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© Paradigm Publishing Inc. 13-1 Chapter 13 Multimedia and Artificial Intelligence.

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Presentation on theme: "© Paradigm Publishing Inc. 13-1 Chapter 13 Multimedia and Artificial Intelligence."— Presentation transcript:

1 © Paradigm Publishing Inc. 13-1 Chapter 13 Multimedia and Artificial Intelligence

2 © Paradigm Publishing Inc. 13-2 Presentation Overview The Use of Multimedia Creating Digital Media Creating Multimedia Artificial Intelligence

3 © Paradigm Publishing Inc. 13-3 The Use of Multimedia Multimedia Web Pages –Flash and Shockwave are leading sources of Web movies and games –Shockwave – more intensive format, requiring more time to download larger 3-D movies –Flash – faster and commonly used for cartoonlike imagery –both provide fast, easily created movies that transmit over Internet as part of a Web page

4 © Paradigm Publishing Inc. 13-4 The Use of Multimedia Educational Tools –schools and colleges use online courses as valuable teaching medium –online courses incorporate sound, images, and videos within a text framework –multimedia tutorials are helpful for special education students because materials are presented in various forms

5 © Paradigm Publishing Inc. 13-5 The Use of Multimedia Computer Games –about 50 percent of Americans play computer games on a regular basis –game consoles rival personal computers for power and are priced under $300 –online games involve thousands of players and enable them to chat, have adventures, and interact in worlds that exist only inside a computer

6 © Paradigm Publishing Inc. 13-6 The Use of Multimedia Computer Games –multimedia PCs are most costly and high-powered computers on consumer market –running a game makes a computer work harder than any other task because it requires fast 3-D video, sound, and networking–often all at once

7 © Paradigm Publishing Inc. 13-7 The Use of Multimedia Online Gaming Terminology

8 © Paradigm Publishing Inc. 13-8 The Use of Multimedia Online Gaming Terminology (continued)

9 © Paradigm Publishing Inc. 13-9 Creating Digital Media –Digitizing – reducing a picture, sound, text, or movie to a series of on-off settings that can be stored on a computer. –Digital media – an advantage over analog data because it can be reproduced an infinite number of times with no degradation of quality.

10 © Paradigm Publishing Inc. 13-10 Creating Digital Media Painting and Drawing Programs –Bitmap-based (paint) graphics programs provide tools that users can use to create and edit drawings by changing pixels from white to black or color. –Vector-based (draw) graphics programs provide tools that users can use to create, edit, and combine mathematically defined geometric shapes.

11 © Paradigm Publishing Inc. 13-11 Creating Digital Media Some Standard Graphics File Formats

12 © Paradigm Publishing Inc. 13-12 Creating Digital Media Graphics File Formats –Native format – format that is specific to the application in which it is made –Exporting – saving graphic in a standard file format –Importing – placing a graphic from a standard file format into another document or file –Data compression – conversion program can compress a bitmap image into another file format that looks almost as good and requires less file space

13 © Paradigm Publishing Inc. 13-13 Creating Digital Media Shown here are a compressed bitmap file and an uncompressed bitmap file of the same image

14 © Paradigm Publishing Inc. 13-14 Creating Digital Media Vector Graphics –stored as a series of codes representing different shapes, each with a color, size, and starting position –cannot reproduce a detailed image such as a face –wireframe diagram can use three-dimensional techniques to create, using vector graphics, a wireframe that can be stretched and rotated as desired; bitmaps are drawn on top of the wireframe to create a three-dimensional effect

15 © Paradigm Publishing Inc. 13-15 Creating Digital Media Clip Art Images –icon-like images that are sizable and can be inserted into the text of a report or Web pages to liven up the screen –somewhat generic, tending to feature items such as images of spinning globes, stop signs, or stylized computers

16 © Paradigm Publishing Inc. 13-16 Creating Digital Media Raster Image Editing –Adobe Photoshop and Corel Photo House can edit digitized photographs –digitized photographs are stored as raster images, or a collection of pixels –most common file format used for digitized photos is the Tag Image File Format (TIFF or TIF)

17 © Paradigm Publishing Inc. 13-17 Creating Digital Media 3-D Modeling Programs –create what appears to be three-dimensional objects on a two-dimensional surface –requires combined talents of an artist and an advanced computer user –requires enormous computing power

18 © Paradigm Publishing Inc. 13-18 Creating Digital Media Computer Animation –computer graphic special effects (CG FX) allow users to draw computer animated graphics –far cheaper to create computer animated graphics than use traditional techniques –animated graphics are easily manipulated so that any image can be redrawn until it is just right

19 © Paradigm Publishing Inc. 13-19 Creating Digital Media The sound of someone singing is captured by sampling the sound and then storing the measurements in binary format for use by the computer.

20 © Paradigm Publishing Inc. 13-20 Creating Digital Media Wave Files –records any kind of sound by storing masses of binary numbers and measuring exactly how much voltage to send out to the speakers each fraction of a second in order to reproduce the sound –a human voice sounds very real at a sampling rate of 11 KHz –clear, sharp musical reproductions are recorded at 44 KHz

21 © Paradigm Publishing Inc. 13-21 Creating Digital Media Musical Instrument Digital Interface –digitally simulates musical instruments –MIDI file only needs to know which notes to play on each instrument to reproduce music –used to create background music for games –MIDI files reproduce rather poorly on PCs

22 © Paradigm Publishing Inc. 13-22 Creating Digital Media MP3 Sound Compression Technique –takes a wave file and reduces it by 90%, leaving behind a high-quality reproduction –uses a data compression system that works in a similar fashion to JPEG or GIF formats –possible for a device the size of a credit card to hold an entire library of music

23 © Paradigm Publishing Inc. 13-23 Creating Digital Media Digital Movies –significantly enhance the movie-viewing experience through their high-quality sound and pictures –do not degrade with each showing and therefore do not skip, buzz, or flicker

24 © Paradigm Publishing Inc. 13-24 Creating Digital Media Movie Compression Techniques –MPEG file format – movie equivalent of the MP3 music format –MPEG2 file format – high-quality format DVD players use –MOV file format – apple format –AVI file format – older Windows format –Flash – moving images for Web pages

25 © Paradigm Publishing Inc. 13-25 Creating Digital Media Digital Cable –offers wide selection of stations, typically several hundred, with the capability of expanding to 2,000 stations –provides clearer picture but takes longer to come into focus –provides easily accessible information buttons and scheduling data

26 © Paradigm Publishing Inc. 13-26 Creating Digital Media Digital Video Recorder (DVR) –operates as a digital TV cable box and can also perform the job of HD TV support –records TV on a hard drive inside the box –is able to pause and rewind live TV for later viewing

27 © Paradigm Publishing Inc. 13-27 Creating Digital Media High-Definition TV –has more lines and more pixels—thus, higher resolution –offers sharper picture quality –requires stations to buy expensive new hardware –increased bandwidth forces some TV cable networks to remove channels from their list

28 © Paradigm Publishing Inc. 13-28 Creating Multimedia Steps in Creating Multimedia –plan the work –create the elements to be included in the work –combine the elements to create the work –write the work to a portable storage medium such as a CD-ROM, or post the work on the Web

29 © Paradigm Publishing Inc. 13-29 Creating Multimedia Sequential Page-Based Multimedia –sequence of pages or slides appearing one after the other and incorporating elements such as text, sound, graphics, and video –material is presented in a fixed order –appropriate for sales presentations, lectures, or step- by-step descriptions of how to accomplish a task

30 © Paradigm Publishing Inc. 13-30 Creating Multimedia Hypertext Page-Based Multimedia –set of pages containing links that can be followed at will –user can move from page to page or click on links to graphics, text, sound, or video files –author prepares a tree diagram showing links between pages

31 © Paradigm Publishing Inc. 13-31 Creating Multimedia This tree diagram shows links between pages in a simple multimedia presentation.

32 © Paradigm Publishing Inc. 13-32 Creating Multimedia Movie-Based Multimedia –work can be a movie or series of movies that stop from time to time, enabling users to follow links –a storyboard is prepared to plan sequential page- based multimedia or movie-based multimedia –storyboards consist of sketches of the pages or frames as they will appear in the final work

33 © Paradigm Publishing Inc. 13-33 Creating Multimedia Creating the Content of the Work –text prepared using a word processing program –graphics created in painting, drawing, or 3-D modeling programs, or taken from clip art or stock sources –images produced by traditional means or scanned and edited in a graphics program

34 © Paradigm Publishing Inc. 13-34 Creating Multimedia Hardware/Software for Creating Multimedia –sound digitizing card enables computer to capture and process digitized sounds –programs such as SoundEdit and Deck capture and edit sounds –video digitizing card captures and digitizes video images and sound –programs such as VideoVision and Adobe Premier capture and edit images

35 © Paradigm Publishing Inc. 13-35 Creating Multimedia Combining the Elements –simplest works are documents that move from page to page invoking multimedia elements placed on the pages –more complex works use PDF files incorporating pages created in other programs such as graphics, presentation, or page layout programs –most complex works save elements as single tracks that are combined and synchronized into a single file

36 © Paradigm Publishing Inc. 13-36 Artificial Intelligence The goal of artificial intelligence (AI) is to develop computers that can perform functions normally reserved for humans: thinking, talking, seeing, feeling, walking, and learning from their mistakes.

37 © Paradigm Publishing Inc. 13-37 Artificial Intelligence AI Technology Trends –moving toward limited, focused applications –goal of AI has shifted to augmenting human capabilities rather than supplanting them –three primary areas of artificial intelligence applications are cognitive science, natural interfaces, and robotics

38 © Paradigm Publishing Inc. 13-38 Artificial Intelligence Three primary areas of artificial intelligence applications are cognitive science, natural interfaces, and robotics.

39 © Paradigm Publishing Inc. 13-39 Artificial Intelligence Cognitive Science Application –the study and simulation of the human mind –based on biology, neurology, psychology, and other disciplines –focuses on researching how the human brain thinks and learns –types of applications are intelligent agents, experts systems, data mining, genetic algorithms, fuzzy logic, and neural networks

40 © Paradigm Publishing Inc. 13-40 Artificial Intelligence Intelligent Agent –provides an intuitive assistant (agent) that can utilize knowledge based on past experience and predictions of likely future behavior –agents goal is to reduce difficult tasks down to a few simple mouse clicks that can be completed quickly

41 © Paradigm Publishing Inc. 13-41 Artificial Intelligence Expert System –embodies human expertise in a particular field –works by questioning the user and then drawing a conclusion from the information provided –a knowledge engineer specializes in building knowledge bases of rules the computer can prove or disprove –an inference engine asks the questions and draws the conclusions

42 © Paradigm Publishing Inc. 13-42 Artificial Intelligence Data Mining –finds new ways to use masses of data stored in databases of large corporations –sorts existing data to provide more carefully targeted marketing and pricing of products –able to determine with good accuracy whether a new offering will succeed or fail

43 © Paradigm Publishing Inc. 13-43 Artificial Intelligence Genetic Algorithms –applies a Darwinian (survival of the fittest) method to problem solving –uses a computer to create thousands or millions of slightly varied designs and then tests and selects the best of them –chooses most successful designs for new mutations, producing crossovers by mixing together traits of the survivors

44 © Paradigm Publishing Inc. 13-44 Artificial Intelligence Fuzzy Logic System –attempts to model human reasoning by allowing for approximations and incomplete input data –allows users to input “fuzzy” data –works more naturally with the user by piecing together an answer similar to what a traditional expert system uses

45 © Paradigm Publishing Inc. 13-45 Artificial Intelligence Comparison of traditional SQL query and equivalent fuzzy logic query

46 © Paradigm Publishing Inc. 13-46 Artificial Intelligence Neural Network –simulates the physical workings of the human mind –generally starts off with only an input source, some form of output, and a goal –learns by trial and error how a desired output affects the input –the “gain” controls the change rate of the firing threshold of the neurons which, in turn, controls how fast a system will learn or unlearn something

47 © Paradigm Publishing Inc. 13-47 Artificial Intelligence Natural Interface Applications –Speech recognition – computer can take dictation and perform requested actions –Natural language interfaces – goal is a machine that can read a set of news articles on any topic and understand what it has read

48 © Paradigm Publishing Inc. 13-48 Artificial Intelligence Natural Interface Applications –Virtual reality – characterized in terms of its immersiveness, which measures how real the simulated world feels and how well it can make users accept it as their own –Mental interfaces – uses sensors mounted around the skull to read alpha brain waves; measures brain activity and interprets it as a command

49 © Paradigm Publishing Inc. 13-49 Artificial Intelligence Robots as Androids –Robots – machines capable of independent movement –Androids – simulated humans –Visual perception – computer security programs exist that recognize an individual human thumbprint or face –Audio perception – identifying a single voice and interpreting what is being said amid background noise is a goal of programmers

50 © Paradigm Publishing Inc. 13-50 Artificial Intelligence Robots as Androids –Tactile perception – robot must be able to feel an object AND must be able to sense how much pressure to apply to that object; must be dexterous enough to perform small actions such as placing a chip at a precise spot in a circuit board – Locomotion – most mobile robots use wheels or treads which limit mobility but make them easier to control

51 © Paradigm Publishing Inc. 13-51 Artificial Intelligence Robots as Androids –Navigation – robot can plot a course to a location using an internal “map” built up by a navigational perception system

52 © Paradigm Publishing Inc. 13-52 On the Horizon Based on the information presented in this chapter and your own experience, what do you think is on the horizon?


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