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DATA AND FILE FORMATS

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4. Joint Photographic Expert Group (JPEG) - DIB Format for Motion Images ... Print Output Technologies ... for common print applications. Digital Voice ... – PowerPoint PPT presentation

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Title: DATA AND FILE FORMATS


1
DATA AND FILE FORMATS
Data and file format standardization is crucial
for sharing of data among multiple applications
and for exchanging information between
applications. Personal - computer(PC) industry
has generated many different standards. Text
based file and data formats have been replaced by
multifunction formats which can handle graphics,
audio, video and color images. A few of the
commonly used data and file formats are 1. Rich
Text Format ( RTF)
2
Early text editors could not carry through
formatting information when transmitting files.
This limited data interchange because when text
was moved from one application to other, all the
formatting information was lost and had to be re-
entered. The RTF format extended this range of
information. RTF is capable to handle binary
files, audio files and video files to a certain
extent. 2. Tagged Image File Format (
TIFF) Tagged Image File Format has been around
for a long time. In this format, tags are used to
keep all the attribute information in a standard
manner.
3
  • TIFF file provides tags that store information
    about resolution of the image, fonts, format
    color, compression scheme, date and time of
    capture, decompression, etc.
  • A search through file is quick since these can be
    found easily.
  • In case you have to extend the file, it is done
    through pointers and links. And by creating extra
    blocks.
  • This approach represents industry standard to
    represent raster image data generated by
    scanners, frame grabbers and paint/photo
    retouching applications.
  • It can represent color images in different types
    representations. This standard can handle color
    images very well.

4
  • 3. Resource Interchange File Format (RIFF)
  • RIFF is not really a new file format. Rather, it
    provides a framework for multimedia file format
    for Microsoft windows based applications.
  • It can be used to convert a custom file format
    into a RIFF format and transmit the file. For
    example a MIDI file format is converted to RIFF
    by adding the RIFF structure around it.
    Information is in blocks - called chunks.
  • Like TIFF, RIFF is a tagged file format and uses
    tags to store information in the header, about
    the file.
  • RIFF can handle MIDI, DIB, PAL, AVI files.
  • MIDI - is musical instrument digital interface
    form.

5
DIB Device Independent Bit-Map file It can
synchronize audio and vidio in movies. Other
commonly used format are 4. Joint Photographic
Expert Group (JPEG) - DIB Format for Motion
Images Microsoft has extended the DIB file
format for both JPEG still and motion images.
This can be used with RIFF and AVI file
format. 5. Motion Pictures Expert Group (MPEG)
Format MPEG1, MPEG2 are existing
standards 6. Audio-Video interlaced file format (
AVI) 7. TWAIN Format ( for multimedia
applications).
6
  • Multi-Media Input/Output Technologies
  • Multimedia can mean different things. It can be
    an encyclopedia on a CD-ROM or a hypermedia
    message composed by a user consisting of text,
    images, full motion video.
  • Hypermedia links allow tracking of a subject
    matter through a variety of topics.
  • It takes specialized equipment to capture and
    store multimedia objects.
  • Keyboard has been traditional input device for
    entering data into computer system. It has
    changed from simple numeric device to
    alphanumeric and multifunction device over the
    years.

7
With the advent of GUIs, pointing devices, such
as mouse or a pen, have become essential for
selecting or moving graphical objects. Window
based GUI applications require a mouse or pen for
selecting various objects, push buttons, data
entry boxes, so on. In addition to traditional
alphanumeric data entry, multimedia technology
requires a variety of other types data inputs
including voice or audio, full motion video,
still photos and images. These inputs require
special devices such as digital pens, audio
equipment, video cameras, and image scanners. In
case of text, there was no measure of quality.
Text was stored in ASCII/EBCIDIC formats. Now with
8
higher quality multi-font printers, the text
quality is measured in terms of print matrix
resolution, text color, font types, etc. The text
capturing device does not determine the end
quality of the text. Multimedia objects such as
images, audio and video depend on input device
and storage for quality. However, the capture
device determine the outer bound of the quality.
The display device, at best, can match the
resolution of capturing device. Digital verses
Analog Inputs Another important distinction with
multimedia objects is the need to convert data
from analog to digital form.
9
For example a scanner scans an object into scan
lines and pixels and then converts analog
amplitude of each pixel into a digital
measure. 0 or 1 for black and white. 0 - 255
for gray scale pixel points. HSI or RGB for
color objects. TV signal ( NTSC) is also analog.
It needs to be converted into digital form for
use in computer system. The process for
converting analog to digital and digital to
analog are called as coding and
decoding. Hardware devices and software programs
for this implementation are called as codecs.
10
Codecs usually include compressions and
decompression algorithms. Different codecs are
required for each type of multimedia
inputs. Display and Encoding Technologies Since
multimedia systems include a variety of object
types, a number of different technologies are
required for compression, decompression and
display of multimedia objects. Almost all
multimedia objects are based on a graphical user
interface (GUI). Most graphical user interface
are based on VGA ( 640x480 pixels) or SVGA (800 x
600 pixels)
11
or even XVGA(1280 x 1024 pixels). Some imaging
applications may require 150 - 200 pixels per
inch or better resolution. Voice mail system
store analog sound and are usually based on
adaptive differential PCM technology. Codecs are
required for converting analog sound to digital
formats such as WAVE or AVI. Video cameras
provide input in analog formats such as NTSC (
national television system committee ) standard,
PAL ( phase alteration line standard) or SECAM (
France). Input from either source must be encoded
to digital format and decoded for transfer back
for analog play back. Encoded compressed digital
signals are based on JPEG or
12
  • MPEG standards. Other formats include AVI and
    RIFF.
  • Resolution and Bandwidth Issues
  • Each object type has some resolution. Images are
    measured in pixels per inch. Higher the
    resolution, better the object quality.
  • For document imaging systems, screen resolution
    of 100 pixels per inch ( ppi) are required.
  • The quality of 200 ppi is very good.
  • Laser printers and office copiers can provide a
    quality of 300 - 600 ppi.
  • Published ( professional quality books) have
    resolution of 1200-1800 ppi.

13
  • Sound quality is measured in terms of sampling
    rate and number of bits used for representing
    magnitude of the sample.
  • A higher sampling rate allows capturing of higher
    frequency details.
  • Higher number of bits allow capturing of
    amplitude changes more accurately.
  • Both factors contribute to the tone quality.
  • A sampling rate of 4 kHz at 8 bits is considered
    as minimal acceptable for voice grade sound.
  • A sampling rate of 8kHz at 16 bits is required
    for music quality.

14
  • For CD-quality stereo sound, the sampling rate of
    44.1kHz at 16 bits is required.
  • Multi-channel stereophonic sound requires even
    higher resolution.
  • The VCR quality is considered a minimum for video
    display which is defined as
  • 300 lines visible on the screen. The minimum
    acceptable resolution is 320 x 240 pixels.
  • HDTV quality is 1280 x 1024 pixel range
  • Another measure of video quality is number of
    bits being used for color definition. A 16 bit
    palette is common. Higher color resolution is
    required for HDTV quality.

15
This will be 24 bit colors ( full color). A third
measure is the number of frames per seconds. TV
operates at 60 FPS page 192.
Multimedia Object Quality and Transmission
Bandwidth
16
Multimedia Input and Output Devices Electric
Pen When an electric pen is used to write or
draw, the digitizer encodes the x and y
coordinates of the pen, and the pen status, which
includes whether the pen is touching the
digitizer surface ( usually the screen) or not,
pen pressure, pen angle, rotation, etc. Most
electric pen contain a micro-switch at the tip
that behaves like left button on the mouse. Some
pens are capable of measuring accurate pen
pressure while others can measure the
proximity. Pen computing requires generating x-y
coordinates at least
17
120 times per second with 200 dpi resolution. The
minimum sampling rate generates sufficient data
to track pen movement. Most pen digitizers
produce an accuracy of 0.005 to 0.02 inch
resolution. Resolution is defined as the number
of points digitizer is able to digitize in one
inch. Video and Image Display Systems TV is video
technology. Live pictures bring reality in our
environment. They educate us. Introduction of
video game took younger generation by a storm.
18
Virtual reality will be the next major advance in
game technology, in military technology, and in
training environment. VGA, SVGA, XVGA, 8514A, are
some of the existing video technologies. Display
Performance Issues There are three main factors
that affect the performance 1. Network
bandwidth the play back becomes choppy and
incoherent if the bandwidth is insufficient to
support minimum data rate. There are JPEG and
MPEG standards to define this parameter. 2.
Decompression or Decoding once again, while in
the
19
case of poor decompression, performance causes
irritation delays. In case of full motion video,
poor decompression causes same effect as poor
network bandwidth. 3. Performance of Display
Technology if the technology is not appropriate,
the device may not display full motion or
graphics properly. Tables show various video
standards.
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Typically, 14 inches monitors have active display
area of 9.875 x 7.125 and diagonal of 12.25.
If we assume a resolution of 1024 x 768, the dot
pitch can be defined as ( distance between two
pixels)
This means that to display a resolution of 1024 x
768 very clearly, we need a 0.24 mm dot pitch
monitor. Most 14-inch monitors come in 0.28 -
0.30 mm dp. When these monitors display 1024 x
768 pixels, the accuracy and crispness are
compromised.
23
Now let us repeat the same calculations for a
17-inch monitor which has 12.9 x 9.76 size with
a diagonal of 16.125 inchesThe dp for 1024 x 768
pixels will be
This means to display a resolution of 1024 x 768
on a 17-inch monitor, you would require a dp of
0.32 or better. Most of the 17-inch monitors
have a dot pitch of 0.28-0.30. This is sufficient
even to display a resolution of 1280 x 1024.
24
Smaller dot pitch gives a perception of clearer
picture. Horizontal Refresh Rate is a measure of
the rate at which scan lines are painted. It is
measured in kHz and a standard VGA monitor has a
horizontal refresh rate of 31.5 kHz Vertical
Refresh Rate is closely tied to horizontal
refresh rate. It the rate at which whole screen
is painted ( counting all scan lines) and return
to the top of the screen.
25
  • It is measured in Hertz. Typically it is 50-72
    Hz.
  • Human eye is sensitive to lower vertical refresh
    rates and is more likely to perceive flicker at
    lower rate. It can be annoying and tiring to
    eyes.
  • Print Output Technologies
  • Laser print technology has continued to evolve
    and print quality at 600 dpi is starting to make
    this technology useful for high speed process.
  • Offset printer resolution is around 1200 - 1800
    dpi. 600 dpi is sufficient for common print
    applications.
  • Digital Voice and Audio
  • Multimedia technology is multidimensional and
    audio is

26
Comparison of Print Technologies
27
  • one of the dimensions that adds voice, music and
    sound capabilities.
  • Until 1990, PC applications were visuals. Game
    applications added voice/music dimension.
  • Today, some applications utilize sound boards
    whereby audio inputs may be through keyboards,
    microphones, etc.
  • Digital Audio
  • When voice or music is captured by a microphone,
    it generates electrical signal.
  • The signal consists of fundamental sine wave
    with certain frequency and amplitude.
  • The fundamental sine wave is accompanied by
    harmonics.

28
  • Adding the fundamental to harmonics, forms a
    composite sinusoidal signal that represents the
    original sound.
  • Analog sinusoidal waveforms are converted to
    digital format by feeding the analog signal to
    A/D converter (ADC) where the analog signal goes
    through the sampling process.
  • Sampling Process
  • The analog signal is sampled over time at regular
    intervals to obtain amplitudes of the signal at
    sampling time.
  • The regular interval at which sampling occurs is
    called the sampling rate

29
T Time interval between two samples
30
  • The sample amplitude obtained at sampling
    instants is represented by an 8-bit value (one
    byte) or 16-bit (two bytes) value.
  • Higher values can also be used for higher
    resolution systems ( high fidelity sound).
  • A composite signal of 11.025 kHz sampled 4 times
    every cycle will yield 44.1 kHz sampling rate. If
    you sample at higher rate, you need to store more
    samples.
  • For CD quality music at 44.1 kHz rate at 16-bit
    resolution, a one minute recording will require
    44.1 x 1000 x 16 x 60 / 8 5.292 Mbytes.

31
Audio objects generate a large volume of data.
This poses two problems. First, it requires a
large volume on disk space to store, and Second,
it takes longer to transmit this data. To solve
these problems, the data is compressed.
Compression helps shrinks the volume of data and
less disk space is required. It also helps to
reduce network time. Audio industry uses
5.0125kHz, 22.05kHz and 44.1kHz as standard
sampling frequencies. These frequencies are
supported by most of the sound cards.
32
  • Digital Camera
  • Digital cameras are being used increasingly for
    multimedia applications due to internet advantage
    they provide in applications where very high
    resolution is not required. The advantages are
  • Digital images can be viewed immediately for
    proofing
  • Digital images can be printed immediately and any
    number of times for duplications
  • Digital images can be integrated with word-
    processor documents
  • Can be embedded in emails or faxed by computers.

33
  • Can be enhanced/altered for effective
    presentations
  • Can be archived - minimizing the risk of loss or
    damage to the image.
  • Can take images of 3-D objects and store as 3-D
    images
  • Digital cameras are portable and can be used in
    environment where film cameras can not be used.
  • Possible uses for fingerprint analysis, for
    drivers licenses, insurance companies,
    bank-customers signatures, security
    installations, etc.

34
Full Motion Video Although video image processing
is not very common for full motion video, there
is no reason why it will not be done in future.
Video capture circuit cards capture from
NTSC/PAL/SECAM signals from video cameras or VCRs
or even s-video inputs ( RS 170 inputs). Video
capture boards can handle audio signals as well,
they can convert analog signals to digital (ADC)
and digital to analog forms(DAC) Normally, a
video capture board is used to capture real-time
video, and the digitized raw data is then
compressed in real-time.
35
The compressed data is subsequently moved to CPU
over ISA or local bus. The CPU then builds the
AVI file format for the compressed data and
stores the file. During the playback, the file is
read in blocks by the CPU, and the data is
decompressed as blocks of audio and video. The
data can be decompressed in either software or
hardware and sent to VGA card for display. To
understand performance issues, let us take an
example calculate the bandwidth required to
display a real-time video at 640 x 480 resolution
at 30 Hz frame rate in true 24-bit color.
36
Bus Bandwidth The bandwidth required for display
of full motion video is- resolution x frames per
sec x pixels per bit for color. 640 x 480 x 30 x
24 27.648 Mbytes/sec This bandwidth is
required to display real-time video in true color
24-bit per pixel mode. If you want to reduce
from full color mode to 256 colors only ( 8-bit
color), the bandwidth requirement will reduce to
9.216 Mbytes/sec The ISA bus operates at 8 MHz
and has a bandwidth of 2 Mbytes/sec, which is not
sufficient for above application. This gives you
following options
37
  • Display a video window of 300x200 at 30 frames
    per seconds with 256 colors.
  • 300x200x30 x 8 1.98 Mbytes/sec
  • Display the video window at full VGA resolution
    of 640 x 480 at 6 frames per second with 256
    colors.
  • 640 x 480 x 6 x 8 1.84 Mbytes/sec
  • It is clear that ISA bus is a big bottleneck.
    However, the bus bandwidth problem can be solved
    by using other bus architectures, such as local
    bus, VESA, VL bus or PCI bus.
  • Both VL and PCI buses have bandwidth in excess of
    100Mbits per second. In theory, local bus
    operates at CPU speed.

38
To achieve good performance, every link in the
chain for capture and playback must be examined
carefully to ensure that the required bandwidth
can be carried by that link, be it network, video
server, compression or decompression hardware or
even display system. Animation It is an illusion
of movement created by sequentially playing still
image frames at a rate of 15-20 frames per second
( close to full-motion video range). Animation
film contains a series of frames with incremental
movement of objects in each frame. It may not be
necessary to move objects to create the illusion
of movement. Color and background can be changed
from
39
frame to frame so that there is perception of
moving object. MEMORY SYSTEMS Memory systems for
computers have been changing to meet the needs of
high resolution graphic displays. The demand on
memory systems will even be greater with the
increased use of multimedia applications. Memory
Types Different types of memories are used for
different purposes due to retention factors,
performance parameters, and cost trade-offs.
40
Memory types that may be used in multimedia
systems include the following 1. ROM (read only
memory) is read only. Instructions and/or data
is burned into the memory permanently, and the
contents are non-volatile. ROM is used for
firmware. That is for operating systems,
software programs that have to reside permanently
inside computer. 2. PROM (Programmable ROM) is
semiconductor memory that contains an array of
fuses. These fuses are blown according to the
word to be programmed. To program, a specialized
PROM programmer (PROM burner) is used. This
burner blows the fuse.
41
The contents of this PROM are non-volatile. The
access to PROM is random. Typical data-path is
16-bits wide. 3. RAM (Random Access Memory) is
also semiconductor type of memory that allows
random access to its contents.That is, the word
can be accessed by directly addressing it. It is
organized in an array form so that it can be read
and written efficiently. All words are
addressable. There are several types of
RAMs SRAM (static RAM) It is semiconductor
memory consisting of transistors which can
remember the information.
42
These transistors do not require periodic
charging to maintain the information. It is
read/write type. The organization is array type
to facilitate read and write operations. SRAM
access speed ranges from a few nanoseconds to 30
nanoseconds. SRAM is volatile and loses the
information when power is switched off. 4. DRAM
(Dynamic RAM) it is semiconductor memory where
information is stored in a capacitor. The term
dynamic is used because capacitors require
periodic charging to maintain the information.
This process is known as periodic refreshing.
43
Capacitors are used as memory cells and can
achieve high cell density. The trade-off to high
density is periodic refresh. DRAM is mainly used
as main memory of the computer. The access speed
ranges 50-80 ns. It is volatile and the
information is lost if no power or no
refresh. 5. VRAM ( Video RAM) It is like DRAM.
The only difference is that it is dual-ported.
The CPU port ( processor port) is standard port,
similar to DRAM, containing data path and address
path. In addition, there is a video port. The
video port contains a buffer to hold a complete
row of data.
44
This buffer is organized in such a way that it
can hold a complete data for a horizontal line.
Each horizontal line represents one row of the
screen data. The advantage of the VRAM is that
the whole horizontal line of video screen
information is loaded into the buffer in one
scoop. Buffers output is then converted from
parallel to serial and output as a video
stream. With dual porting screen, updates can be
done in almost half the time. With VRAM, the port
to the CPU is available 90 of the time to do the
updates.
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