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This book provides a concise and comprehensive introduction to multimedia. It arose out of the need for material with a strong academic component, that is material related to scientific research.
Don't complain, and take the exam. After all it makes you aware of the rules governing the (broadband) digital highway.
themes and variations
In other words, either by developing the technology for extracting features or attributes from multimedia objects, or by applying content annotation for such objects, multimedia information retrieval should be considered as a necessary asset to make a multimedia web an effective information repository.
In multimedia applications, such as the digital dossier we introduce in chapter 10, the data representation must accomodate meta-information, to support effective navigation and search.
what do we have to learn?
... ...
I strongly believe that practical work is necessary,
also for academics,
to get a good grasp on multimedia and game development.
Even if your interest is purely intellectual,
it pays off to make your virtual hands dirty
and indulge in making a compelling presentation.
Amsterdam is the place where I live, and where our
students take their courses.
You may find it more convenient or natural to
replace Amsterdam with a location of your choice.
The questions are meant to test for insight,
that is the ability to discuss a somewhat broader theme,
and knowledge of concepts
and technology,
covering definitions, applications, historical facts, as well
as the technological infrastructure enabling the deployment
of multimedia applications.
intended audience(s)
The course notes were explicitly written for first year
Computer Science and Information Science students.
The Information Science students are expected to choose
the specialisation Multimedia and Culture, a curriculum
provided by the department of Mathematics and Computer Science
of the Faculty of Sciences of the VU University Amsterdam.
The course has a practical part and a theoretical part,
which in combination takes 2-4 weeks, full time study.
The book covers the theoretical part.
The online version gives a skeleton assignment that
may adapted by the one responsible for the course.
The online version contains all the material needed for
giving a multimedia course, that is
multimedia course part(s)
This book is the result of developing
the course notes for an introduction to multimedia
for first year Computer Science and Information Science students.
Hence, first of all, I like to thank the students that
had to endure all the rough drafts of this material,
and perhaps not to forget my experiment(s) with the presentation format
of it.
themes and variations
what do you need to learn
digital convergence
How did you succeed thus far?
If you did well, try the second round and test yourself in
what detail you have have knowledge about technologies
mentioned.
broadband communication
Finally, check to what extent you master the vocabulary
of multimedia information retrieval.
multimedia information retrieval
If you are working online, you may click back to the text in the book
that explains these notions.
Just to make sure whether your impression of familiarity was justified.
assignment(s)
assignment
examination
multimedia
This question can only be answered when the student
has a sufficient level of experience, insight and
knowledge of the field, and is able to relate theory and practice.
how to use this book
One additional remark may be made. This is (so to speak)
'a book with an attitude'. It is slightly authorative
and directive towards the students, telling them to learn
the facts and 'do the exam'.
Some students take refuge to learning the 'keywords and phrases'.
They are even helped in this respect, since the text uses
a 'graphic' layout to emphasize important points, and
to allow for a quick recognition of chunks of relevant material.
the artwork
about the author
about the book
Actually, as will become apparent when reading, the book is the result of a series of
revisions.
Since I started writing the book, the vision of digital convergence has become a reality,
game research has become a respectable academic discipline, and attention has
shifted from new media to cross media.
Moreover, the role of media in our society is subject to change as well.
With the Web 2.0, our information society is no loner passive, but part of
a participatory culture in which users contribute and ultimately control content.
And these developments are not likely to stop or slow down.
acknowledgements
references
The material in sections 4.3, 7.1, 7.3, chapter 8,
sections 9.3 and 10.2, and section 11.2 reflect
my own research efforts.
The other material has all been diligently collected
from (among others) the sources mentioned.
life is becoming digital
learning objectives
After reading this chapter you should be able to define the notion of multimedia, recount the history of digital entertainment, explain the concept of digital convergence, discuss the future of cyberspace, and speculate about the commercial viability of mobile multimedia.
We live in the digital era,
Some of us watch televion on our PCs, and may be even looking forward to watch television on their mobile phone. This is multimedia. For others, the PC is still a programmable machine. Being able to program it might earn you a living. Understanding multimedia, however, might even provide you with a better living.
In this chapter, we study what trends may currently be observed in the creation and delivery of multimedia information, and we explore what impact the digital revolution may have from a commercial perspective.
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concepts
technology
As a project, consider
the development of a Java-based mobile game
using J2ME, see
the artwork
The work of Marina Abramovic has a strong existential
flavor.
It has also served as the material for a case study
in developing a digital artist dossiers, the abramovic dossier,
discussed in section 10.2.
The work of Woody Vasulka is of a more experimental
character, and shows the joy of discovering
the possibilities of the, at the time, new
electronic and digital tools and materials.
everything must be intertwinkled
learning objectives
After reading this chapter you should be able to define information spaces in a precise manner, position the hypertextual capabilities of the web in a historical perspective, explain the difference between multimedia and hypermedia, and argue why computational support for narrative structure in multimedia applications is desirable.
However entertaining it might be presented to you, underlying every multimedia presentation there is an information space. That is to say, irrespective of the medium, there is a message. And being confronted with a message, we might want to inquire for more information.
In this chapter, we will define the notion of information space more precisely.
We will extend this definition to include information hyperspaces, by looking at the history of hypertext and hypermedia.
Finally, we will discuss visualisation as a means to present (abstract) information in a more intuitive way, and we will reflect on what is involved in creating compelling multimedia.
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concepts
technology
As a project, I suggest the development of a virtual tour
in a city, museum or other interesting locatoion.
the artwork
The work of Vasarely has served as an example
for many contemporary digital artists.
It is playful, mat may be characterized
also as formalist.
The highly aesthetic video work of Federico Campanale
who, as he told me was strongly influenced by vasarely
in his early years, shows a similar combination
of formalism and playfulness.
The interactive story by Rutger van Dijk has a rather different
atmosphere, it is highly romantic, with slick graphics.
The musea sites are included to point to the existence
of (an increasing number) of virtual tours.
without compression delivery is virtually impossible
learning objectives
After reading this chapter you should be able to demonstrate the necessity of compression, to discuss criteria for the selection of codecs and mention some of the alternatives, to characterize the MPEG-4 and SMIL standards, to explain the difference between MPEG-4 and MPEG-2, and to speculate about the feasibility of a semantic multimedia web.
Without compression and decompression, digital information delivery would be virtually impossible. In this chapter we will take a more detailed look at compression and decompression. It contains the information that you may possibly need to decide on a suitable compression and decompression scheme (codec) for your future multimedia productions.
We will also discuss the standards that may govern the future (multimedia) Web, including MPEG-4, SMIL and RM3D. We will explore to what extent these standards allow us to realize the optimal multimedia platform, that is one that embodies digital convergence in its full potential. Finally, we will investigate how these ideas may ultimately lead to a (multimedia) semantic web.
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concepts
technology
As a project, you may think of implementing for
example JPEG compression, following
the artwork
Both the costume designs and theatre scene designs of
the russian avantgarde movement are expressionist
in nature.
Yet, they show humanity and are in their own way very humorous.
The dance animation by Erica Russell, using
basic shapes and rhythms to express the movement of dance,
is to some extent both solemn and equally humorous.
The animations by Joan Gratch use morphing,
to transform wellknown artworks into other equally
wellknown artworks.
with DirectX 9 digital convergence becomes a reality
learning objectives
After reading this chapter you should be able to characterize the functionality of current multimedia platforms, to describe the capabilities of GPUs, to mention the components of the Microsoft DirectX 9 SDK, and to discuss how to integrate 3D and video.
Almost 15 years ago I bought my first multimedia PC,
with Windows 3.1 Media Edition.
This setup included a video capture card and a 4K baud modem.
It was, if I remember well, a 100 Mhz machine,
with 16 Mb memory and a 100 Mb
disk.
At that time, expensive as it was, the best I could afford.
Some 4 years later, I acquired a Sun Sparc 1 multimedia workstation,
with a video capture card and 3D hardware accelerator.
It allowed for programming OpenGL in C++ with the GNU gcc compiler,
and I could do live video texture mapping at a frame rate of about one per
second.
If you consider what is common nowadays, a 3Ghz machine with
powerful GPU, 1 Gb of memory, a 1.5Mb cable or ADSL connection
and over 100 Gb of disk space,
you realize what progress has been made over the last 10 years.
1 14
concepts technology
As a project, I suggest the development
of shader programs using
Rendermonkey
or the Cg Toolkit,
or a simple game in DirectX.
questions
4. multimedia platforms
projects & further reading
the artwork
The theme of the artwork of this chapter is realism.
In the documentary dutch light,
it was investigated whether the famous dutch light
in 17th century painting really existed.
The photographs shown here are a selection
of shots that were taken on particular locations
over a period of time.
However, as an art historian formulated it in the documentary:
dutch light is nothing but a bag of tricks
shared by dutch 17th century painters.
The examples from impasto demonstrated that, after all,
realism is an arbitrary notion.
information retrieval is usually an afterthought
learning objectives
After reading this chapter you should be able to describe scenarios for information retrieval, to explain how content analysis for images can be done, to characterize similarity metrics, to define the notions of recall and precision, and to give an example of frequence tables, as used in text search.
Searching for information on the web is cumbersome. Given our experiences today, we may not even want to think about searching for multimedia information on the (multimedia) web.
Nevertheless, in this chapter we will briefly sketch one of the possible scenarios indicating the need for multimedia search. In fact, once we have the ability to search for multimedia information, many scenarios could be thought of.
As a start, we will look at two media types, images and documents. We will study search for images, because it teaches us important lessons about content analysis of media objects and what we may consider as being similar. Perhaps surprisingly, we will study text documents because, due to our familiarity with this media type, text documents allow us to determine what we may understand by effective search.
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concepts
technology
As a project, you may implement simple
image analysis algorithms that, for example, extract
a color histogram, or detect the presence of
a horizon-like edge.
the artwork
The art opening this chapter belongs to
the tradition of 20th century art.
It is playful, experimental,
with strong existential implications,
and it shows an amazing variety of styles.
video annotation requires a logical approach to story telling
learning objectives
After reading this chapter you should be able to explain the difference between content and meta information, to mention relevant content parameters for audio, to characterize the requirements for video libraries, to define an annotation logic for video, and to discuss feature extraction in samples of musical material.
Current technology does not allow us to extract information automatically from arbitrary media objects. In these cases, at least for the time being, we need to assist search by annotating content with what is commonly referred to as meta-information.
In this chapter, we will look at two more media types, in particular audio and video. Studying audio, we will learn how we may combine feature extraction and meta-information to define a data model that allows for search. Studying video, on the other hand, will indicate the complexity of devising a knowledge representation scheme that captures the content of video fragments.
Concluding this chapter, we will discuss an architecture for feature extraction for arbitrary media objects.
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concepts
technology
As a project, think of implementing musical similarity matching,
or developing an application retrieving video fragments
using a simple annotation logic.
the artwork
Opening this chapter are examples of
design of the 20th century,
posters to announce a public event like
a theatre play, a world fair, or a festival.
In comparison to the art works
of the previous chapter,
these designs are more strongly expressive
and more simple and clear in their message.
Yet, they also show a wide variety of styles
and rethorics to attract the attention of the audience.
Both the faces and the mouth are examples of
using body parts in contemporary art.
The page of the comic book version of City of Glass,
illustrates how the 'logic' of a story can be visualised.
As an exercise, try to annoyaye the sequence of frames
from the City of Glass can be described
using the annotation logic you learned in this chapter.
The modern art examples should interesting by themselves.
effective retrieval requires visual interfaces
learning objectives
After reading this chapter you should be able to dicuss the considerations that play a role in developing a multimedia information system, characterize an abstract multimedia data format, give examples of multimedia content queries, define the notion of virtual resources, and discuss the requirements for networked virtual environments.
From a system development perspective, a multimedia information system may be considered as a multimedia database, providing storage and retrieval facilities for media objects. Yet, rather than a solution this presents us with a problem, since there are many options to provide such storage facilities and equally many to support retrieval.
In this chapter, we will study the architectural issues involved in developing multimedia information systems, and we will introduce the notion of media abstraction to provide for a uniform approach to arbitrary media objects.
Finally, we will discuss the additional problems that networked multimedia confront us with.
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concepts
technology
As a project, you may implement a multi-player
game in which you may exchange pictures and videos,
for example pictures and videos of celebrities.
the artwork
Opening this chapter are examples of dutch design,
taken from the book False Flat,
with the somewhat arrogant subtitle
why is dutch design so good?.
It is often noted that dutch design is original,
functional and free from false traditionalism.
Well, judge for yourself.
augmented virtuality acts as an intelligent looking glass
learning objectives
After reading this chapter you should be able to characterize the notion of virtual context, discuss the issue of information retrieval in virtual environments, explain what is meant about intelligent multimedia and discuss the potential role of intelligent agents in multimedia applications.
From a user perspective, virtual environments offer the most advanced interface to multimedia information systems. Virtual environments involve the use of (high resolution) 3D graphics, intuitive interaction facilities and possibly support for multiple users.
In this chapter, we will explore the use of (desktop) virtual environments as an interface to (multimedia) information systems. We will discuss a number of prototype implementations illustrating, respectively, how paintings can be related to their context, how navigation may be seen as a suitable answer to a query, and how we can define intelligent agents that can interact with the information space. Take good notice, the use of virtual environments as an interface to information systems represents a major challenge for future research!
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concepts
technology
As a project, I suggest the implementation of storytelling in virtual environments, with (possibly) an embodied agent as the narrator.
You may further explore or evaluate
the role of agents in multimedia applications
and virtual environments.
the artwork
Another sequence of dutch light, opening this chapter,
is meant to make you wonder about realism.
Is virtual reality less 'real'?
With a reference to section 2.3,
where I quoted
post-modern design allows for sampling
learning objectives
After reading this chapter you should be able to mention some basic rules of digital content creation, discuss what criteria your portfolio should meet, describe how you would approach the design of a logo, explain the notion of user-centered design, and characterize the issues that play a role in dveloping multimedia for theatre.
Whether your ambition is to become a professional designer or not,
also for students of information science
and computer science, a course in visual design is a must, I think.
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concepts technology
As a project, you may develop a dialog engine
for non-linear interactive story telling
or a collage generator, that produces
artworks from a collection of images.
questions
9. digital content creation
projects & further reading
the artwork
The artwork for this chapter is meant
to emphasize context.
The street logos opening this chapter,
as well as the work
of Mark veldhuijzen van Zanten and Geert Mul,
must be experienced in a context
to fully appreciate their meaning.
learn the craft, break through the magic of engineering
learning objectives
After reading this chapter you should be able to discuss the multimedia development process, to indicate the need for information system support in the cultural heritage domain, to characterize the notion of digital dossier, to provide solutions for navigating complex information spaces, and to discuss the data representation issues involved.
As you gather from reading this book, the field
of multimedia is widely divergent.
However, when you develop a multimedia application,
you will find that all topics treated so far will become
relevant.
There will be a need to mix multiple media formats.
You will have to find suitable codecs for your video.
You will be asked whether search is possible.
And, not the least important, you will have to balance
navigation and presentation.
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concepts technology
As a project, develop a data format for text, images
and video in XML,
and implement stylesheets in XSLT
to convert the format for display,
for example in HTML frames or using SMIL.
questions
10. application development
projects & further reading
the artwork
The artwork for this chapter is selected
to emphasize variety and experiment.
The collection of Montevideo contains a great
number of works from the early history of video art,
including the works of Nam June Paik and Bill Viola.
Yet, despite the experimental flavor
of these works, contemporary media art shows
a strong sense of context,
experience and communication,
as demonstrated for example in the tower of babel
project.
The issues of preservation we dealt with in this chapter, may now,
to conclude this chapter, be summarized as:
how do we preserve the context of experience
of contemporary media art?
immersion does not require illusion but involvement
learning objectives
After reading this chapter you should have an idea how to approach the development of a moderately complex game, and you should also be able to discuss the notion of immersion and argue why using game technology is relevant for serious applications.
Game playing is fundamental to human life.
Not only for entertainment, but also to acquire
the necessary skills for survival.
Game playing can take a variety of forms, but nowadays
the dominant game paradigm is undoubtedly the interactive video game,
to be played on a multimedia-enhanced PC or game console.
Currently, games are being (re) discovered
in the academic field, another serious areas of society,
as excellent means for both the transfer of knowledge and,
perhaps more importantly, for attitude change.
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concepts technology
As a project, develop a non-violent game using the Source SDK.
For example, you may develop an application that gives a community
of users access their personal collections of photographs.
questions
11. game technology for serious applications
projects & further reading
the artwork
The visual theme of this chapter is realism,
on the one hand expressed by a choice from
the work of the belgium artist Masereel,
as well as in the screenshots of VU Life, which present
a more or less realistic, that is recognizable rendering
of our faculty.
In the mean time, though, the restaurant has been rebuilt,
making our virtual restaurant outdated, within a year
after creating it.
Also the cartooneske style of Roy Lichtenstein may considered
to be strongly realistic, although in a slightly
different sense.
Finally, the nympheas of Monet represent
a realistic epos of his famous garden, and in some sense
an almost tragic attempt to express this in an artwork,
which only adds to the realism of art,
that is its vital role in our lives.
experience is determined by meaning
learning objectives
After reading this chapter you should have an understanding of the model underlying game playing, and the role of narratives in interaction. Furthermore, you might have an idea of how to define aesthetic meaning in a cultural context, and apply your understanding to the creative development of meaningful interactive systems.
As in music, the meaning of interactive applications is
determined, not only by its sensory appearance,
but to a high extent by the structure and functionality of the application.
This observation may, also, explain, why narratives become more and more important
in current video games, namely in providing a meaningful context
for possible user actions.
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concepts technology
As a project, explore the ways narratives may be constructed from
a collection of images.
Deploy the various editing facilities for providing
flashbacks, flashforwards, and other (temporal) relations
within storytelling.
questions
12. towards an aesthetics for interaction
projects & further reading
the artwork
The walking man is one of my favorate sculptures,
for over a long time.
It is also associated to the motto of part iv:
a journey of a thousand miles begins with the first step .
As an autobiographical note, the walking man, with
einzelganger superposed (in translation loner),
reflects the writing of topical media.
In particular, the image put in sequence, reminds me of
the repetitive complaints of my (former) superior at the faculty,
who over and over again told me that I was always
alone in my room, isolated, on an island.
I must admit there is a truth in this, as I felt that the
disciplines of software engineering and multimedia are widely divergent,
and in that sense I was on my own.
This book has undergone many rewritings, due partly to a clash
between the expectations of others and my own vision on multimedia.
And with a superior who emphasizes that he is "the boss",
but has no intellectual authority nor any inspirational leadership
whatsoever,
at least not in the area of multimedia and gane development,
there is really no other way than to go your own way.
So I did it my way, indeed, quoting Paul Anka's song,
made 'unforgettable' by Frank Sinatra.
media equation(s) 1/4
We regularly exploit the media equation for enjoyment by the willing suspension of our critical faculties. Theatre is the projection of a story through the window of a stage, and typically the audience gets immersed in the story as if it was real.
multimedia equation(s) 2/4
multimedia = presentation + context
multimedia equation(s) 3/4
where
multimedia equation(s) 4/4
perfect solutions
Much more than the art of turning base metals into gold, alchemy is a system of cosmic symbolism. The alchemist learns how to create within a sealed vessel a Model of the Universe in which the opposing complementary forces of Male and Female, Earth and Air, Fire and Water attain the perfect synthesis of which gold is the emblem.
multimedia engineering
"engineering is the art of moulding materials we do not wholly understand ... in such a way that the community at large has no reason to suspect the extent of our ignorance."
virtual reality interfaces for multimedia information systems
All aspect covered in this book contribute,
one way or another,
to that (implicit) research program that may be classified
under the heading of intelligent multimedia,
of which a tentative definition
is given in appendix C.
And, admittedly,
there are many aspects that are not covered,
in particular those that are related
to more advanced multimedia, virtual reality technology, and artificial inteligence.
Amsterdam, 2/9/2007
A. Eliëns
the skill(s) of relevance
Although certainly not meant as an anesthetic, and even though it is
arranged by, or at least refers to, topics, the intended meaning
is due to the motivation to write a book that is relevant
for the topics of (interest of) todays world.
And, although it may not teach you the actual skills necessary to survive in todays
world of multimedia and game development, it is certainly meant to help you
in acquiring the skill of relevence, see
(C) Æliens 23/08/2009
You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.