Question From :
Abdul Shukoor .P.K
3 rd year Computer science
Farook college ,Calicut
E-mail: ashukoorpk@gmail.com
Hardware for Multimedia
Input and Output Devices
• Most important components of a multimedia system
• Devices classified as per their use
• Key devices for multimedia output
– Monitors for text and graphics (still and motion)
– Speakers and midi interfaces for sound
– Specialized helmets and immersive displays for virtual reality
• Key devices for multimedia input
– Keyboard and ocr for text
– Digital cameras, scanners, and cd-roms for graphics
– midi keyboards, cd-roms and microphones for sound
– Video cameras, cd-roms, and frame grabbers for video
– Mice, trackballs, joy sticks, virtual reality gloves and wands, for spatial data
–Modems and network interfaces for network data
• Monitors
– Most important output device
– Provides all the visual output to the user
– Should be designed for the highest quality image, with least distortion
– Large vacuum tube with electron gun at one end aimed at a large surface (viewing screen) on the other end
– Viewing screen is coated with chemicals that glow with different colors; three different phosphors are used for color screens
– Source of electron beam is electrically negative pole or cathode (hence the name Cathode Ray Tube, or CRT)
– Two different sets of colors used in monitors – rgb and cmy, with either setcapable of full color spectrum
– Electron beam strikes the screen many times per second
∗ Phosphors are re-excited at each electron strike for a brief instance
∗ Refresh rate, measured in Hz
∗ Preferred refresh rate is 75 Hz or more
– Electron beam sweeps across the screen in a regular pattern
∗ Required to refresh phosphors frequently and equally
∗ Raster scan pattern
∗ Always strikes when going from left to right (trace), and turned off to go from right to left (retrace)
– Three separate electron beams for three colors, for better focus and higher refresh rates
– Screen divided into individual picture elements, or pixels
∗ Each pixel is made of its own phosphor elements to give the color
∗ Memory chip contains a map of what colors to display on each pixel
– Bit map
∗ Mostly used in context of binary images (black or white)
∗ One bit per pixel to indicate whether pixel is black or white
– Color maps, or pixmap
∗ One byte for each color for every pixel (24-bit color)
– Image changed in the memory map associated with screen
∗ For realistic motion images and for flicker-free screen, bit-map must be modified faster than the eye can perceive (30 frames/sec)
∗ For a 640 × 480 screen, number of bits is: 640 × 480 × 24 = 7, 372, 800
∗ To refresh the screen at 30 times per second, the number of bits transferred in a second is: 640 ×480 × 24 × 30 = 221, 184, 000 or 221 Mb
∗ Larger screen requires more data to be transferred
∗ Transfer rate limitation can be overcome by using hardware accelerator board to perform certain graphic display functions in hardware
∗ Full-screen 30 image per second performance may not be possible even with graphics accelerator board
– Physical size of monitor
∗ Important factor in the quality of multimedia presentation
∗ Typically between 11 and 20 inches on diagonal
∗ Another important factor is the number of pixels per inch
· Too few pixels make the image look grainy
· For best quality images, pixels should not be wider than 0.01 inches (28mm) in diameter
· Latter quantity is used for marketing the monitors (25mm dot pitch)
– Graphics display board
∗ Used in addition to monitor to speed up graphics
∗ Special hardware circuits for 2D and 3D graphics
∗ Simple graphics boards just translate image data from ram into one usable by monitor
∗ Complex boards can even speed up the refresh rate of screen
– Qualities of a good multimedia monitor
∗ Size, refresh rate, dot pitch
– Other concerns about monitor include weight and ambient light
– Liquid crystal display monitors
∗ Flat screen displays
∗ Crystals allow more or less light to pass through them, depending upon the strength of an electric field
∗ Not appropriate for multimedia presentation as the view angle is extremely important
– 3D monitors in the future
– Human factor concerns
• Speakers and midi interfaces
– Production of sound
1. Digitized representation of frequency and sound transmitted at appropriate time to the loudspeaker (.WAV files) – common method
2. Commands for sound synthesis can be transmitted to a synthesizer at appropriate time (midi files) – used for the generation of music
– Musical Instruments Digital Interface (midi)
∗ Standard to permit interface for both hardware and control logic between computers and music synthesizers
∗ Adopted in 1982
∗ Consists of two parts
1. Hardware standard
· Specifies cables, circuits, connectors, and electrical signals to be used
2. Message standard
· Types and formats of messages to be transmitted to/from synthesizers, control units (key-boards), and computers
· Messages consist of a device number, a control segment to tell the device the function to be performed (turn on/off a specified circuit), and a data segment to provide the information
necessary for the action (volume of sound, or frequency of basic sound)
∗ An entire piece of music can be described by a sequence of midi messages
– midi interface
*Required in the computer to communicate with midi instruments
∗ Circuit board to translate the signals
• Alphanumeric keyboards and optical character recognition
– Used for textual input
– Pressing a key on a keyboard closes a circuit corresponding to the key to send a unique code to the cpu
– Printed text can be input using ocr software
∗ ocr software analyzes an image to translate symbols into character codes
∗ Systematically checks the entire page, searching for patterns of dark and light recognizable as alphabetic, numeric, or punctuation characters
∗Choose the best match from a set of known patterns
– Quality of scanned page as well as output
• Digital cameras and scanners
– Real image – something present in nature
– Digital image – Representation of real image in terms of pixels
– Still image – Snapshot of an instance
– Motion image – Sequence of images giving the impression of continuous motion
– Graininess in real images
∗ Individual dots observed when a photograph taken by conventional camera is enlarged sufficiently
– Digital image capture
∗ Light is focused on photosensitive cells to produce electric current in response to intensity and wave-length of light
∗ Electric current is scanned for each point on the image and translated to binary codes
∗ Codes correspond to pixel values and can be used to rebuild the original picture
– Scanners scan an image from one end to the other
∗ Scanning mechanism shines bright light on the image and codes and records t he reflected light for each point
∗ Scanner does not store data but sends it to the computer, possibly after compression of the same
– Quality of images
∗ Depends on the quality of optics and sharpness of focus
∗ Perceived by sharpness of resulting image
∗ Accuracy of encoding for each pixel depends on the precision of photosensitive cells
∗ Resolution of scanner/camera (number of dots/inch)
∗ Amount of storage available
– Preferable to scan at the highest possible resolution under given hardware and storage space constraints to get the most detail in the original image Video camera and frame grabbers
– Standard video camera contains photosensitive cells, scanning one frame after another
– Output of the cells gets recorded as analog stream of colors, or sent to digiting circuitry to generate a
stream of digital codes
– Video input card
∗ Required for use of video camera to input video stream into computer
∗ Digitizes the analog signal from camera
∗ Output can be sent to a file for storage, cpu for processing, or monitor for display (or all of them)
– Frame grabber
∗ Allows the capture of a single frame of data from video stream
∗ Not as good resolution as a still camera
∗ Typical frame grabbers process 30 frames per second for real time performance
• Microphones and midi keyboards
– Used to input original sounds (analog)
– Microphone has a diaphragm that vibrates in response to sound waves
– Vibrations modulate a continuous electric current analogous to sound waves
– Modulated current can be digitized and stored as standardized format for audio data, s Such as .WAV file
– Microphone plugs into a sound input board
∗ Developer can control the sampling rate for digitizing
∗ Higher sampling rate gives better fidelity but requires more space
∗ Sampling rate for music – 20,000 Hz
∗ Sampling rate for speech – 10,000 Hz
– Editing digital audio files (cut and paste)
• Mice, trackballs, joy sticks, drawing tablets, ...
– Used to enter positional information as 2D or 3D data from a standard reference point
– Latitude, longitude, altitude
– Common to define a point on the computer screen
– Mouse defines the movement in terms of two numbers – left/right and up/down on the screen, with respect to one corner
– Movement of mouse is tracked by software, which can also set the tracking speed
– Trackball works the same way as the mouse
– A joystick is a trackball with a handle
– Pressing the button associated with the mouse/trackball/joystick sends a signal to the computer asking it to perform some function using the cursor for context
– Multimedia software should be able to determine the positional information as well as the signal context (mouse press)
• cd-roms and video disks
– Popular media for storage and transport of data
– Data written on disk by burning tiny holes, interpreted as binary 0 and 1 by software
– Read-only devices; data can be written only once
– cd-roms can typically store about 600MB of information
– With time, the speed has improved (4X in 1995 to more than 50X now)
– dvd-roms allow a few gigabytes of data on a single disk
– Ideal media for distributing multimedia productions (low cost)
Virtual Reality Devices
• Provide artificial stimuli to the senses of the user
• Substitute for input from physical world surrounding the system
• Virtual reality output devices
– Immersion of the vr system
∗ Extent of user isolation from the world
∗ Reception of artificially generated stimuli in lieu of the world
∗ Greater immersion requires sophisticated output devices
∗ Expensive in terms of hardware, programming, and computing power
– Design requirements for a particular multimedia system and cost/benefit of using a particular piece of vr hardware
– Primary stimuli are visual and aural
– Motion may be possible using hydraulics that are programmed in conjunction with visual and audio data
– Not much in terms of touch and smell
• Visual output
– Presented on a screen or head-mounted projection device
– Immersion environments
∗ cave
· CAVE Automatic Virtual Environment
· Most immersive vr visual output environment
· Developed at ncsa at uiuc
· Room about 10 feet square formed by rear projection screens
· Images controlled by a high-speed graphics computer
· User needs to wear special headgear with 3D glasses and a head motion tracking device
· 3D glasses make the image appear to be actual 3D objects within the room
· Head tracking device is coupled to a controlling computer which varies the images so that they appear to move in response to head movements
· Expensive to build and maintain
∗ ImmersaDesk
· An inexpensive version of cave for desktop systems
· Has only one rear projection screen
· Applications include versions of Quake and Doom
– Head-mounted displays
∗ Disables visual stimuli from outside world from reaching the user
∗ A large helmet to go on top of user’s head
∗ Small screen suspended in front of eyes
· Could be two small screens, one in front of each eye
· Two screens can have two phases of the same image to give stereoscopic effect
· Screens should have excellent focus, extremely high resolution, and realistic colors
∗ hmd should be light in weight (human factors)
∗ Should provide at least 120◦ vertical view and about 160◦ horizontal view
– Limitations
∗ Small flat screens are made using lcd
∗ Problem with the resolution and brightness levels of lcd
∗ The response time to change for lcd may not be acceptable
– Parallax
∗ Change in position of stationary object when viewed from slightly different position
∗ Each eye views the objects at slightly different position
∗ Amount of apparent motion of object is a function of distance from the eye
· As the distance to object approaches infinity, apparent motion goes to zero
∗ Problem in capturing parallax information with motion of camera
· Parallax information may not be due to motion of user’s head
∗ Problem in capturing and storing views with 360◦ scope
· Partially solved by panning camera
– Retinal images
∗ Project the image directly on the retina of viewer’s eyes
∗ Image projected by leds and reflected onto retina by a small mirror
∗ Display limited to monochrome images with moderate resolution
• Aural output
– Two primary factors related to perception of sound – localization and identification
– Sound output must change subtly so that it appears to come from the same location no matter where the
head is pointed
– Current sound systems are not realistic with regard to controlling the precise location of the source
• Virtual reality input devices
– Most input performed by using mechanical devices such as buttons of a joystick
– Problem to employ unobtrusive virtual input devices that perform like the real devices
– Position sensing
∗ Accomplished by means of some form of radiated signal
∗ Signal could be visible light, infrared, ultrasound, or laser
∗ Signal emitted from a device mounted on subject, or reflected off the subject
∗ Subject can be made to wear devices containing sensors/emitters to send signals
· Wearable devices can transmit information about many points simultaneously
· A glove can transmit information about all fingers
∗ Position is given in terms of three mutually perpendicular axes
∗ It may be required to get the orientation of the object as well
· Orientation defined in terms of terminology used by pilots
· Yaw – Rotation along the Y (vertical) axis
· Pitch – Rotation along the Z (left-right) axis
· Roll – Rotation along the X (front-back) axis
– Motion
∗ Specified in terms of change in position and orientation
∗ Six degree of freedom corresponding to six parameters
∗ Sensor output can be a continuous stream of data or sent only upon request
∗ Polling reduces the amount of network traffic but may miss quick changes in position
∗ Lag of latency
· Delay from actual time of motion and when it is interpreted
· Should not exceed 50 msec to avoid being perceived by user
∗ Update rate
· Rate at which measurements are made
· Slow update rate makes the motion look jerky
∗ Precision and accuracy of measurements
· Accuracy varies with particular application but should be as high as possible
· Accuracy depends on analog to digital converters
∗ Range of sensors
· Maximum range/distance over which motion can be sensed
· Dimensions of a room, geocells in flight simulators, distance over which a hand can move
∗ Degree to which sensor screens out interference from ambient sources
– Voice input
∗ Speech or voice recognition
∗ Form of pattern recognition
∗ Spoken sound patterns are matched against previously recorded patterns
∗ Problems
· Voice quality of different people – pitch, timbre, volume, rate of speech, accent
∗ Computer can be trained by the subject by speaking certain words repeatedly
∗ Limited vocabulary
∗ Natural language processing
· People use different words for same thing (can i use your pen?)
· Some sentences make sense but cannot be properly parsed
· Accentuating a word may be important
· Tone of speaker’s voice can alter the meaning of words
· Cultural or language issues (In India, you always pass out from college)
· Homonyms (see vs sea, know vs no)
· Relative position of words (Only the son praised his sister.)
∗ Limited vocabulary can still be used for commands to substitute point-and- click
Modems and Network Interfaces
• Network interface
– Translate the signals from computer to network and the other way round
• Serial and parallel
– Each character represented by a set of bytes (typically from 7 to 16)
– Bits may be transmitted in parallel (within computer) or serial (over the network)
– Parallel transmission is faster but requires extra wires (more expensive)
– Interface can convert from serial to parallel and vice versa
• Character encoding
– ascii and ebcdic
– ascii uses 7 bits per character, but extended ascii uses 8 bits to represent special characters
– Unicode
∗ Fixed-width. uniform text and character encoding scheme
∗ Includes characters from world’s scripts, including technical symbols
∗ Uses 16-bits
∗ No escape sequences required for characters
– iso/iec 10646-1:1993 standard
∗ 32-bit character encoding
∗ Includes Unicode as one 16-bit portion of the standard
• Start/Stop/Error-checking codes
– Used to inform the device of beginning and end of serial transmission
– Needed to identify a change of state on the transmission medium
∗ Transmission medium with 0 shows no data being transmitted
∗ Need to transmit data starting with 0
∗ Achieved by sending a start bit that is opposite of idle state
∗ Next eight bits contain data
– Serial data needs to be converted to parallel as eight bits are needed together to signal a character
– Stop bit ensures that the translation from serial to parallel has been achieved before more data is sent
– Some bits may be used for error detection/correction
• Transmission rate
– Internal transmission rate is much faster than transmission rate across machines over the network
– Interface needs to account for the change in data transmission rate
– Signal from interface to computer (interrupt) informs about when it has received a byte and is ready to
transmit it forward
• Transmission form
– Signal can be transformed from two voltage levels (binary) to something suitable for Transmission as voice
over phone lines
– Translation achieved through a modem (modulator/demodulator)
– No special communication lines are required, except phone lines
– Limited in transmission speed
– A speed of 56K still may not be fast enough for image downloading
– Multimedia designer needs to be concerned about the number of images being Transmitted, possibly over slow connections
Computer data storage
Computer data storage, often called storage or memory, refers to computer components and recording media that retain digital data used for computing for some interval of time. Computer data storage provides one of the core functions of the modern computer, that of information retention. It is one of the fundamental components of all modern computers, and coupled with a central processing unit (CPU, a processor), implements the basic computer model used since the 1940s.
In contemporary usage, memory usually refers to a form of semiconductor storage known as random-access memory (RAM) and sometimes other forms of fast but temporary storage. Similarly, storage today more commonly refers to mass storage — optical discs, forms of magnetic storage like hard disk drives, and other types slower than RAM, but of a more permanent nature. Historically, memory and storagemain memory and secondary storage (or auxiliary storage). Auxiliary storage (or auxiliary memory units) was also used to represent memory which was not directly accessible by the were respectively called CPU (secondary or tertiary storage). The terms internal memory and external memory are also used.
Purpose of storage
Many different forms of storage, based on various natural phenomena, have been invented. So far, no practical universal storage medium exists, and all forms of storage have some drawbacks. Therefore a computer system usually contains several kinds of storage, each with an individual purpose.
A digital computer represents data using the binary numeral system. Text, numbers, pictures, audio, and nearly any other form of information can be converted into a string of bits, or binary digits, each of which has a value of 1 or 0. The most common unit of storage is the byte, equal to 8 bits. A piece of information can be handled by any computer whose storage space is large enough to accommodate the binary representation of the piece of information, or simply data. For example, using eight million bits, or about one megabyte, a typical computer could store a short novel.
Primary storage
Primary storage (or main memory or internal memory), often referred to simply as memory, is the only one directly accessible to the CPU. The CPU continuously reads instructions stored there and executes them as required. Any data actively operated on is also stored there in uniform manner.
Historically, early computers used delay lines, Williams tubes, or rotating magnetic drums as primary storage. By 1954, those unreliable methods were mostly replaced by magnetic core memory. Core memory remained dominant until the 1970s, when advances in integrated circuit technology allowed semiconductor memory to become economically competitive.
This led to modern random-access memory (RAM). It is small-sized, light, but quite expensive at the same time
Secondary storage
Secondary storage (or external memory) differs from primary storage in that it is not directly accessible by the CPU. The computer usually uses its input/output channels to access secondary storage and transfers the desired data using intermediate area in primary storage. Secondary storage does not lose the data when the device is powered down—it is non-volatile. Per unit, it is typically also two orders of magnitude less expensive than primary storage. Consequently, modern computer systems typically have two orders of magnitude more secondary storage than primary storage and data is kept for a longer time there.
In modern computers, hard disk drives are usually used as secondary storage.
Tertiary storage
Large tape library. Tape cartridges placed on shelves in the front, robotic arm moving in the back. Visible height of the library is about 180 cm.
Tertiary storage or tertiary memory,[3] provides a third level of storage. Typically it involves a robotic mechanism which will mount (insert) and dismount removable mass storage media into a storage device according to the system's demands; this data is often copied to secondary storage before use. It is primarily used for archival of rarely accessed information since it is much slower than secondary storage (e.g. 5–60 seconds vs. 1-10 milliseconds). This is primarily useful for extraordinarily large data stores, accessed without human operators. Typical examples include tape libraries and optical jukeboxes.
Off-line storage
Off-line storage is a computer data storage on a medium or a device that is not under the control of a processing unit.[4] The medium is recorded, usually in a secondary or tertiary storage device, and then physically removed or disconnected. It must be inserted or connected by a human operator before a computer can access it again. Unlike tertiary storage, it cannot be accessed without human interaction.
Off-line storage is used to transfer information, since the detached medium can be easily physically transported. Additionally, in case a disaster, for example a fire, destroys the original data, a medium in a remote location will probably be unaffected, enabling disaster recovery. Off-line storage increases general information security, since it is physically inaccessible from a computer, and data confidentiality or integrity cannot be affected by computer-based attack techniques. Also, if the information stored for archival purposes is accessed seldom or never, off-line storage is less expensive than tertiary storage.
4 Fundamental storage technologies
Fundamental storage technologies
As of 2008, the most commonly used data storage technologies are semiconductor, magnetic, and optical, while paper still sees some limited usage. Some other fundamental storage technologies have also been used in the past or are proposed for development.
Semiconductor
Semiconductor memory uses semiconductor-based integrated circuits to store information. A semiconductor memory chip may contain millions of tiny transistors or capacitors. Both volatile and non-volatile forms of semiconductor memory exist. In modern computers, primary storage almost exclusively consists of dynamic volatile semiconductor memory or dynamic random access memory. Since the turn of the century, a type of non-volatile semiconductor memory known as flash memory has steadily gained share as off-line storage for home computers. Non-volatile semiconductor memory is also used for secondary storage in various advanced electronic devices and specialized computers.
Magnetic
Magnetic storage uses different patterns of magnetization on a magnetically coated surface to store information. Magnetic storage is non-volatile. The information is accessed using one or more read/write heads which may contain one or more recording transducers. A read/write head only covers a part of the surface so that the head or medium or both must be moved relative to another in order to access data. In modern computers, magnetic storage will take these forms:
-
Floppy disk, used for off-line storage
Hard disk drive, used for secondary storage
Magnetic tape data storage, used for tertiary and off-line storage
In early computers, magnetic storage was also used for primary storage in a form of magnetic drum, or core memory, core rope memory, thin-film memory, twistor memory or bubble memory. Also unlike today, magnetic tape was often used for secondary storage.
Optical
Optical storage, the typical optical disc, stores information in deformities on the surface of a circular disc and reads this information by illuminating the surface with a laser diode and observing the reflection. Optical disc storage is non-volatile. The deformities may be permanent (read only media ), formed once (write once media) or reversible (recordable or read/write media). The following forms are currently in common use:[11]
Ultra Density Optical or UDO is similar in capacity to BD-R or BD-RE and is slow write, fast read storage used for tertiary and off-line storage.
Magneto-optical disc storage is optical disc storage where the magnetic state on a ferromagnetic surface stores information. The information is read optically and written by combining magnetic and optical methods. Magneto-optical disc storage is non-volatile, sequential access, slow write, fast read storage used for tertiary and off-line storage.
3D optical data storage has also been proposed.
Paper
Paper data storage, typically in the form of paper tape or punched cards, has long been used to store information for automatic processing, particularly before general-purpose computers existed. Information was recorded by punching holes into the paper or cardboard medium and was read mechanically (or later optically) to determine whether a particular location on the medium was solid or contained a hole. A few technologies allow people to make marks on paper that are easily read by machine—these are widely used for tabulating votes and grading standardized tests. Barcodes made it possible for any object that was to be sold or transported to have some computer readable information securely attached to it.
Uncommon
Vacuum tube memory
A Williams tube used a cathode ray tube, and a Selectron tube used a large vacuum tube to store information. These primary storage devices were short-lived in the market, since Williams tube was unreliable and Selectron tube was expensive.
Electro-acoustic memory
Delay line memory used sound waves in a substance such as mercury to store information. Delay line memory was dynamic volatile, cycle sequential read/write storage, and was used for primary storage.
is a medium for optical storage generally consisting of a long and narrow strip of plastic onto which patterns can be written and from which the patterns can be read back. It shares some technologies with cinema film stock and optical discs, but is compatible with neither. The motivation behind developing this technology was the possibility of far greater storage capacities than either magnetic tape or optical discs.
uses different mechanical phases of Phase Change Material to store information in an X-Y addressable matrix, and reads the information by observing the varying electrical resistance of the material. Phase-change memory would be non-volatile, random access read/write storage, and might be used for primary, secondary and off-line storage. Most rewritable and many write once optical disks already use phase change material to store information.
stores information optically inside crystals or photopolymers. Holographic storage can utilize the whole volume of the storage medium, unlike optical disc storage which is limited to a small number of surface layers. Holographic storage would be non-volatile, sequential access, and either write once or read/write storage. It might be used for secondary and off-line storage. See Holographic Versatile Disc (HVD).
stores information in polymer that can store electric charge. Molecular memory might be especially suited for primary storage. The theoretical storage capacity of molecular memory is 10 terabits per square inch.[12]
0 comments:
Post a Comment