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Digital Media Dr. Jim Rowan Chapter 2

Digital Media

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Digital Media. Dr. Jim Rowan Chapter 2. Roll Call using Banner. Project 1 preliminary. Details to be posted on the class projects page Podcast using Audacity Import music Do a voice-over Post the result on your wiki site. The Question:. How do you put stuff in a computer - PowerPoint PPT Presentation

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Page 1: Digital Media

Digital Media

Dr. Jim Rowan

Chapter 2

Page 2: Digital Media

Roll Call using Banner

Page 3: Digital Media

Project 1 preliminary

• Details to be posted on the class projects page

• Podcast using Audacity• Import music• Do a voice-over• Post the result on your wiki site

Page 4: Digital Media

The Question:

• How do you put stuff in a computer – so that you can manipulate it– so that you can send it– so that someone else can see and use it?

• How do you represent the real world in a digital world?

Page 5: Digital Media

The answer:

• Represent the real world as numbers

• Store the numbers

• Retrieve the numbers

• Display them in a form humans understand

Page 6: Digital Media

Today:

• Chapter 2 is a “first cut” of nearly all the material that will be covered in greater detail this semester

• About the real world

• About digital representationa

Page 7: Digital Media

File formats and extensions

• Indication to us (the humans) what kind of file this is

• Some software looks at the extension– so... some software will try to open files

with improper extensions– results in “file corrupted” error message– try it... change the extension from .doc

to .jpg

Page 8: Digital Media

File formats and extensions

• Some software looks at the data in the file for more definitive answer– important file-related information is encoded in the

data of the file• for example: some image formats have color tables to

reduce the size of the file• some video just saves the changes from one frame to

the next

Page 9: Digital Media

Numbering systems

• Humans: decimal– Humans: 10 fingers, 10 digits:– 0, 1, 2, 3, 4, 5, 6, 7, 8 & 9

• Computers: binary– Computers: 2 fingers, 2 digits– 0 & 1

Page 10: Digital Media

Binary Coding

• Data for a computer– zeros and ones, – off and on– false and true

• Data for humans– Coding schemes are used by humans to reduce

the volume of digits– Two coding schemes used

• Hexadecimal• ASCII

Page 11: Digital Media

Hexadecimal

• Humans and Computers: hexadecimal– Hexadecimal: 16 fingers, 16 digits– Humans organize 0s and 1s into groups of 4– These groups of 4 are can be represented by a

single hexadecimal digit– 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F

Page 12: Digital Media

ASCII

• Humans and Computers: ASCII– Made of two hexadecimal codes– One ASCII character - two hex codes– ASCII code for R (from text pg 317)

• hexadecimal: 52• binary: 0101 0010

Page 13: Digital Media

How to count using a different number of fingers

• 10 fingers: Counting in decimal – 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,– start over but put a 1 in the higher position

• 2 fingers: Counting in binary– 0, 1– start over but put a 1 in the higher position

• 16 fingers: Counting in hexadecimal – 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F– start over but put a 1 in the 1 higher position

Page 14: Digital Media

From the Real Worldto

Stuff on a computer• A note

– Paper and pen -> bits (0s and 1s)

• A picture– Reflected light -> bits (0s and 1s)

• A song– Pressure waves in air -> bits (0s and 1s)

• A video– Pressure waves in air and Reflected light -> bits (0s and 1s)

Page 15: Digital Media

Phenomena in the Real world: discrete vs continuous

• Things in the real world can be discrete• They either ARE or ARE NOT there• These things can be counted• Examples:

– The number of cars in the parking lot– The number of beans in a jar

Page 16: Digital Media

Phenomena in the Real world: discrete vs continuous

• Things in the real world can be continuous• Continuous can’t be counted, it must be

measured• Examples:

– Atmospheric pressure– Height of an ocean wave– Frequency of a sound wave

Page 17: Digital Media

But... computers can only count

• Discrete data is easy for a computer– count it and store it as a number

• Continuous data... not so much– music:

• measure the frequency & amplitude• encode as discrete

– pictures: • measure the amount of light and its color• encode as discrete

Page 18: Digital Media

[Switch to Mac] Play/show some stuff

Text (using Text Edit)Audio (using Quicktime)Image (using Preview)Video (using Quicktime)

Open same stuff (using HexFiend) TextAudioImageVideo

(open and crop jayley and manOfScience)

Page 19: Digital Media

Note on paper

Page 20: Digital Media

Picture

Page 21: Digital Media

Song: fieldsOfGold.mp3

Page 22: Digital Media

Video

Page 23: Digital Media

Question...

• Computers only store 0s and 1s– They only store digits...

• So... • How does all this continuous stuff end up in a

computer so that we can save it and play it back?

• Continuous data must be converted to discrete data

Page 24: Digital Media

Converting Continuous (analog) data

to Discrete data• Requires two processes

– sampling - equally spaced– quantization - measuring at each sample

• Usually handled by – analog to digital converter– AKA A to D converter or ADC

Page 25: Digital Media

Digital back to the real world:– Display samples using “sample and hold”– Play the sample for the duration of the

sample time

Converting Discrete data back to

Continuous (analog) data

Page 26: Digital Media

But... How many samples?

Page 27: Digital Media
Page 28: Digital Media
Page 29: Digital Media

single sample

Page 30: Digital Media

single sample

Page 31: Digital Media

two samples

Page 32: Digital Media

two samples

Page 33: Digital Media

three samples

Page 34: Digital Media

three samples

Page 35: Digital Media

four samples

Page 36: Digital Media

four samples

Page 37: Digital Media

five samples

Page 38: Digital Media

five samples

Page 39: Digital Media

How frequently should I sample?

• too few– small file size (good)– not a faithful representation when replayed

• too many– large file size (bad)– excellent representation when replayed

• The Nyquist rate – twice as many samples as the frequency– ok file size– faithful representation when replayed

Page 40: Digital Media

Nyquist rate

• Why is the sample size used for audio CDs 44,000 samples per second?– Human hearing response is in the range of 0 to

22,000 cycles per second

• Why is the sample size used for audio CDs 44,000 samples per second?– Human hearing response is in the range of 0 to

22,000 cycles per second

Page 41: Digital Media

FieldsOfGold.mp3

• 4 minutes and 59 seconds long• 1,201,173 bytes in length

Does this make sense?• 4 minutes and 59 seconds long

– 299 seconds

• 44,000 samples per second (sample rate)• 16 bit samples (quantity stored for each

sample)

Page 42: Digital Media

FieldsOfGold.mp3

• 4’59 = 299 seconds long• 299 x 44,000 samples per second

= 13,156,000 bytes

• 13,156,000 x 2 bytes/sample– 26,312,000 bytes

• Should be 26.3 megabytes!• Why only 1.2 megabytes?• HMMMmmm...

Page 43: Digital Media

FieldsOfGold.mp3

• Why 26.3 megabytes not 1.2 megabytes?

• This is an MP3!

• Data COMPRESSION!

Page 44: Digital Media

Undersampling & VideoRetrograde Motion

Page 45: Digital Media

Further reading

• http://en.wikipedia.org/wiki/Nyquist_rate

• http://en.wikipedia.org/wiki/Sampling_%28signal_processing%29

• http://en.wikipedia.org/wiki/Mp3

Page 46: Digital Media

Sampling Artifacts

• Under-sampling (too few samples) of continuous data can produce undesired artifacts– audio distortion– jagged edges on images– Moire’ patterns on images– retrograde motion on video

Page 47: Digital Media

Sampling Artifacts (cont.)

• Not enough quantization levels when sampling continuous data can produce undesired artifacts

• Images– too few color: colors look artificial – loss of fine distinction– too few grey levels: gradients become steps– too few brightness levels: posterization

Page 48: Digital Media

Sampling Artifacts (cont.)

• Not enough quantization levels when sampling continuous data can produce undesired artifacts

• Audio– too few amplitude levels, quantization noise - hiss

• 8 bits (256 amplitude levels) produces discernable noise

• 16 bits (65536 amplitude levels) CD quality, no discernable hiss

– general sound “fuzziness”

Page 49: Digital Media

Multimedia Hardware Requirements

• Multimedia consumption?– requires only a lower powered machine

• Multimedia production?– requires a more powerful computer– consider “fields of gold.mp3”

• 26+megabytes of data uncompressed• 1.2 megabytes of data compressed

– images are produced in layers• then flattened for consumption

Page 50: Digital Media

Hardware requirements

• Video capture requires large areas of contiguous disk space

• Frequent disk defragmentation is required

• http://en.wikipedia.org/wiki/Defragmentation

Page 51: Digital Media

defragmentation black is occupied spacewhite is available space

memory before

memory after

largest contiguousspace is 5

largest contiguousspace is 11 and thereare 6 of these

Page 52: Digital Media

Hardware requirements: Form factor...

• screen real estate makes a difference– size is smaller? – can/should affect the format of the display

• cannot simply display the same page on – a desktop computer– a cell phone– a pda

Page 53: Digital Media

Hardware requirements Form factor...

Displayed unmodified

laptop display of my GGCwiki site

Treo

LGVX3400

Page 54: Digital Media

Hardware... RAID

• Redundant Array of Inexpensive Disks

• Designed as a hardware failsafe– multiple copies of the same data

• Can be used to speed data transfer– (you may need this in multimedia production)

• http://en.wikipedia.org/wiki/RAID

Page 55: Digital Media

RAIDredundant

94731990

94731990

94731990

94731990

94731990

94731990

94731990

94731990

94731990

disk #1

disk #2

disk #3

disk #4

disk #5

disk #6

disk #7

disk #8

Page 56: Digital Media

RAIDoverlapped(fast)

7

3

1

9

9

4

0

9

94731990

disk #1

disk #2

disk #3

disk #4

disk #5

disk #6

disk #7

disk #8

Page 57: Digital Media

Networks

• Local Area Network (LAN)– local routers, bridges, switches...

• Internet– Uses TCP/IP protocol (the rules your

communication must follow)– http://en.wikipedia.org/wiki/TCP/IP– you get access through an ISP

Page 58: Digital Media

Network access...

• dial up connection– phone modem– limited to 56,000 bps (bits, not bytes) max

downstream (internet to modem)– 33.6 kbps upstream (modem to internet)– rarely get these speeds

Page 59: Digital Media

Network access...

• ADSL – asymmetric digital subscriber line– over copper phone wires– limited to short distance from phone switch– 6.1 mbps (million bps) downstream– 640 kbps upstream

Page 60: Digital Media

Network access...

• Other options– Cable modem (also asynchronous)– satellite with phone (also asynchronous)– satellite alone (expensive but available in the boonies)– local wireless networks– high altitude tethered balloons– transmission over power lines

Page 61: Digital Media

Commercial internet users

• Provide web servers for others to put websites on

• Large commercial enterprises will have their own web server

• T1 connection 1.544 mbps

• T3 connection 44.7 mbps

Page 62: Digital Media

Servers & Clients...

• Clients consume internet content• Your browser is a client• Clients request content from servers

– by sending a server an HTTP://URL message which is a request for a web page

• Servers respond to requests for internet content– send requested web pages to Clients

• The content is sent in HTML code– HTML is interpreted by the client (browser) and displayed on your

machine

Page 63: Digital Media

Servers & Clients...

• URL is a human-readable name• uniform resource locator• takes the form www.amazon.com/newStuff/index.html • The domain name: www.amazon.com• The file you want to see is: newStuff.index.html• the name maps to a number called an IP address

• http://en.wikipedia.org/wiki/IP_address

Page 64: Digital Media

Servers & Clients...

• servers have fixed IPs so they are easy to find• your computer probably uses DHCP which is a

dynamic (changing) IP• An example: my IP right now (assigned through

dhcp) is: 10.0.106.91• my IPv6 address (new addressing scheme) is

fe80:0000:0000:0000:0211:24ff:fe8f:abb6

Page 65: Digital Media

yahoo.com(server)

235.01.30.564

The Internet

you at home running a browser

(client)DHCP:

walmart.com(server)

100.43.153.07

ggc.usg.edu(server)

145.67.33.73

Page 66: Digital Media

yahoo.com(server)

235.01.30.564

The Internet

you at homerunning a browser

(client)DHCP: 10.0.91.35

walmart.com(server)

100.43.153.07

ggc.usg.edu(server)

145.67.33.73

ISP

Page 67: Digital Media

yahoo.com(server)

235.01.30.564

The Internet

www.yahoo.com=

235.01.30.564

you at homerunning a browser

(client)http://www.yahoo.com

walmart.com(server)

100.43.153.07

ggc.usg.edu(server)

145.67.33.73

Page 68: Digital Media

yahoo.com(server)

235.01.30.564

The Internet

you at GGCrunning a browser

(client)DHCP:

walmart.com(server)

100.43.153.07

ggc.usg.edu(server)

145.67.33.73

Page 69: Digital Media

yahoo.com(server)

235.01.30.564

The Internet

you at GGCrunning a browser

(client)DHCP: 322.21.5.36

walmart.com(server)

100.43.153.07

ggc.usg.edu(server)

145.67.33.73

ISP

Page 70: Digital Media

yahoo.com(server)

235.01.30.564

The Internet

www.walmart.com=

100.43.153.07

you at starbucksrunning a browser

(client)HTTP://www.walmart.com

walmart.com(server)

100.43.153.07

ggc.usg.edu(server)

145.67.33.73

Page 71: Digital Media

MIME types

• Multipurpose Internet Mail Extension• Allows the transmission of more than

just ASCII text (like you’d expect in an email)

• MIME types are specified in the header• Huge variety of MIME types are allowed

– audio, images, video– compressed files

Page 72: Digital Media

A word about standards

• Standards allow cooperation • But standards require agreement• Works well during slow growth• But in a rapidly changing environment...

– frequently obsolete before adopted

• One company may dominate the market becoming the de-facto standard

Page 73: Digital Media

Questions?

Page 74: Digital Media