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M ul t ime d ia I nformation: R epresentation, M anipulation & M anagement

M ul t ime d ia I nformation: R epresentation, M anipulation & M anagement. I502. Balance. Balance between quality and efficiency Quality = accuracy or integrity Efficiency = reasonable choices for storage and access. Balance.

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M ul t ime d ia I nformation: R epresentation, M anipulation & M anagement

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  1. Multimedia Information: Representation, Manipulation & Management I502

  2. Balance • Balance between quality and efficiency • Quality = accuracy or integrity • Efficiency = reasonable choices for storage and access

  3. Balance • Images - quality is dependent on spatial resolution and bit-depth • Sound - sampling rate and no. of bits per sample • Moving image - bit-depth, spatial resolution, frame-rate, and sound quality • Compression influential!

  4. Images • Two types: Raster and vector • A vector image file consists of information about lines & shapes • Description of “locations” where points need to be drawn (in terms of x,y coordinate values). • Example, image produced as an output of CAD/CAM software

  5. Images • Raster images are described in terms of pixel values (total number of pixels - width x height) and color values of specific pixels (bit-depth) • Example, captured using scanners or produced by digital cameras

  6. Vector Image Example of a vector image: www.rff.com

  7. Raster Image Example of a raster image: www.battelle.org/healthcare/ html/gfx/content/idteam.jpg

  8. A Sense of Depth • For black/white one bit for defining each cell “color” may be sufficient • But to achieve higher quality in images, for example shades of gray or to capture/store color, each pixel must be associated with more than one bit • This is commonly called “bit-depth”

  9. Bit-depth: Monochrome or 1-bit dx.sheridan.com

  10. Example: Grayscale – 8-bit dx.sheridan.com

  11. Example: Color – 8-bit dx.sheridan.com

  12. Images Storage Fact: 20,000,000 bytes needed to store an average book in digitized (image) format

  13. Images • GIF - nonlossy compression (on 256 variations) • 3:1 compression ratio • PNG - nonlossy compression • 5% to 25% better than GIF • JPEG (baseline) - lossy • as much as 40:1

  14. Audio • The process of capturing sound involves converting analogue (continuous) signal to digital (discrete) signal • It is called sampling

  15. Audio • The analogue signal is “broken” up into samples • For each sample a value corresponding to the “wave amplitude” is measured (dynamic range) and stored • The dynamic range is stored using n bits/sample

  16. Audio • The number of samples/second together with bits/sample therefore determine the quality of the digitized sound • CD sound - 44.1 KHz & 16 bits/sample- is used as the benchmark • Sample rate - 44,100 times / second • Dynamic range - 65,536 values (16 bits)

  17. Audio • Most sound cards support the CD quality sound capture • At the highest quality, for: • Each second = 176 Kilo bytes storage • Each minute = 10.5 Mega bytes storage • Each hour = 630 Mega bytes storage

  18. Audio Storage Fact: A CD can store about 650,000,000 bytes of data

  19. Audio • Developers can also use Apple’s QuickTime for storing high quality sound • (recognized by both popular browsers) • MIDI - musical instrument digital interface is similar to “Postscript” in that it does not store sound but instructions to synthesizers to produce sound

  20. Audio • RealAudio - uses “streaming” technology for sending FM stereo quality sound at 28.8 Kbps or near CD quality at ISDN (64 Kbps) • Offers different sample-rate compression - low (AM), medium (FM), and high (CD)

  21. Audio • MP3 - MPEG audio layer 3 • MPEG - Motion Pictures Expert’s Group • It is a sound compression and storage format

  22. Audio • Advantages of MP3: • compresses regular CD quality sound files usually at 12:1 ratio • One minute of CD sound generally in MP3 would take up one mega byte (as opposed to 10+) • A typical 4 minute song = 3.5-5 Mbytes in MP3 • MP3 file (like TIFF) allows the creator to include annotations: text (e.g., artist’s name), graphics (e.g., cover art) and URL

  23. Video • Frame - Capturing video involves transforming lines of the video signal per frame until a full frame is formed • Motion - many frames are captured in each second

  24. Video • Generally, about 500 lines are captured in each frame and each line has 640 pixels • Also, for “realistic” motion 30 frames are captured and stored in each second

  25. Video • Relies on different types of compression-decompression (codec) algorithms for storage

  26. Video • MPEG-level2 • Allows 720 x 480 & 30 fps up to 1280 x 720 & 60 fps compression/decompression • Supports variable compression like JPEG - generally about 20:1 maximum • Supports “picture-in-picture”

  27. Video • Cinepak • Achieves compression by reducing the frame size to 320 x 240 and frame rate to 15 fps

  28. Video Storage Fact: 10,000,000,000 bytes in a digitized movie in compressed format; 17,000,000,000 can be stored on a DVD

  29. Secondary Formats

  30. Common MIME types

  31. Compression • Two types: Lossy versus Lossless • Lossy compression sacrifices certain information -- is not reversible • Lossless compression does not sacrifice any information -- reversible

  32. Compression • Several lossless compression for text: • UNIX compress (LZ- Lempel & Ziv) • LZW (Lemple, Ziv & Welch) • RLE (Run Length Encoding) • Above generally achieve 30% reduction, about 3:1 • Group IV can achieve as much as 15:1

  33. Manipulating Multimedia • High level programming languages offer API or code libraries to manipulate multimedia • JAVA provides numerous classes as part of its API library to manipulate multimedia content

  34. Manipulating Images • For an example of simple image manipulation, see: http://xtasy.slis.indiana.edu/jmdocs/java/LoadImageAndScale.html • The Code for the above example is here: • http://xtasy.slis.indiana.edu/jmdocs/java/LoadImageAndScale.txt • More advanced image manipulation possible using: JAVA Advanced Imaging API (discussed later)

  35. Manipulating Audio & Video • Audio can be manipulated in various ways, for example play, stop, loop, etc. • An example: • http://lair.indiana.edu/courses/i502/code/LoadAudioAndPlay.html • The code can be viewed here: • http://lair.indiana.edu/courses/i502/code/LoadAudioAndPlay.txt • Java also allows manipulation of video using the Java Media Framework (JMF) Library • http://java.sun.com/products/java-media/jmf/2.1.1/samples/

  36. Project ViewFinder • It is a project aimed at developing search and browse functions for online “movie” information • The system uses both “key frames” and “text clues” associated with movies

  37. Searching and Browsing in ViewFinder Frames Search by Descriptors Play Detail Promote

  38. Addition Vector Similarity Search to ViewFinder • We are attempting to generate “feature” vectors for video frames so that we can implement similarity searches • One problem is that images may have many types of “information” embedded in them • At the most basic level we are starting with color information • Java’s Advance Imaging API provides modules to generate color histogram information

  39. Color Histograms • Given an image: • One can produce a vector of pixel counts with particular color shades ranging from 0-255 for each of the three basic colors: red, green, and blue 238 0 0 0 0 0 0 0 238 0 0 19278 476 23562 0 238 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ...0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ...0 0 0 0 0 0 0 0 0 0 0 0 0 238 0 0 0 0 0 0 19040 476 0 0 238 238 0 0 0 0 0 0 0 0 ...

  40. Inner-Product Similarity Averages • The Red, Green, and Blue vector inner-products can be added and an average can be calculated based on the overall sum • The result is an image-frame by image-frame similarity matrix which we are attempting to exploit to generate image associations and image clusters • An explanation of this approach can be found here: • http://ella.slis.indiana.edu/~daalbert/lair/jai_tutorial/

  41. Relational DB Support for MM • Different products support different fields • Varying length types • VARCHAR • BLOB • TEXT • IMAGE • CHARACTER VARYING • VARGRAPHIC • LONG RAW • BYTE VARYING • Often directory path to file system is stored (or a URL)

  42. Case Study of RDBMS • Plexus XDP Imaging DB • Based on INFORMIX Turbo RDBMS • Supports a data type called IMAGE -> up to 2 GB • Supports direct manipulation of disk volumes instead of storing OS directory paths • Volume = platter • Family = a collection of volumes

  43. Case Study: Plexus • A specific storage area, i.e., a family can be assigned to each IMAGE column • SQL in Plexus • CREATE TABLE Pages • ( PAGE_Number Integer DOCUMENT_Number Integer PAGE_Image IMAGE in ImageFamily ) IN CompoundDocumentFamily

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