if you linger for a long time in one place you'd almost think there must be something there
wittgenstein
|
|
|
|
|
|
|
|
2
perspectives -- delivery & presentation
essay topics
|
|
|
3
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.
|
|
|
|
|
1
|
|
|
|
|
|
|
|
18
concepts
technology
As a project, you may think of implementing for
example JPEG compression, following
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.
(C) Æliens
18/6/2009
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.
4
multimedia platforms
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.