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Chapter 6: Digital Media for Work and Leisure Succeeding with Technology: Second Edition.

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Presentation on theme: "Chapter 6: Digital Media for Work and Leisure Succeeding with Technology: Second Edition."— Presentation transcript:

1 Chapter 6: Digital Media for Work and Leisure Succeeding with Technology: Second Edition

2 Succeeding with Technology 2 Objectives Understand the uses of digital audio and today’s digital music technologies Describe the many uses of 2D and 3D digital graphics and the technologies behind them Explain the technologies available to acquire, edit, distribute, and print digital photos, and list new advances in video technologies and distribution Discuss how interactive media is used to educate and entertain

3 Succeeding with Technology 3 Digital Music and Audio Digital audio  Any type of sound recorded and stored digitally as a series of 1s and 0s Digital music  Subcategory of digital audio that involves recording and storing music Digitization of music and audio  Has created new challenges to the creative and intellectual property rights of artists

4 Succeeding with Technology 4 Digitizing Music and Audio Sound  The displacement of air particles caused by vibration and sensed by the eardrum Analog  Signals that vary continuously Sampling  Used to encode sound wave as binary numbers

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6 6 Digital Sound for Professionals Digital voice recorders  Used to capture dialog for future reference Digital sound in scientific research  Have used digital audio to study various natural phenomena Digital sound in law enforcement  Uses digital processing to denoise, enhance, edit, and detect sounds Digital sound in entertainment and communication  Uses a wide variety of audio hardware and software

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8 8 Digital Music and Audio Production – Professional Music Production Multitrack recording devices  Treat each instrument or microphone as a separate input, or track Synthesizer  Electronically produces sounds designed to be similar to the sounds of real instruments Sampler  Digitally records real musical instrument sounds

9 Succeeding with Technology 9 Digital Music and Audio Production (continued) Sequencer  Allows musicians to create multitrack recordings Musical instrument digital interface (MIDI) protocol  Implemented in 1983  Provides a standard language for digital music devices to use in communicating with each other Integrated digital studios  Package many digital recording devices in one unit for convenient home recording

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11 Succeeding with Technology 11 Digital Music and Audio Formats, Storage Media, Players, and Software Digital music and audio file formats  Most often distributed on CDs  Increasing trend towards distribution over Internet Digital music and audio storage media  Burned to CD in special format designed for audio CDs Digital music, audio players, and software  Media player software (iTunes)  Portable MP3 players

12 Succeeding with Technology 12 Digital Music and Audio Distribution Illegal downloading and copying  Said to have cost music industry $6 billion between 1998 and 2003  Caused a loss of 22 percent of the entire music market Apple’s iTunes  First service to capture attention of music downloaders

13 Succeeding with Technology 13 Digital Music and Audio Distribution (continued) Big four online music services  iTunes, MSN Music, Napster, and Rhapsody Streaming audio  Internet technology that plays audio files as they are being delivered Digital rights management (DRM)  Technology invented to protect intellectual property in digital files Satellite radio  Digital radio that uses satellite communications

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15 Succeeding with Technology 15 Digital Graphics Computer-based media applications that support  Creating, editing, and viewing 2D and 3D images and animation Not the exclusive domain of artists Artistic and nonartistic people  Are finding themselves called upon or inspired to create digital artwork

16 Succeeding with Technology 16 Digitizing Graphics Pixels  A grid of small points Bit-mapped graphics or raster graphics  Representing an image using bytes  Ideal for representing photorealistic images Pixilation or fuzziness  Occurs when bit-mapped images are made larger than the size at which they are captured Vector graphics  Use bytes to store geometric descriptions

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19 Succeeding with Technology 19 Graphics File Formats Standards  Windows bitmap (.bmp)  Graphics Interchange Format (.gif)  Joint Photographic Experts Group (.jpg or.jpeg)  Portable Network Graphics (.png)  Tagged Image File Format (.tiff or.tif)

20 Succeeding with Technology 20 Graphics File Formats (continued) Lossless compression  Allows the original data to be reconstructed without loss Lossy compression  Accepts some loss of data to achieve higher rates of compression File sizes and image quality  Can be controlled by adjusting the color depth

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22 Succeeding with Technology 22 Uses of Digital Graphics Digital art  Uses computer software as the brush and the computer display as the canvas Scientific visualization  Uses computer graphics to provide visual representations that improve our understanding of some phenomenon Computer-assisted design (CAD) software  Assists designers, engineers, and architects in designing three dimensional objects

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25 Succeeding with Technology 25 Vector Graphics Software Provides tools to create, arrange, and layer graphical objects on the screen Vector graphics  Uses object-oriented approach that recognizes pictures as being made up of layers of multiple objects Primary benefit of object-oriented approach of vector graphics  Objects in the picture can be manipulated independently

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28 Succeeding with Technology 28 Three-Dimensional Modeling Software 3D modeling software  Provides graphics tools that allow artists to create pictures of realistic 3D models Three-dimensional modeling  Takes the object oriented approach of vector graphics to the next level Ray tracing  Three-dimensional modeling

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30 Succeeding with Technology 30 Computer Animation Digital graphics animation  Involves displaying digital images in rapid succession to provide the illusion of motion Animated graphics  Employ either 2D or 3D objects Animated GIF  The most basic form of animation

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32 Succeeding with Technology 32 Digital Photography and Video – Digital Photography Digital photos  Created, or acquired, using a digital camera Digital cameras  Ranked by the amount of megapixels they can capture Memory cards that come with digital cameras  Often have limited capacity

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35 Succeeding with Technology 35 Digital Photography (continued) Photo-editing software allows you to  Alter the hue and saturation of the colors in the photograph  Smooth surfaces or remove flaws in surfaces.  Remove “red eye”  Smooth edges and sharpen focus  Crop and realign photos

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37 Succeeding with Technology 37 Digital Video Is becoming increasingly accessible for personal enjoyment as well as professional use Used to review the movement of athletes and determine how to perfect their abilities Used to study pedestrian and traffic patterns Forensic graphics  Used to create animations and exhibits to use in courts of law

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39 Succeeding with Technology 39 Digital Video (continued) Video-editing software  Allows professional and amateur videographers to edit bad footage out and rearrange the good footage Storyline  Allows videographer to arrange video scenes sequentially and Specify the transition effects between each scene

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41 Succeeding with Technology 41 Interactive Media Digital media presentations that involve user interaction for education, training, or entertainment Typically combines digital audio and digital video for a full digital media experience Virtual reality  Occurs when interactive media incorporates 3D graphic animation

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43 Succeeding with Technology 43 Education and Training Interactive media is being used in many education environments  In the traditional classroom setting  In distance learning  In museums  In skills training

44 Succeeding with Technology 44 Commercial Applications of Interactive Media Role of interactive media  In Web-based e-commerce Provides fundamental technology for 3D product viewing  Used to provide product support and customer training

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46 Succeeding with Technology 46 Interactive Video Games Video game consoles  High-powered multiprocessor computers designed to support 3D interactive multimedia Video game development requires a team effort from specialists in a variety of areas  Game designers  Artists, sound designers  Programmers, and testers

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48 Succeeding with Technology 48 Interactive TV A digital television service that includes one or more of the following  Video on demand  Personal video recorder  Local information on TV  Purchase over TV  Internet access over TV  Video games over TV

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50 Succeeding with Technology 50 Summary Digital audio  Includes both digital music and digital sound Sound wave  Can be represented with numbers, digitally, through a process called analog-to digital conversion (ADC) Digital graphics  Computer-based media applications that support Creating, editing, and viewing 2D and 3D images and animation

51 Succeeding with Technology 51 Summary (continued) Digital photos  Acquired from a digital camera or scanner Photo-editing software  Provides editing tools for manipulating, enhancing, and repairing digital photographs Interactive media  Multimedia presentations that involve user interaction for education, training, or entertainment


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