hours each week. Costs add
up quickly.
• Businesses need many followers before a social media marketing campaign starts
generating a positive return on investment (ROI). For example, submitting a post
to 15 followers does not have the same effect as submitting the post to 15,000
followers.

5. Explain content-based retrieval from libraries.

There have been a large number of different contentbased image


retrieval (CBIR) systems proposed in the last few years, either building on
prior work or exploring novel directions. One similarity among these systems is
that most perform feature extraction as the first step in the process, obtaining
global image features such as color, shape, and texture (Datta et al., 2005). One
of the most well-known CBIR systems is query by image content (QBIC),
which was developed by IBM. It uses several different features, including
color, sketches, texture, shape, and example images to retrieve images from
image and video databases. Since its launch in 1995, the QBIC model has been
employed for quite a few digital libraries or collections. One recent adopter is
the State

Hermitage Museum in Russia (www.hermitage. ru), which uses QBIC


for its Web-based digital image collection. Users can find artwork images by
selecting colors from a palette or by sketching shapes on a canvas. The user can
also refine existing search results by requesting all artwork images with similar
visual attributes. The following screenshots demonstrate how a user can do a
content-based image search with QBIC technology. In figure 2.1, the user
chooses a color from the palette and composes the color schema of artwork he
or she is looking for. Figure 2.2 shows the artwork images that match the query
schema.

There have been a large number of different contentbased image


retrieval (CBIR) systems proposed in the last few years, either building on
prior work or exploring novel directions. One similarity among these systems is
that most perform feature extraction as the first step in the process, obtaining
global image features such as color, shape, and texture (Datta et al., 2005). One
of the most well-known CBIR systems is query by image content (QBIC),
which was developed by IBM. It uses several different features, including
color, sketches, texture, shape, and example images to retrieve images from
image and video databases. Since its launch in 1995, the QBIC model has been
employed for quite a few digital libraries or collections. One recent adopter is
the State Hermitage Museum in Russia (www.hermitage. ru), which uses QBIC
for its Web-based digital image collection. Users can find artwork images by
selecting colors from a palette or by sketching shapes on a canvas.

The user can also refine existing search results by requesting all artwork
images with similar visual attributes. The following screenshots demonstrate
how a user can do a content-based image search with QBIC technology.
content-based audio retrieval (CBAR) is relatively new, and fewer research
projects on it can be found. In general, existing CBAR approaches start from
the content analysis of audio clips. An example of this content analysis is
extracting basic audio elements, such as duration, pitch, amplitude, brightness,
and band width
Content-based video retrieval (CBVR) is a more recent research topic
than CBIR and CBAR, partly because the digitization technology for video
appeared later than those for image and audio. As digital video Websites such
as YouTube and Google Video become more popular, how to retrieve desired
video clips effectively is a great concern. Searching by some features of video,
such as motion and texture, can be a good complement to the traditional text-
based search method.

One of the earliest examples is the VideoQ system developed by Chang


et al. (1997) of Columbia University (www.ctr.columbia.edu/VideoQ), which
allows a user to search video based on a rich set of visual features and spatio-
temporal relationships. The video clips in the database are stored as MPEG
files. Through a Web interface, the user can formulate a query scene as a
collection of objects with different attributes, including motion, shape, color,
and texture. Once the user has formulated the query, it is sent to a query server,
which contains several databases for different content features. On the query
server, the similarities between the features of each object specified in the
query and those of the objects in the database are computed; a list of video
clips is then retrieved based on their similarity values. For each of these video
clips, key-frames are dynamically extracted from the video database and
returned to browser.

The matched objects are highlighted in the returned key-frame. The user
can interactively view these matched video clips by simply clicking on the
keyframe. Meanwhile, the video clip corresponding to that key-frame is
extracted from the video database (Chang et al. 1997)

6. Explain Multimedia Streaming.

Streaming media
 Streaming media is multimedia for playback using an offline or online media
player. Technically, the stream is delivered and consumed in a continuous
manner by a client, with little or no intermediate storage in network
elements. Streaming refers to the delivery method of content rather than the
content itself.
 Distinguishing delivery methods from the media applies specifically
to telecommunications networks, as most of the traditional media delivery
systems are either inherently streaming (e.g., radio, television) or
inherently non-streaming (e.g., books, videotapes, audio CDs). There are
challenges with streaming content on the Internet. For example, users whose
Internet connection lacks sufficient bandwidth may experience pauses, lags, or
poor buffering of the content, and users lacking compatible hardware or
software systems may be unable to stream certain content. With the use of
buffering the content for just a few seconds in advance of playback, the quality
can be greatly improved.
 Livestreaming is the real-time delivery of content during production, much
as live television broadcasts content via television channels. Livestreaming
requires a form of source media (e.g., a video camera, an audio interface,
screen capture software), an encoder to digitize the content, a media publisher,
and a content delivery network to distribute and deliver the content.
 Streaming is an alternative to file downloading, a process in which the end-user
obtains the entire file for the content before watching or listening to it. Through
streaming, an end-user can use their media player to start playing digital
video or digital audio content before the entire file has been transmitted. The
term "streaming media" can apply to media other than video and audio, such as
live closed captioning, ticker tape, and real-time text, which are all considered
"streaming text".

Advantages of Streaming Media

Clear Sound and Picture


Unlike pirated sites, the video and audio quality of the movies are usually high.
You will be streaming the videos in HD.
Instant Viewing
You will get immediate access to the movies, even when you are on the road.
Some platforms
charge a flat monthly fee, and in return, you get full access to their
programming.
No Download Time
Streaming platforms have made it simpler for people to watch their favorite
shows without
worrying about download time. All you need is a stable internet connection for
you to watch any show.
No Need for Memory Space
Since there are no downloads involved, you don’t have to worry about running
out of disk space or memory space.
Downloading huge videos to your computer may take up vast spaces on your
computer, which may affect the
performances of your computer.
Instant Playback
In the infant stage of the internet, there was a requirement for webmasters to
include a link on their website if
they wanted to share a video with their visitors. The visitors had to download
the videos and watch them later on.
However, video streaming has changed all this as you can get instant playback.
Many Streaming Options
Streaming websites offer you a chance of choosing from their huge list of
options. There are no limits as to how many videos you can watch in a day, as
long as you have paid your subscription.

Disadvantages of Streaming Media

 Can Only be Done Online


The downside of streaming media from a website is that the videos are only
available online. The option limits access to the material to people who don’t
have an online presence.
 Internet Connection
Another disadvantage of streaming media from a website is that it requires a
stable internet connection. If you want the HD experience, you should have a
minimum of 2MBPS of internet connection, otherwise, you will experience
buffering and slow loading webpages.
 Online Security
There is a risk of losing your financial and personal details when buying a
subscription from untrusted platforms. However, some reputable sites are
taking a step further in ensuring your record security.

7. Multimedia Big Data Computing

Big data refers to data that is so large, fast or complex that it’s difficult or
impossible to process using traditional methods. The act of accessing and storing
large amounts of information for analytics has been around for a long time. But the
concept of big data gained momentum in the early 2000s when industry analyst
Doug Laney articulated the now-mainstream definition of big data as the three V’s:
 Volume. Organisations collect data from a variety of sources, including
transactions, smart (IoT) devices, industrial equipment, videos, images, audio,
social media and more. In the past, storing all that data would have been too
costly – but cheaper storage using data lakes, Hadoop and the cloud have eased
the burden.
 Velocity. With the growth in the Internet of Things, data streams into
businesses at an unprecedented speed and must be handled in a timely manner.
RFID tags, sensors and smart meters are driving the need to deal with these
torrents of data in near-real time.
 Variety. Data comes in all types of formats – from structured, numeric data in
traditional databases to unstructured text documents, emails, videos, audios,
stock ticker data and financial transactions.
Features of Big Data Analytics

1. Data wrangling and Preparation


2. Data exploration
3. Scalability
4. Support for various types of Analytics
5. Version control
6. Data management
7. Data Integration
8. Data Governance

Some of the Big Data challenges are:

1. Sharing and Accessing Data


2. Privacy and Security
3. Analytical Challenges
4. Technical challenges

Surveillance Analytics

Surveillance Analytics hope to stop the senselessness of violence, abuse and


criminal activity as much as possible while providing a welcoming
environment for entities whose lives depend on is to establish safe schools, a
safe workplace and a safer world.
Video surveillance, also known as CCTV (closed-circuit television) is the
monitoring of behaviour to get information, prevent crime or protect a process
via monitors. The majority of surveillance uses computer surveillance as a
method to drive the security network. They drive the cameras, store the data
and analyze the data gathered. So how do you set up a surveillance system and
how do you choose the necessary tools?
On this page, we will inform you of some different applications of surveillance
and which items you need to connect to set up a surveillance network. The
basis of what you need is the following:
• Video storage recorder
• A surveillance camera
• Video Management Software
• Monitors
• Analytics software, depending on the application
Security and Forensics

Increased Internet penetration has given exponential rise in sophisticated attacks on


Information Technology (IT) infrastructure. Attackers are gaining access to sensitive
information like credit card details and other financial information. Smartphone
attacks are growing in multiple folds. Also with the growth of 3G services and
business transactions using mobile phones, there is a substantial increase in mobile
malware. In order to make our IT infrastructure resilient against these threats, there is
a need for cutting-edge Research and Development efforts in Cyber Security. C-DAC
has been actively pursuing R & D in a number of sub-areas in Cyber Security domain.

8. Explain Cloud Delivery Models

 A cloud delivery model represents a specific, pre-packaged combination of


computing resources offered by a cloud provider. Each model is classified as a
different type of cloud service offering. The three main cloud delivery models
are:
• IaaS - Infrastructure as a Service
• PaaS - Platform as a Service
• SaaS - Software as a Service
• DaaS - Data as a Service

Types of cloud deployments

There are three primary types of cloud deployments. Each has unique benefits and
organizations often benefit from using more than one.
Public cloud
 Public clouds deliver computing resources -- servers, storage, applications, etc.
-- over the internet from a cloud service provider, such as AWS and Microsoft
Azure. Cloud providers own and operate all hardware, software, and other
supporting infrastructure.
Private cloud
 A private cloud is computing resources dedicated exclusively to an
organization. It can be physically located at an organization’s on-site data
center, or hosted by a cloud provider. A private cloud delivers a higher level of
security and privacy than public clouds by offering dedicated resources to
companies.
 Private cloud customers get the primary benefits of a public cloud, including
self-service, scalability, and elasticity, but with the added benefit of additional
control and customization. Plus, private clouds can have a higher level of
security and privacy because they are housed on private networks not
accessible to public traffic.
Hybrid cloud
 Hybrid clouds are a combination of private and public clouds (for example, IBM
Hybrid Cloud, powered by Red Hat), connected together with technology that
enables data and application to work together. Sensitive services and applications
can be kept in the secure private cloud while publicly-accessible web servers and
customer-facing endpoints can live in the public cloud. Most popular third-party
cloud providers offer a hybrid cloud model, allowing users to combine private and
public clouds to satisfy their needs. This allows businesses greater flexibility to
deploy the specific infrastructure requirements of their application.

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