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19. Introduction to Multimedia
19.1 Introduction
Hypermedia is an acronym which combines the words ‘hypertext’ and ‘multimedia’.
The human mind does not operate in a strictly linear manner. Our train of thoughts
tend to form associations - when we think of something, we will also think of
something else that is related to it. We thus jump quickly from one topic to another
related piece of information. This what the hypertext paradigm offers. It attempts to
model this non-linear association with information repositories. Self-contained pieces
of information are linked together by natural or topical association rather than
organising them in the familiar paper-based book sequential structure.
Figure 19-1. Hypertext
A book or encyclopaedia nevertheless still allows the reader to ‘jump read’ to the
references or related topics section to find out more about a particular topic. Likewise,
the hypertext technology allows the reader to move from one location to another by
following the links that connect the topic of interest, only that it is much easier and
faster to browse through the electronic excerpts of hypertext documents than it would
be with a paper-based book. A word in an electronic document may be highlighted
and when the user selects the particular word, other documents containing the related
text are made immediately available to the user. More in-depth explanation about that
particular topic or an associated topic will be displayed. The term hypertext however
suggests that all information are in the form of basic text.
Multimedia, on the other hand, allows the use of information in other forms, such as
graphics, pictures, sound, animation, video, etc. It unites the different media to create
a single multisensory experience.
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Figure 19-2. Multimedia document
A multimedia computer system that can handle a multimedia document would
normally be a PC that is upgraded with kits such as a CD-ROM drive, a sound card, a
video card, microphones and speakers, and other specialised devices which are needed
for the computer to read CDs containing large files, produce high quality sounds,
capture and replay full motion pictures, etc. The system may be attached to scanners,
music keyboards, VCRs and other peripheral equipment. Multimedia technology spurs
many exciting applications in the home, education, entertainment, business,
government and industry.
Hypermedia has its roots in hypertext. It is an augmented (or generalised) hypertext
because it incorporates multimedia. Hypermedia thus enables the user to selectively
navigate through not only text, but virtually any kind of information that can be
electronically stored, such as digital pictures, graphics, sound, animation and video.
A hypermedia document, could for example, be an animated tour starting from an
image of a map, say of the island of Borneo, through to pictures of the rainforests
there. There could be a recorded voice-over narration, video clips on places, people or
animals of interest, simulations of the weather, etc. The user may click to different
parts of the display to get in-depth explanations from annotated text or track a subject
through a variety of topics via the links. All in all, it provides a very rich and visually
compelling presentation.
19.2 Media Object
Electronic documents are increasingly being written, read and disseminated.
Multimedia documents are composed with components such as music, photographs,
clip art, video clips, fractals or holograms. These components are the visible
manifestations of some type of data. Generally speaking, multimedia systems operate
with ‘media objects’ which have some basic data type, i.e. a multimedia object is a
homogeneous chunk of information (which we can see as a file of some file type
residing in the computer’s memory). The basic types being text, image, audio and full
motion video, and each type will have its own way for data handling, processing,
storage and retrieval. Standardisation for multimedia is very important and there exist
standards (as well as propriety) for data/file formats, file interchange and video
processing standards. Standards such as RTF, TIFF, MIDI, PAL, AVI, MIDI, JPEG,
MPEG etc. are part of the vocabulary of multimedia developers.
Media objects can be visualised (i.e. displayed) on the user’s screen using a particular
procedure of visualisation. Very often, software packages implementing such
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procedures are called ‘viewers’. Thus one may have a viewer to read the text of a
document created by a certain word processor, or a viewer to display a facsimile
transmission, or a viewer to watch the playback of a video. An object’s visualtisation
or representation may also have controls to dynamically change the object’s rendering.
These may include VCR-like buttons to rewind, play, fast-forward, pause or stop or
sliders for the volume control of sounds.
Figure 19-3. Different viewers for different media object types
Media objects are created using editing systems. The media editor is an application
software to create and edit the object. Preparing a multimedia document is a nontrivial task. It is very difficult, if possible at all, to find a single system capable of
creating all media objects which are needed for a more or less complex multimedia
application. Normally, different media objects are created by means of different
editing systems. Each editing system essentially allows the user to perform operations
to create, cut, copy, paste, delete, format, merge, move and save.
Figure 19-4. Different editord for different media object types
We are familiar, for example, with the use of a text editor such as a word processor
which have features to format or style paragraphs (e.g. left justify, centre, single
space), style characters (e.g. font, bold, italics, underline), or even check the spelling
and grammar of our text document.
There are also document image-scanning systems which allow image objects (i.e. not
coded text and not with temporal properties) to be captured and then allow operations
such as image scaling, zooming, rubber banding, panning, enhancement, etc. Images
may also be created from drawing or bitmap paint editors that allow line or circle
creation, rectangle filling with colours or texture patterns, pixel processing, histogram
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sliding,, spatial filtering, etc. to produce simple clip art right up to impressive works
of (electronic) art. Still pictures may be captured from digital cameras or from
grabbing still video frames.
Voice, music and sound may be captured from microphones, musical keyboards,
cassette tapes or CDs, or WAVE file inputs. Analogue signals are converted to digital
formats where they can be sampled, edited, added with special effects, or changed to a
different instrument.
Animation editors can create an illusion of movement by creating a sequence of still
image frames. Objects can be toggled, rotated, twisted and colour palettes can be
manipulated to create the perception of movement. The media editor for full motion
video usually have a TV/VCR-metaphor user interface with functions such as video
capture, channel play, sound volume plus editing functions mimicking the cutting
floor of a movie (e.g. multiple film strip viewed at user-selected frame rates,
audio/video indexing and marking, frame level splicing, soundtrack splicing,
automatic scene change detection, etc.) to produce the desired or special effects.
Having created the media objects using the various specialised media editors, these
components can then be put together to compose a multimedia document.
19.3 Multimedia Documents
A multimedia document is a compound semantical unit consisting of a number of
different media objects within it. Each multimedia document has an internal structure
which defines a combination of media objects in it. These media objects presumably
have been precaptured (and edited) independently.
The multimedia objects may be embedded within the container document itself, i.e. a
copy of the object is physically stored in the document. As the original copy of the
object may be somewhere else, editing the object within the container document does
not affect the original. It also allows the copying or transfer of document to another
computer easier. But of course, embedded objects do make the document larger and
this not only uses up a lot of storage space, it also slows down retrieval.
Figure 19.5. Internal representation of a multimedia document
Alternatively, a multimedia object can be associated with a document via linking,. The
multimedia object itself can reside in another database, presumably a database
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optimised for the object’s particular data type (e.g. an image database, an optical
jukebox or a video server) and a link is established between the object and the
document. The link reference would be a pointer to the file containing the media data
object plus other information needed for object editing, display, playback, etc. This
way, a multimedia object can also be shared by a number of different multimedia
documents and storage use is minimised.
We shall now look at the different ways in which we can construct the structure of
documents that contain multimedia data objects within them.
19.3.1 The Layout Metaphor
In the most simple case, the internal structure of a multimedia document can be
defined using a ‘layout metaphor’ similar to pages of an ordinary book. A background
text can be extended with ‘tags’ which mark particular places where the media objects
should be displayed within the text.
Figure 19.6. Tag placements in a metaphor layout
Upon retrieval, the multimedia document is converted into a resultant image that
combines all the source media objects with the specific objects displayed at the tag
locations. Since the resultant document may be too big to display on the user’s screen,
a scrollable window is normally used to visualise such multimedia documents.
The layout metaphor has a number of obvious disadvantages. Truly dynamic media
objects such as movies, sound and animation cannot be easily incorporated into a
layout. It should also be noted that the layout metaphor does not provide a satisfactory
user interaction interface.
19.3.2 The Scripting Metaphor
Another very popular way of defining the internal structure of multimedia documents
is called a ‘scripting metaphor’. A script consists of a sequence of operations and is
interpreted by a multimedia system in a way that is similar to an interpretation of an
ordinary computer program. The operations in the script are executed accordingly; for
example, clicking on a poster frame would start a video clip.
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Figure 19-7: Scripting multimedia objects in a document
The script metaphor does not handle a time factor which is often involved in the
presentation of multimedia materials. It does not provide a convenient way to handle
two or more media objects that are operating simultaneously on the screen.
19.3.3 The Cast/Score Metaphor
Consider for instance, a simultaneous animation of a number of media objects
provided with a background sound. The ‘cast/score paradigm’ considers all media
objects to be ‘actors’ playing in a ‘scene’ or a stage. The scene is a user’s screen with
some background picture. The cast/score paradigm uses a music score as its primary
authoring metaphor - the actions to be performed by actors are shown in various
horizontal ‘tracks’ with simultaneity shown via the vertical columns. For example, a
music jingle may be timed to synchronise with an animation.
Figure 19-8: Positioning objects according to a ‘score’
It is timeline-based where a specific media object is positioned on the timeline. The
timeline of each object shows its start point and its duration. When played back, the
objects or actors begin to ’act’ according to the score. The true power of this metaphor
lies in the ability to script the behaviour of each of the actors. This paradigm is best
suited for animation intensive or synchronised media applications.
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19.4 Multimedia Authoring
Multimedia applications, whether it is an information kiosk or an interactive game, are
put together by combining and controlling the flow of the multimedia components.
This is the process of authoring. Authoring multimedia systems can be quite complex
given the variety of data objects and the degree of integration. The author, in putting
together the application, must determine its scope, functionality and user interface.
The author (or the group of people authoring) must plan for the overall structure of the
application, create its content, design its interactive bahaviour and implement the user
interface or look-and-feel of the application. Any user interface must of course be
perceived by the end user to be efficient, intuitive, easy to use and responsive to the
user’s needs.
An authoring system is a development tool used to organise multimedia objects for
end-user applications. It is a program which has pre-programmed elements for the
development of interactive multimedia documents. Many authoring systems are
available in the market and these vary widely in orientation, capabilities, and learning
curve. How complex the system is depends on the functionality it must support and, as
previously discussed, the metaphor for the representation of an internal structure of
multimedia documents. The structuring metaphor can be seen as a methodology by
which an authoring system accomplishes its task.
Figure 19-9: Deciding on multimedia authoring systems
Recollect that the following structuring metaphors exist:
1. Layout
2. Scripting
3. Cast/score
Dedicated authoring systems are the simplest, designed usually for the single author
working on documents structured along the layout metaphor. Familiar real-world
interfaces, like a VCR interface, are used and the authoring is performed on
precaptured multimedia objects. However, combining different media objects can
prove difficult to implement. Writing scripts provide greater power and flexibility to
the authoring process. Cast/score metaphors further allow structured timeline-based
authoring for more complex presentations with detailed timing constraints. Thus a
multimedia authoring system should be considered for a particular application if it
supports a suitable structuring metaphor, at least. Of course, there exists a number of
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implementations of each metaphor which varies in syntax and user-interface,
nevertheless general facilities available in a particular authoring system are defined by
the document structuring metaphor.
Remember however that the actual content creation of the multimedia objects
themselves (graphics, text, video, audio, animation, etc.) is not generally made by an
authoring system, i.e. the authoring system does not manipulate the media objects
directly. For more professional output, software packages (media editors) dedicated to
the creation and editing of that medium should be used. The authoring system then
coordinates the sequence (navigation) in which the application progresses and which
objects should be used and when to meet the user requirements of the system.
Figure 19-10: Development tools for multimedia applications
19.5 Multimedia Databases and Hypermedia
Multimedia objects are characterised, amongst others, by their large storage volume,
complexity in object relationships and temporal retrieval requirements. Large
multimedia objects require mass storage devices that are online (high-speed magnetic
disk systems), near online as well as offline (e.g. optical disk platters/jukeboxes or
tapes) to serve as repositories. Storage is often best organised to consist of servers
designed for specific data types as certain storage media technologies are more suited
to certain data types. For example, video objects require constant playback speed and
fast caching and video servers using magneto-optical technology may be more
suitable. Other servers include image servers, audio servers, voice-mail servers,
database servers, etc. Objects of similar characteristics and usage pattern may of
course reside on the same physical server.
Additionally, flexible access requires a high degree of data independence (i.e.
insulation between the data object and the application using it). A multimedia object
may contain other linked objects, (e.g. a video presentation may be a component of
another multimedia document) - adding to the complexity in retrieval. Transaction
management is very complex given the different media types to be handled,
compounded by their distribution over multiple data servers and simultaneous access
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by many users. Clearly, issues of standards, data compression/decompression,
document indexing, retrieval and management are issues of continuous challenge and
progress.
One significant challenge is the need to organise and manage the large, complex often
distributed repository of multimedia documents. Flexibility and performance are
prime concerns. A number of different technologies are available, the two common
ones being:
1. Multimedia databases
2. Hypermedia databases
Figure 19-11: Database management systems for multimedia systems
A number of existing relational database management systems (RDBMSs) now
provide extensions to support multimedia data types. In addition to the standard
alphanumeric data types to support textual fields(plus some limited binary types to
handles date fields, etc.), RDBMS now have data items called Long Binary Streams
(LBS) or Binary Large Object (BLOB) to handle binary and free-form text. The media
objects can be simply embedded into the relations as data items which store the
location information for the LBS or BLOB. The LBS itself would be stored on a
separate image server or video server. Generally such multimedia databases are used if
a structure of multimedia documents can be separated from an actual content (i.e.
from the media objects).
Figure 19-12: Schema of a multimedia database extended to support LBS
In other words, multimedia documents are considered to be instances of a predefined
document types (i.e. templates).
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Figure 19-13: Schema, document type and instances of a multimedia database
Extended RDBMS have the advantage of the strengths of the database management
systems, as in it rigorous security and integrity maintenance as well as its powerful
concurrency and transaction control. However, there are shortcomings in the inability
of standard SQL to manipulate the multimedia objects.
Multimedia systems utilising relational systems cannot satisfactorily handle the
complexity and richness of multimedia data. These objects are not only large, but they
are also created and presented in different ways and cannot be interpreted or handled
as alphanumeric data, upon which relational systems were initially designed for. For
example, simple attributes like the seating capacity of a car may be easily stored as a
database attribute, other attributes as found in an image of the car cannot be easily
represented as database attributes.
Clearly, hypermedia documents require an information model that is more complex to
define the components, meanings and relationships together with the representation in
the various data types. The systems must operate with multimedia documents that
have their own, unique internal structures.
Figure 19-14: The unique structure of hypermedia systems
More will be discussed of hypermedia systems in the following chapter.
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