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Course Outline

  • I.        Introduction
    • A. Uses of multimedia information
    • B. Historical background
  • II.       Survey of hardware
    • A. Graphic boards and accelerators
    • B. Sound boards
    • C. Video capture boards
    • D. Magnetic and optical storage devices
    • E. DVD. Blu-Ray, HD-DV (macrovision, VCDs, SVCDs, VOBs, ripping techniques)
  • III.      Survey of software
    • A. Graphic standards
    • B. Music computer formats
    • C. Video computer standards
    • D. Gaming
    • E. Authoring Systems
  • IV.     Multimedia Platforms (QuickTime, MCI, Video for Windows, Activemovie, Direct-X)
  • V.      Multimedia Programming (Java, Active-X, MCI, Windows Foundation Classes)
  • VI.     The creative process: hardware, software, development team and methodology
  • VII.    Media Types – Media Objects (Implementations and methods)
    • A. Text
      • 1. Encoding – ASCII, Unicode
      • 2. Formatting – in-line (.dot notation, HTML, SGML)
      • 3. Page description languages – Adobe pdf
    • B. Image
      • 1. Bit mapped vs. vector based representations
      • 2. Color Space Representations – RGB, CMY, HSU
      • 3. CLUTs
      • 4. Color depth and resolution
      • 5. Image File Formats BMP, GIF, JPEG, PNG, TIFF
      • 6. Editing tools and effects (pixel methods, masking, morphing, etc.)
    • C. Graphics – Internal and external modeling techniques, mapping, lighting, viewing and rendering
    • D. Audio
      • 1. The physics of sound
      • 2. Sound fields, the environment and acoustics – multi-channel/surround sound
      • 3. Quantization and sampling rate
      • 4.  The Nyquist theorem
      • 5. Audio formats
      • 6. Digital encoding (PCM, ADPCM, A-law/m-law
      • 7.  Digital Audio Effects & Filtering
    • E. Music – MIDI, SMDL
    • F. Video – analog, digital and broadcast
      • 1. Luminance and Chrominance  representations
      • 2. Fields, frames and interlacing
      • 3. Color encoding (Camera, transmission and receiver: RGB, YUV, YIQ, YCbCr)
      • 4. RF, Composite, S-Video and Component video
      • 5. NTSC and HDTV
      • 6. Editing techniques (traditional vs. NLE systems)
      • 7. Transitions, keying, and scaling
      • 8. Storage and distribution
    • G. Animation –  Modeling & Rendering
    • H. Video Conferencing
    • I.  Other Media types (speech, digital ink, virtual reality)
  • VIII. Multimedia and the Internet
    • A. WWW
    • B. Web browsers
    • C. HTML, VRML, CGI, Active-X and Java
  • IX. System survey (multimedia examples taken from science, entertainment, gaming, etc.)
  • X. Design issues
    • A. System design issues
    • B. Implementation issues
    • C. Usability evaluation
  • XI. Compression Techniques
    • A. Requirements
    • B. Basic information theory
      • 1. Entropy vs. energy
      • 2. Shannon’s equation
      • 3. Entropy vs. source encoding
    • C. General Purpose compression algorithms
      • 1. Run Length Encoding
      • 2. Relative Encoding
      • 3. Huffman Coding
      • 4. Arithmetic Coding
      • 5. Lempel-Ziv Coding
    • D. Intraframe compression algorithms
      • 1. Sub-sampling
      • 2. Course quantization
      • 3. Vector quantization
      • 4. Transform encoding
    • E. Interframe Compression algorithms
      • 1. Sub-sampling
      • 2. Difference coding
      • 3. Block based difference coding
      • 4. Block based notion compensation
    • F. JPEG and the DCT
    • G. MPEG file structure and I-, P-, B-frames
    • H. Practical compression techniques
      • 1. mp3,
      • 2. DivX, MPEG-4

Outline.doc(01/18/08)

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