Creating Multimedia for the Web
Contents Overview Content Design and Development Compressing Multimedia Content: Codecs Hardware Requirements Software Requirements Creating Images Production: Image source Image File Formats Sample Content Creation Scenario Acquiring and Licensing Images Creating Audio Production: Audio source Audio File Formats Compressing Audio Content: Codecs Sample Content Creation Scenario Acquiring and Licensing Audio Content Creating Video Video source Video File Formats Video production Compressing Video Content: Codecs Sample Content Creation Scenario Acquiring and Licensing Video Content |
Abstract: This section addresses the fundamental issues of creating multimedia content and how these issues relate to delivery on the World Wide Web (WWW). The stages in developing a multimedia project (planning, design, production, testing, and delivery) are discussed in terms of the different types of multimedia content (images, audio, and video). This section is not a discussion of interface design principles or a "how-to procedural guide" for different types of software used in creating multimedia content. For this type of information, many books are available, along with the user documentation for specific software packages. This section is intended for the person just starting into multimedia content creation. By understanding the basic principles and concepts involved in developing and delivering general multimedia content, you will be better able to understand the principles and guidelines presented later on using Microsoft Ò NetShow™ to enhance network multimedia presentations. |
What is multimedia?
Multimedia has been a term used for a number of years in computer delivery. A common definition of multimedia is the blending of multiple types of media (audio, text, images, video, and animation) together to enhance the message that you want to deliver. You're very familiar with how much a sound track can add to the story of a movie or how the new generation of special effects can enhance visual impact. This is the professional level of multimedia, and while your project probably won't have the time, money, or resources to make the next Jurassic Park, you can create multimedia enhancements that will facilitate getting your message across to your audience.
Steps in creating multimedia content
As with any project or plan, a series of phases occur: planning, production, building, testing, and delivery. The more attention paid to these phases, the better the outcome. In fact, the more effort put into the early planning stages, the better. Early planning saves many headaches later on; DON'T skip this vital stage. The more up-front planning you do, the better the likelihood of your multimedia creation meeting your audience's expectations.
Planning
Planning consists of several stages, from conceptualization to finalization of the concept, and moving on to production phases. Initial planning requires you to develop and understand some basic questions:
--multiple platforms
--multiple browsers
Take time to answer these questions before you start the actual content creation process. After this initial project conceptualization phase, several other stages are important.
Brainstorming
This phase is your opportunity to dynamically develop and gather ideas about the overall project creation and presentation. Gathering ideas from more than one perspective or viewpoint and without constraints or judgements on the range of ideas gives the content producer a wide base from which to work. A major error in some multimedia projects is too often starting out with a preconceived idea about what the presentation should be and how it should be created
Commonly used methods of recording information from brainstorming sessions exist, and all may prove equally effective. Whiteboards, flipcharts, videotaping, and paper lists are all worth investigation. Taking notes on a computer may not prove the most effective method of gathering brainstorming information unless the information is made visible to others in the brainstorming session. Remember that the purpose of brainstorming is to make a wide range of ideas visible to the content team. Experiment, but just make sure you go through a brainstorming session, if only to clarify your own ideas and preconceived notions about the project.
Project Proposal
Once you have a clear understanding of the project scope and have formulated an idea about the content and presentation, a proposal should be developed. This proposal serves several purposes:
- Hired by an outside client?
- "Hired" by a group internal to your company?
- Personal project
Storyboards
Storyboarding is a way of visualizing abstract concepts early in the project's life. Words convey only a certain part of a multimedia experience. A storyboard is an illustrated scene-by-scene plan for how the story is to be told, the message you want to convey, and how the overall audience experience will look and feel. Storyboards are a visual way to show the interaction of words, visuals, and actions over a timeline.
A storyboard can be as complex and detailed as resources, skills, and time allow, but even primitive(rough) drawings of the storyline displayed over time will greatly increase the chances of the final outcome achieving the goals you want.
Prototyping
This is a time of experimentation using different implementations of ideas from the storyboards. By putting together a small sampling of the design presentation, you can gather a representative model of the final content creation. Try to include at least one example of each media element in the instructional context planned for the final delivery. This prototype provides an opportunity to test your ideas on your intended audience and make revisions early in the project. Remember, a prototype is only a snapshot of the project with a balance between time, cost, and quality. Don't spend excessive time or money to produce a prototype of greater quality than is needed to present an accurate model of the final project.
Script writing
Once the concept is understood and defined for the multimedia project, the process of putting words, visuals, and actions to the storyline is started. This process is referred to as script writing, or scripting the project. Script writing as defined in this discussion refers to the narration or storyline, the visuals that support the narration, and how these two components interact to convey an overall message. Just as in a movie production, the audio track, the visuals and action sequences, and how the scene was actually shot must all work together to convey the story. Other phases of multimedia production can reference scripting as authoring activities using scripting languages such as Microsoft's VBScript, NetScape's JavaScript, or Macromedia's Lingo.
Textual Storyline/Content Script
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Visuals |
Timeline |
Event/Action |
Audio track |
Logo, then speaker (casual, yet professional manner)-Opening |
0- 20 |
URL flip to questions posed...then features start appearing |
How effective and captivating was your last presentation; lost a few people along the way? Give me just three minutes and I'll show you how Microsoft Ò NetShow can make your next presentation more powerful and compelling. |
Talking head |
20-25 |
URL flip to list of features |
We're going to cover 6 main features of NetShow player and the authoring. There are many other features we could cover, but we don't have much time, so let's get going! |
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Streaming media label |
26-45 |
URL flip to streaming media |
How often have you wasted time waiting for a large amount of content to download over the network? NetShow streams content to users so you can receive information without these painful download times. NetShow takes a few seconds to get the information needed, and then starts playing. No wasted hard disk space or long download wait times. |
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Talking head |
46-50 |
URL flip to markers page 1 |
Have you ever had to listen to an entire videotape because you didn't have a good way of jumping to the section you really wanted to listen to? NetShow uses markers, which are like media bookmarks. |
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Markers label |
51-1:10 |
URL flip to markers page 2 |
Markers can define sections, chapters, scenes, or other logical points in time. You can move forward or backward quickly and easily to a marker and then continue playing from that place. |
Ideally, a team can be assembled based on the necessary project skills: graphic designers, scriptwriters, audio and video production personnel, an instructional designer, and a producer, at a minimum. However, in reality, many of these tasks end up being handled by less than a full team; a few people may have to handle many tasks. Keep in mind, however, that the skills involved in designing great-looking visuals or recording great video and audio scenes are quite different from the project management and visionary skills of the producer. Content design can only be as good as the resources dedicated to produce the multimedia elements. Audiences today expect TV and movie quality and impact even when viewing computer-based multimedia content; it's better to have a simple, clear, well-done presentation than develop a large, complex presentation with poor audio, video, and images.
Often an overlooked part of multimedia content creation is the information design stage. Regardless of the individual pieces of multimedia content, it is the organization and presentation of the content that makes the project a success. Information design organizes and integrates all the media pieces into a clear and accurate representation of the information. Spend time in the early planning stages to develop a clear, effective information design that puts all the multimedia elements and the overall project message in the best possible perspective.
Content development
The processes and procedures for developing the individual multimedia elements vary depending on the source of the media;
The following sections on images, audio, video, and animation address both of these scenarios. Obviously, if the media already exists the tasks are more related to editing. New media production requires far more work, from planning through testing and delivery. However, the opportunities for producing media elements that are better suited to your project and for providing overall higher-quality sources for possible later use are much greater and are generally worth the time, cost, and effort.
Compressing multimedia content: codecs
Stay with me now; finally, the "techie" topic you'd rather not hear about! But believe me, when you start developing audio and video content, the success (or, unfortunately, the lack of success) of your content creation depends to a great extent on compression technology. Graphic images can also be compressed, as you'll hear about under File Formats for Images, but the complexities are fewer than when working with audio and video. This discussion presents an overview of media compression, some of the common codecs used for compressing audio and video, and suggestions for when to use certain codecs.
Before we start discussing the technicalities of compression and decompression, be aware that compression is not the only way to reduce the size of image, audio, and video files and thereby decrease the bandwidth required to transmit the files over a network. Your initial planning should provide some clues about how you need to develop your content based on delivery bandwidth and the expected quality based on the audience and the message you want to get across.
If your project doesn't have to be the next Jurassic Park, then you have several options available to you before you think about using codecs. By reducing the frame rate of your video, you can reduce the data rate proportionally. Or if the frame rate is of utmost importance, then decreasing the size of the video windows by half decreases the file size by a factor of 4. For example, if you start with a 10 MBps video that is 320 x 240 and 20 fps, and reduce the size to 160 x 120 and the frame rate to 15 fps, the video drops to 1.88 MBps.
While you can't decrease the window size of audio, you can decrease the sampling rate (frequency) and the bits per sample for similar decreases in file size, and thereby decrease the data rate. This chart provides a representative sampling of the relationship between audio sample rate, bits/sample, and data rate.
Audio Type |
Sample rate (frequency) |
Bits per sample |
Mono or Stereo |
Data rate/minute |
Telephone -quality speech |
11 kHz |
8 |
Mono |
662 KB |
High-quality speech |
11 kHz |
16 |
Mono |
1.32 MB |
Music |
22 kHz |
16 |
Mono |
2.65 MB |
Music |
22 kHz |
16 |
Stereo |
5.3 MB |
CD-quality |
44.1 kHz |
16 |
Stereo |
10.6 MB |
Codecs (short for compressor/de-compressor) are the key to media compression and decompression. Typically, a codec converts between an uncompressed format and a compressed format. By using codecs for compressing audio and video data into smaller packages, network and multimedia applications provide richer, fuller content and don't consume as much hard disk space or network bandwidth as non-compressed media. Two stages exist when using codecs; compression, or encoding, and de-compression, or decoding.
There are many different codecs, each with advantages and disadvantages, depending on what you want to accomplish by the compression process. Understanding a few basics about how compression works and the pros and cons of the main codecs helps the content creator to choose a codec that best fits their needs.
There are two categories of compression:
lossless
Images, audio, and video data contains redundant information. For example, the same color may exist in many pixels of an image or video frame. Rather than representing every pixel by this color, a lossless compression scheme will represent the color once, and then "remember" how many other pixels of this color are represented in the original image. When the image is decompressed, all the pixels are represented, displaying an exact copy of the original.
This type of compression generally results in a lower overall compression ratio than a lossy-type compression scheme, which we discuss next. Common compression ratios are from 2:1 to 3:1.
lossy compression
Rather than looking for redundant information and "remembering" the amount and location of this redundancy, a lossy compression scheme removes redundant data that is less important to perception. For example, certain pixels are actually removed from the image, but the overall appearance is not degraded or is degraded only slightly.
Lossy compression provides a greater compression ratio, but the decompressed media may not appear exactly as did the original, uncompressed media. Generally this is not a major problem with images, but this may not be a good solution for compressing some types of audio. The human ear is much more sensitive to lost audio information than the human eye is to lost visual information. For example, a music track might not suffer from loss of some data, but a voice track may sound poor. Fortunately however, voice data is of low bandwidth, so high compression ratios are not normally needed.
Two other terms are commonly heard when discussing the methods used by codecs to compress data; intraframe, or spatial compression, and interframe, or temporal compression. The key points for these terms that you need to understand are that intraframe compression reduces each frame of video, while interframe compression reduces some frames referred to as key frames, and then records only the differences between the next frame and the preceding frame. These "difference" frames are often referred to as p (predictive) or delta frames; the key frames are referred to as I frames.
Without getting into a detailed description of the differences between lossy, intraframe compression for .avi file formats and lossy, intraframe compression for MPEG files, we should mention one thing. The key frames in MPEG compression are referred to as "I" frames and the changed or delta frames are referred to as "B" and "P" frames. The "B" in B frames stands for bi-directional, which means that this type of frame gets its information from I frames before and after the B frame in the video stream. P frames, or predictive frames, get information only from preceding I frames.
You ask, "So what?" Well, intraframe compression is easier to edit and compress; however, the amount of overall compression is usually less than with interframe compression methods. So if you need maximum compression ratios you'll probably end up using an interframe compression scheme like MPEG, Intel Indeo Interactive, or VDOWave.
Codecs for the Microsoft Windows® platform are commonly referred to as ACM or VCM compatible. These terms refer to Audio Compression Manager and Video Compression Manager, respectively. These are standard implementations for audio and video compression on Microsoft Windows platforms. This standardization allows files to be opened, played, and saved using ACM or VCM-compliant codecs installed routinely with Windows operating systems or applications such as Microsoft's Video for Windows. These video codecs include:
QuickTime is a video format from Apple Computer, Inc. that provides a common multi-platform video format that includes video and audio codecs for high quality playback and authoring. Several of the common video codecs such as Cinepak, and JPEG, can be used in content played back in a QuickTime format. QuickTime provides two software codecs for video, a video compressor and a compact video compressor. These codecs compress and decompress video running on computers using Apple's Macintosh operating system and Microsoft's Windows-based operating systems.
Note: In the context of this discussion of codecs, bit rate refers to approximate network data rates of:
These audio and video codecs are examples of common software compression and decompression solutions. Most of these codecs are available through various software applications, such as video editing and audio editing packages, or directly from the developer of the codec. This list is for reference purposes only and is not meant to be comprehensive or a comparison of the quality and performance of the various codecs.
Video Codecs
Software Codec |
Company |
Best Used For |
Indeo Video Interactive R4.1 |
Intel Corp. |
Full motion, 24-bit video at mid--to-high-bit-rates; slow compression times even on fast machines; higher-quality video than Indeo 3.2, Microsoft Video, or Microsoft RLE; video displays best on fast processors. |
Indeo Video R3.2 |
Intel Corp. |
Useful for 24-bit video at mid-to-high-bit-rates; best used on raw video source media that hasn't been previously compressed with another lossy compressor; has low CPU utilization; quality comparable to Cinepak with lower bit rates. |
VDOnet VDOwave |
VDOnet Corp. |
Low-to-mid-bit-rate video; small window sizes; optimized for Internet delivery of high quality, low rate video. |
H.263 |
Intel Corp. |
Video telephony standard designed for low-bit-rate video over 28.8 Kbps connections. |
MPEG-4 |
Microsoft Corp. |
A limited implementation of the MPEG-4 video standard; excellent for low-to-mid-bit-rate video delivery. |
TrueMotion Ò RT (Duck) |
The Duck Corp. |
Full motion, mid-to-high-bit-rate video. Provides excellent video quality and playback performance. |
ClearVideo |
Iterated Co. |
Low-bit-rate video delivery for Video for Windows and QuickTime platforms. |
Cinepak |
Radius Corp. |
Full motion, high-bit-rate video. Provides good video quality with good playback performance. |
Microsoft Video 1 |
Microsoft Corp. |
Full motion, moderate quality video with low CPU overhead, 320 x 240 or smaller, 15 fps or less. Supports only 8-bit (256) color. |
Microsoft Run-Length Encoding (RLE) |
Microsoft Corp. |
Intended for compressing clean graphic images such as bitmaps. It has a low CPU overhead, but does not handle rapid, complex scene changes well. |
Indeo Video Raw (YVU9C) |
Intel Corp. |
Useful for capturing uncompressed video of high quality. This is NOT the same as capturing with no compression; in other words, raw video. Large files and high bit rates, but excellent image quality. This is the BEST source, along with Raw video, of video content to be compressed by other methods later. |
Hardware Codecs |
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Motion-JPEG |
ISO and Consultative Committee, International Telegraph and Telephone |
Intended for compressing a series of JPEG images. No audio capabilities are available with Motion JPEG. Motion JPEG is generally quicker in displaying images than MPEG; however the file size is two to three times larger than an equivalent MPEG video. |
MPEG-1 |
ISO and Consultative Committee, International Telegraph and Telephone |
Intended for delivery of high-quality, 30-fps motion video at a frame size of 352 x 240 compressed to a data rate of approximately 150 Kbps (in other words, equal to single-speed CD-ROM performance). |
MPEG-2 |
ISO and Consultative Committee, International Telegraph and Telephone |
Intended as a broadcast video standard providing 720 x 480 playback at 30 fps. To achieve this high quality, the data rate is very high, ranging from about 500 Kbps to greater than 2 MBps. Because of this high data rate, MPEG-2 is currently better suited for dedicated video servers. |
DVI (Digital Video Interactive) |
Intel Corp. |
Based on a chip set developed by Intel and used by IBM for video and audio compression and decompression. The software portion of DVI requires this special, proprietary hardware, hence the term hardware codec. To date, this codec has not received widespread use; however, more recent hardware advances might change this scenario. Currently this codec is unlikely to be part of the content producer's arsenal for compressing video. |
Audio Codecs
Software Codec |
Company |
Best Used For |
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DSP Group TrueSpeech |
DSP Group, Inc. |
Low-to-mid-bit-rate voice-oriented sound; excellent all around audio codec. |
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Microsoft Network (MSN) Audio codec |
Microsoft Corp. |
Low-to-mid-bit-rate audio, both voice and music. |
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Lernout & Hauspie CELP 4.8kbit/s |
Lernout & Hauspie |
Low-bit-rate voice audio; not optimized for music. |
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Microsoft PCM Converter |
Microsoft Corp. |
Uncompressed, high-quality audio for higher bit rate content. |
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Microsoft Adaptive Delta Pulse Code Modulation (ADPCM) |
Microsoft Corp. |
High-quality compressed audio for higher bit-rate content; good for audio stream associated with high-bit-rate video. |
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Microsoft Interactive Multimedia Association (IMA) ADPCM |
Microsoft Corp. |
High quality compressed audio for higher bit-rate content. |
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Fraunhofer IIS MPEG Layer 3 |
Fraunhofer |
High-quality audio with low bit rates; mono and stereo; NetShow and Shockwave use FHG for audio; works better with "mixed audio signals" than pure voice; excellent all around audio codec. |
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G.723 |
Intel Corp. |
High-quality audio for low bit rates; good voice and music reproduction. |
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Voxware |
Voxware, Inc. |
High-quality speech for low bit rates |
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Microsoft Groupe Special Mobile (GSM) 6.10 |
Microsoft Corp. |
Mid-to-high-bit-rate voice-oriented sound. |
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Microsoft Consultative Committee for International Telephone and Telegraph (CCITT) G.711 A-Law and u-Law |
Microsoft Corp. |
Provided for compatibility with telephone standards for Europe and North America. |
Other codecs will obviously be developed as demand for the "magic codec" that can improve data quality while providing a fast network delivery increases rapidly.
More is always better...memory, disk space, processor speed, video speed, and so on! The processes involved in creating video and audio puts huge demands on the hardware to rapidly and accurately move large amounts of information to the computer. You quickly find yourself spending more time waiting than working if the hardware is not up to this. While no single list of hardware requirements is the ultimate answer because of unique needs and ever changing hardware availability, the following hardware components are representative of an efficient multimedia creation system regardless of the platform type. This list represents hardware for general multimedia creation, not for the creation of Microsoft NetShow specific content, which will be addressed in other sections.
Processor: |
Intel-based CPU : 133MHz minimum |
166 MHz or 200 MHz recommended |
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Macintosh-based CPU : PowerMac 7200 minimum |
8500+ recommended |
RAM: |
32 MB (minimum) |
64 MB recommended |
Hard disk space: |
2 GB (minimum) |
Ultra fast wide SCSI controller ; 4 GB + recommended |
Video: |
2-MB video memory with monitor capable of displaying 24-bit color (16.7 million colors) at a minimum of 800 x 600 resolution and a refresh rate of >72 Hz |
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Sound: |
16-bit sound card and speakers |
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Video capture card: |
Truevision, Intel, Videum, Miro, FAST, Data Translation, DPS, etc. PCI-based cards provide faster data transfer than ISA- or NuBus-based cards |
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Digital camera: |
Sony, Kodak, Epson, Olympus, and Ricoh. An alternative to videotape as media source; most useful for frame, not motion capture |
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Videotape deck: |
VHS (minimum) |
S-Video or Beta deck recommended |
Scanner: |
24-bit color scanner |
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Microphone: |
best quality possible; unidirectional |
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Audio mixer: |
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Graphics tablet : |
Wacom, Kurta, or CalComp pen or puck tablets |
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Backup device: |
Removable media such as Iomega or Syquest units |
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Software, like hardware, is continuously changing and improving, and the specific requirements of each content producer likely differ. If you intend to work with images, audio, and video, however, certain categories of software are necessities. This list is meant to be representative of some of the software useful in developing images, audio, video, and animation media elements.
Image editing (Raster) |
Adobe Photoshop, Macromedia Xres, Microsoft Image Composer, JASC PaintShop Pro, Corel Draw! 7 |
Image editing (Vector) |
Adobe Illustrator, Deneba Canvas, Macromedia Freehand, Macromedia Flash, Corel Draw! 7 |
Image utilities: |
DeBabelizer, JASC Media Center, QuarterDeck HiJaak and HiJaak Pro, MetaTools Kai's Power Tools, Adobe Gallery Effects, Ulead Systems MPEG Converter |
Audio recording and editing |
Sound Forge, SoundEdit |
Video editing |
Adobe Premiere, Asymetrix Digital Video Producer, Hollywood FX, Adobe After Effects, MetaTools Final Effects, Ulead Systems Media Studio Pro. Corel Lumiere |
Animation creation |
Macromedia Director, Macromedia Flash, GIF Animator, GIF Construction Set |
Planning
Two of the first questions you should ask when confronted with developing new images or re-purposing existing images for a multimedia project are:
These questions are vital, since they determine many of the required characteristics of the images, such as color depth, color palette, how large the image is in size, and in what file format the image should be saved. All these factors determine how quickly a user receives an image, how quickly the image is displayed on the user's screen, and how good the quality of the image is. The answers to these questions lie in the concepts of bandwidth and data rate.
Bandwidth can be defined as the amount of information a phone line, network, or other delivery mechanism can transmit in a certain time period. For example, a 28.8 modem connection refers to the ability to transmit and receive 28,800 bits of data/information per second (28.8 Kbps), while a high-speed local area network in a corporation might be able to carry 10 million bits of data per second (10 Mbps). Data rate in the context of this section refers to the amount of data or bits transmitted in a certain time period, usually expressed as kilobits per second (Kbps), Kilobytes per second (Kbps), or Megabits per second (Mbps). This table gives an idea of the image size at different color depths and screen resolutions.
# of colors |
Bits per pixel |
Image Size at selected display resolutions |
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|
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640 x 480 |
800 x 600 |
1024 x 768 |
256 |
8 |
307 KB |
480 KB |
786 KB |
65, 536 |
16 |
714 KB |
960 KB |
1.57 MB |
16,777,216 |
24 |
921 KB |
1.44 MB |
2.36 MB |
Platforms and Browsers
Once the issues are understood for determining how fast the media will be delivered to the user, the content creator must consider the user's (client's) hardware and software capabilities. For example, the computer operating system and the type and version of Internet browser have an impact on the file format of images displayed, the quality of images displayed, and the overall presentation of the content.
Two major sources determine where you'll get your images: existing images and newly created images.
Existing images
Existing images include artwork obtained from clip-art packages, stock photo art, or any other image that already exists in digital form. Working with images that already exist, commonly referred to as "re-purposing an image," generally involves four main activities:
If the image requires editing to change its visual quality and appearance, these steps generally are the same as those used on newly created images.
Creation of new images
Does an image that is to be captured exist in an analog form, or is the image to be created entirely in a digital domain? The answer to this question determines your next steps.
Digital: The creation of new digital images can be accomplished in two main ways:
(1) A graphic designer using image editing type of software.
(2) The image is captured with a digital camera or image scanner and transferred to the computer for manipulation with image editing software.
Analog: If the image exists in analog form, the equipment used to capture the image is generally the same as that used for capturing video images, which is covered in more detail under the Video section. In summary, however, the most common source of images in an analog form is videotape. Using a variety of video or still-image capture hardware, specific images are converted to digital form and transferred to the computer for storage and later editing.
This list of video and image capture hardware is by no means comprehensive, nor does it recommend any specific component. It is meant to give a representative range of equipment offerings available for video and image capture. Also, this list does
NOT represent the video capture boards that have been tested with Microsoft NetShow; these are capture solutions for general multimedia work prior to any NetShow-specific production.
Video capture boards |
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Intel Smart Video Recorder III |
PC |
Intel Corp. |
Bravado 1000 |
PC/Mac |
Truevision Corp. |
TARGA 1000 and 1000 Pro |
PC/Mac |
Truevision Corp. |
TARGA 2000 |
PC/Mac |
Truevision Corp. |
miroVideo DC10-30 series |
PC/Mac (30 only) |
Miro |
Videum and PCMCIA Video Capture |
PC |
Winnov |
VideoVision |
Mac |
Radius |
Image Manipulation System PCI150 |
PC |
Imageman |
Nogatech PCMCIA Conferencing Card |
PC |
Nogatech |
Osprey 1000 |
PC |
Osprey |
SE100 |
PC |
Creative Labs |
Wakeboard Multimedia Pro |
PC |
Digital Video Arts |
FAST's AV Master |
PC |
FAST |
Broadway |
PC/Mac |
Data Translation |
Hollywood and Perception series |
PC/Mac |
Digital Processing Systems, Inc. |
AzeenaVision 500 |
PC |
Azeena Technologies |
Image capture boards |
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All of the above video capture boards can be used to capture individual frames. |
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Snappy Video Snapshot |
Play Corp. |
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AZer FunTV |
AVerMedia |
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Digital cameras: still |
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Sony |
DSC-F1 |
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Ricoh |
RDC-2 |
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Specom Technology |
VisionCam |
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Kodak |
DC20, DC40, DC50 |
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Connectix |
Color QuickCam |
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Apple |
QuickTake 150 |
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Canon |
PowerShot 600 |
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Nikon |
E2N |
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Epson |
PhotoPC |
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Olympus |
D-200L |
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Digital cameras: video |
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Sony |
DCR-VX1000 |
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Sharp |
Viewcam VL-D500U, VL-DC1U |
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Panasonic |
DVCPRO AJ-D700, PV-DV1000 |
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JVC |
GR-DV1 MiniDV CyberCam |
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Image Scanners |
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AGFA SnapScan |
300-dpi |
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HP Scanjet 5p |
300-dpi |
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Mustek Paragon 600 II |
300-dpi |
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Epson Expression 636 |
600-dpi |
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HP Scanjet 4c |
600-dpi |
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MicroTeck ScanMaker |
600-dpi |
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Mustek Paragon 1200 |
600-dpi |
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Nikon Scantouch 210 |
600-dpi |
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Ricoh FS2 |
600-dpi |
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UMAX Vista |
600-dpi |
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Understanding file formats is an important part of working with images. A variety of file formats have been created to serve various needs. Some file formats are optimized for high image quality or ease of editing and scaling to various sizes, while other formats are optimized for small size and rapid display on a computer monitor. As discussed earlier in Planning, knowing how the image is to be delivered can easily solve most of the issues related to the different file formats.
Generally, if the image is to be displayed within a browser, the choices are limited to JPEG, GIF, BMP, and more recently, PNG. However, this selection is likely to change rapidly as other technologies, such as MacroMedia's Shockwave for Freehand allow additional file formats to be delivered within a Web browser. Even with this limited number of choices for Internet delivery, it is important to have a basic understanding of the features of each image type.
Three types of images are commonly referenced when talking about file formats:
Bitmap or raster images are made up of a series of pixels, each having distinct properties such as the color depth and pixel color. If a bitmap image is enlarged, you see a series of pixels, each of which can be edited with the appropriate image editing software. Because a bitmap image is made up of individual pixels, certain characteristics are associated with a bitmap:
Common bitmap file formats |
|
BMP -- Windows and OS/2 Bitmap |
A Windows and OS/2 file format that supports 1, 4, 8, and 24-bit color. |
CLP -- Windows Clipboard |
A Windows Clipboard native format, and can therefore contain many different kinds of data, including raster, vector, and metafile formats. |
DIB -- Windows Device Independent Bitmap |
A Windows and OS/2 file format that supports 1, 2, 4, 8, and 24-bit color. |
EPS -- Encapsulated PostScript |
Encapsulated PostScript Language is a a device-independent page description language for printers that displays on a computer monitor using a metafile. EPS supports a variety of drawing elements, advanced font handling, halftones, color effects and color separations. The bitmap portion of an EPS file contains a replica of the EPS image in a bitmap format such as TIFF. |
GIF -- CompuServe |
CompuServe Graphics Interchange Format is a bitmap owned by CompuServe. This file format has become extremely popular on the Internet due to its small size, transparent background, single and multiple images per file (animated GIFs), interlaced and non-interlaced images, and color depths of up to 256. |
ICO -- Windows Icon |
A Microsoft Windows file format used to display icons commonly representing files and programs. ICO supports 1, 4, 8, and 24-bit colors and can contain several images displayed as animated icons. |
JPG - JPEG (Joint Photography Experts Group) |
JPEG is a compression method for bitmap images. JPEG is a lossy compression scheme, meaning that there is a loss of some image data. That is, as the compression ratio increases, image size and quality decrease. JPEG is, however, a very common Internet file format for graphics because of the small image size and fairly high image quality even at high compression ratios. JPEG is generally much better with photographic images than line drawing simple bitmaps. |
MAC -- MacPaint |
The original Apple Macintosh format for black-and-white bitmapped images. This format supports only black and white and a palette of patterns with 38 standard fills. This file format does not work well with photographic images, and the image size is limited to 720 x 576 pixels. |
MSP -- Microsoft Paint |
Microsoft Paint is a raster format with file type and extension MSP. This format is used primarily with the Microsoft Windows 2.0 paint program. MSP uses RLE compression and supports two colors. |
PCD -- Kodak Photo CD |
This is a proprietary format developed by Eastman Kodak for storing bitmap images on CDs. Photo CD allows high-quality digital storage and manipulation of photographic images. PCD stores images in multiple resolutions: 64 x 96, 128 x 192, 256 x 285, 512 x 768, 1024 x 1536, 2048 x 3072, 4096 x 6144. |
PCX -- PC Paintbrush |
PC Paintbrush is a bitmap format developed originally by ZSoft Corp. for their paint program. PCX can store images of up to 64K x 64K pixels in 24-bit RGB color only. |
PNG -- Portable Network Graphics |
Due to licensing issues with Compuserve's GIF format, Portable Network was developed as a GIF replacement for use on the Internet. PNG supports RGB color and grayscale and color depths of 1, 2, 4, 16, 24, 32, 48, and 54 bits. PNG also supports interlace, transparencies, and an alpha channel. |
PSD - Adobe Photoshop |
This is a proprietary format developed by Adobe Systems for Photoshop. This format supports 1, 8, and 24-bit color with alpha channel and multi-layer image support and RGB, CMYK, indexed color palette, and grayscale color models. |
RLE -- Windows Bitmap |
A Microsoft Windows bitmap format used primarily for storing pictures and clip art. This format supports 24-bit color. RLE stores images in a compressed form using a lossless compression scheme referred to as run-length encoding. |
TGA -- Truevision |
Truevision Targa is a bitmap format supporting 8, 15, 16, 24, and 32-bit color and an alpha channel. TGA is no longer a standardized image format; many variations exist and not all programs that support TGA may be able to display a particular file with a TGA extension. |
TIF -- TIFF |
Tagged Image File Format is a bitmap with many variations; not all applications that support TIF will support a particular TIF file. TIF allows for 24 or 32-bit color, with the maximum color depth and color palette dependent on the class of TIF. Photographic images are commonly stored in a TIF format if cross-platform compatibility is an issue. |
Vector, or "draw" images are made up of a series of lines that are stored as mathematical functions rather than individual pixels. If you enlarge a vector image you do not see individual pixels, only a line representation of the image. Only recently are software packages being developed that allow some of the special effects commonly associated with bitmap images. Vector images have unique characteristics compared to bitmap images.
Common vector/draw file formats |
|
CGM -- Computer Graphics Metafile |
Computer Graphics Metafile is a standard for vector graphics interchange between vector draw packages and contains a bitmap element, thereby gaining the metafile reference. |
DXF-- AutoCAD |
AutoCAD Drawing Exchange Format is a computer-aided design (CAD) vector. DXF is Autodesk's format for moving AutoCAD drawings to and from other applications. |
EPS -- Encapsulated PostScript |
Encapsulated PostScript Language is a a device-independent page description language for printers that displays on a computer monitor using a metafile. EPS supports a variety of drawing elements, advanced font handling, halftones, color effects, and color separations. The bitmap portion of an EPS file contains a replica of the EPS image in a bitmap format, such as TIFF. |
GEM-- GEM Metafile |
GEM Metafile is the native vector file format for applications running under the Graphical Environment Manager (GEM) desktop. GEM supports RGB color representation, Bezier curves, and graduated fills. |
Metafiles are a combination of vector and bitmap components that attempt to capture the advantages of each format (primarily the output advantages and small file size of vector files and the on-screen display quality of bitmap images).
Common metafile file formats |
|
AI --Adobe Illustrator |
AI is the Adobe Illustrator native metafile file extension made up of Encapsulated PostScript Language. Just as with native EPS, AI supports a variety of drawing primitives, advanced font handling, halftones, color effects and color separations. Many AI files contain information that gives the reading application enough information about the AI file itself to enable it to be placed on a page and sent to a PostScript printer. This information may also contain a bitmap of the AI image in a format such as TIF. |
CDR-- CorelDRAW |
CorelDRAW is a true metafile format created by Corel supporting both raster and vector elements. |
CMX-- Corel Metafile Exchange |
Corel Metafile Exchange is a metafile format that supports raster and vector information and the full range of Pantone, RGB, and CMYK colors. |
DRW-- Micrografx Draw |
Micrografx Draw is a metafile format used for graphics information exchange by Micrografx applications. This format is a true metafile, handling Bezier curves, splines, parabolas, fountain fills, rasters, and compression. This format also supports up to 16.7 million colors (24-bit). |
EMF-- Enhanced Metafile Format |
Enhanced Metafile Format is a metafile format that is the native internal file format of Windows® 95 and Windows NT® . EMF supports both raster and vector information and 24-bit RGB color. Most Windows 95 applications and the Windows Clipboard support this format. |
EPS -- Encapsulated PostScript |
Encapsulated PostScript Language is a a device-independent page description language for printers that displays on a computer monitor using a metafile. EPS supports a variety of drawing elements, advanced font handling, halftones, color effects, and color separations. The bitmap portion of an EPS file contains a replica of the EPS image in a bitmap format such as TIFF. |
PICT1-- Macintosh PICT |
Macintosh PICT1 is the native metafile format for the Macintosh Clipboard. PICT1 supports up to 8-bit color but does not, however, support grayscale, color corrections, or Bezier curves. |
PICT2-- Macintosh PICT |
Macintosh PICT2 is a newer metafile for the Macintosh Clipboard. PCT2 supports 8, 24, and 32-bit colors and the RGB color model. Similar to PICT1, PICT2 does not support Bezier curves. |
WMF-- Windows Metafile |
Windows Metafile Format is the native internal file format of Windows 3.x. WMF supports both raster and vector information and 24-bit RGB color. Most Windows applications and the Windows Clipboard support this format. |
Sample Content Creation Scenario:
Depending on your hardware requirements and budget, you can obtain nearly any level of image production and editing functionality. There are software packages in the freeware and shareware domain that are available for free or for only a small cost, as well as professional graphics packages costing thousands of dollars and requiring dedicated hardware. This section will not cover the high-end graphic and hardware solutions generally sold as packaged bundles or for professional production purposes.
This content creation scenario is an overview of the planning and processes that go into creating a new image. It is not meant to be comprehensive, nor is it a tutorial on individual software packages. Consult the documentation for your specific software package if you need help on detailed usage. This scenario briefly presents the processes involved in several separate production areas. Many different tools are available to do this work; we've told the story behind just one way of creating a new image. The example covers:
1) New image creation
2) Image Editing - Special effects
3) Image Utilities
(a) Image sizing and cropping
(b) Color palette manipulation
(c) File format conversion
2:00 P.M. Wednesday:
Oh great, they need this logo by Friday in order to get it ready for the printer and implemented into the Web pages; good luck! This type of work always takes much more time than we have...we get agreement on the message, and then comes the hard stuff; getting buyoff on the colors, the size, the overall presentations, that "look-and-feel stuff," and on and on.
10:30 A.M. Thursday:
6:30 P.M. Thursday:
One key point I want to make here is the similarity between many of the steps I just went through when creating a new image and what I would have done if the image already existed. In fact, many times you'll use existing and new images and composite them to get the look you want.
Acquiring and Licensing Images:
As discussed earlier, there are two common methods of acquiring images; creation of new images and the re-purposing of existing images. It is becoming much easier to obtain existing images; professional stock photo services license and sell literally thousands of images in all common file formats. There is also a huge repository of public-domain images that can generally be used without licensing issues. For example, many of the materials the United States government produces are in the public domain, and numerous image public-domain libraries exist on the Internet. However, it is not always easy to be certain that a multimedia element is in the public domain.
Generally, if you produce your own new content or hire a professional design service to do the work for you, you will own the copyright to your creations and can use them as you wish. With the increasing availability of scanners and digital cameras, it is becoming very easy to "create" new images. However, remember that just because you go to the trouble of scanning an image or taking a digital picture doesn't mean you have legal right to that image. For example, you generally should get a legal release from anyone who appears in your pictures. You can't just take someone's picture and use it!
Numerous legal issues exist when dealing with any multimedia element, be it images, audio, video, or animation. This discussion is not meant to be a comprehensive coverage of legal issues. nor is it intended to provide legal advice; use the information only as a guideline for some of the issues you should be aware of when you're using existing media elements.
In order to use existing content in your multimedia project, three general types of arrangements are possible.
1. Copyright permissions and releases
How the content is to be used or altered has an impact on the legal steps you'll need to take to use the media. Permission letters or release forms signed by the owner of the copyright might suffice if the media is to be used unaltered. If you plan on editing the media, a more comprehensive legal agreement may be necessary. Either way, legal advice is important before you find out that one of the parties interested in your multimedia creation is interested for reasons other than your artistic creativity!
2. Individual or customer releases
Some states have laws against using any person's name and likeness (for example, a photograph) for commercial purposes without prior written consent. "Commercial purposes" usually doesn't just mean selling your multimedia product; it also means promoting any of your company's products. It is wise, if not legally required depending on the state where you reside, to get a signed release from the company and individual if you use any image that is identifiable as that person or company.
3. Trademark agreements
This can be a complex area, since your multimedia project may appear to promote or sponsor a trademarked product or media element. Again, it is important to gain legal advice before using any content that is clearly associated with another company's image or product line.
Planning
You should ask the same types of questions when you're working with audio and video as you did with images:
Again, the answers to these questions are to be found in the concepts of bandwidth and data rate. These questions guide you in determining many of the characteristics of the audio that you will work with, such as the sampling rate, the overall quality of the audio, and whether the audio is mono or stereo. All of these factors determine how quickly a user hears the audio after their request and how good the quality of the audio is once they hear it.
As discussed in other sections, bandwidth is defined as the amount of information a network can carry in a certain time period. For example, a 28.8 modem connection refers to the ability to transmit and receive 28,800 bits of data/information per second (28.8 Kbps), while a high-speed local area network in a corporation might be able to carry 10 million bits (10 Mbps) or more of data per second. Data rate in the context of this section refers to the amount of data or bits transmitted in a certain time period and is usually expressed as KB Kilobytes (KB), Kilobits (Kb), Megabits (Mb), or Megabytes (MB). This table gives an idea of the amount of audio data associated with different perceived qualities of sound.
Audio Type |
Sample rate (frequency) |
Bits per sample |
Mono or Stereo |
Data rate/minute |
Telephone -quality speech |
11 kHz |
8 |
Mono |
662 KB |
High -quality speech |
11 kHz |
16 |
Mono |
1.32 MB |
Music |
22 kHz |
16 |
Mono |
2.65 MB |
Music |
22 kHz |
16 |
Stereo |
5.3 MB |
CD-quality |
44.1 kHz |
16 |
Stereo |
10.6 MB |
Platforms and Browsers
Once the issues are understood for determining how fast the audio will be delivered to the user, the content creator must consider the user's (client's) hardware and software capabilities. For example, the computer operating system, the type and version of Internet browser, and the audio capabilities of the sound card and speakers determine the type and quality of audio the user hears. Microsoft's Internet Explorer version 3.01 or later allows a content producer to use both .wav and .mid audio files, giving a much greater richness to audio delivery on the Web.
You've heard this story before; two major sources determine where you'll get your audio content; existing audio and newly created audio.
Existing audio
Existing audio includes sound clips from "sound clip" packages, stock photo art, or any other audio clip that already exists in digital form. Working with audio that already exists generally involves five main activities:
If the audio requires editing to change the audio quality and fidelity, these steps generally are the same as those used on newly created audio material.
Creation of new audio material
Does the audio that is to be captured exist in an analog form, or is the audio to be created entirely in a digital domain?
Digital: The creation of new digital audio material can be summarized as:
Capturing audio directly to the computer through audio recording software and a microphone. In this process, the audio is never stored in an analog form that requires conversion to digital.
Using music creation software to create musical pieces for themes, background music, and so on. Generally, these are much longer pieces and involve first steps using MIDI file formats or other specialized audio formats. At some point following creation, the audio files may be converted to .wav for use in multiple Internet browsers for compatibility.
Examples of software packages that can develop entire musical scores |
|
Microsoft Music Producer |
Microsoft Corp. |
Master Tracks Pro |
Passport Designs, Inc. |
ConcertWare+ |
Great Wave Software |
Deluxe Music Construction Set |
Electronic Arts |
MidiSoft Music Set |
MidiSoft Corp. |
Analog
: If the audio exists in analog form, the equipment used to record the audio is generally the same as that used for playback and recording of digital audio on your computer: a multimedia sound board. The most common source analog audio is videotape or a cassette recording. Using a variety of audio recording hardware, audio clips are converted to digital form and are directly transferred to the computer for storage and later editing.This list of audio recording hardware is by no means comprehensive, nor does it recommend any specific component. It is meant to give a representative range of equipment offerings available for recording and playing back audio.
Audio recording boards |
|||
Sound Blaster AWE32/64 |
PC |
Creative Labs |
Playback and recording |
Ensoniq |
PC |
|
Playback and recording |
TARGA 1000 and 1000 Pro |
PC/Mac |
Truevision Corp |
Recording only |
TARGA 2000 |
PC/Mac |
Truevision Corp |
Recording only |
miroVideo DC10-30 series |
PC |
Mi ˘ ro |
Recording only |
Videum |
PC |
Winnov |
Playback and recording |
Turtle Beach Tahiti+ |
PC/MAC |
Turtle Beach |
Playback and recording |
Production
"How audio works"
When the "tree falls in the forest, but no one is around," sound waves are generated in the air. These sound waves, or variations in air pressure are detected by the human ear or a microphone and are converted to electrical impulses. These impulses are then received and recognized by the brain as sound. Audio equipment such as a cassette tape recorder receives these varying electrical impulses from the microphone and stores them to be heard later as "sound." This sound is referred to as analog sound and is most commonly stored on magnetic tape.
The amount of change in air pressure is perceived as loudness; no change equals silence, while the more pressure, the louder the sound. The technical term for loudness is amplitude and the unit of measure is decibel. A reference point for "normal" sound is 0 dB; negative numbers represent a lower volume, while positive numbers represent more loudness.
The rate at which the sound wave changes is perceived as pitch, or what we think of as how high or low the tone is. The more technical term for pitch or the rate of the sound wave is frequency, commonly expressed as cycles per second or hertz (Hz). For example, the range of human hearing is generally said to be between 20 to 16-20,000 Hz. An audio system's bandwidth is its ability to reproduce a range of sound frequencies.
Different types of sounds have varying bandwidths; for example, speech is generally between 200 Hz and 5,000 Hz, while a full, rich audio CD will have a much wider bandwidth, possibly encompassing nearly the entire audible range.
Graphically, a sound wave looks like:
Ok, what does this have to do with creating audio for multimedia use? When you record or edit audio files, you'll see references to sample frequency, audio bandwidth, and sampling rate. Also, recording and editing processes with computers are based on digital rather than analog sound. Having a general understanding of what these terms mean gives you a better chance of getting the quality of audio that best fits your needs.
Several different file formats exist for audio files. These formats can be conveniently divided into two categories: a digital format such as .wav, and music "information" files known as MIDI. Wave files are digital files that are commonly used for sound effects, sound clips, voice, and recorded music. MIDI, which stands for Musical Instrument Digital Interface files, are not sampled sounds in a digital form, but rather computer-synthesized sounds. MIDI sounds are a set of instructions that reproduce the pitch, tone, and duration of a sound. MIDI files are much smaller than digitized files such as .wav, but require more complex software and hardware for recording and playback.
Common digital audio file formats are: |
|
.aif |
A standard format for the Apple Macintosh. |
.asf |
The file format for Microsoft's NetShow streaming audio. This format can contain multiple data types in addition to audio only. This file format supports many compression schemes and works extremely well on low-bit-rate network connections; in other words, 14.4 and 28.8 Kbps. |
.au |
The standard format for sound files on the NeXT and Sun Sparc computers. |
.avi |
While not specifically a digital audio file, an .avi file can contain only an audio track or an audio track interleaved with video content and supports many compression schemes. |
.ra |
The file format for Progressive Network's streaming audio. It is optimized for low bit rates on 14.4 and 28.8 network connections. |
.snd |
This audio file format actually has many variations running on Macintosh, NeXT, Sun, and software-specific platforms. |
.voc |
A common sound format for PCs created by Creative labs. This file format supports both 8 and 16-bit data. |
.vox |
A file format used with specialized voice boards supporting a 4-bit ADPCM compression scheme, which expands to 16-bit on playback. |
.wav |
A standard Windows audio format that supports many compression schemes. This file format supports 8 and 16-bit data as both mono and stereo audio tracks. |
Raw |
The native 8 or 16-bit digital sound file format that is not compressed; this is commonly referred to as PCM audio. |
.avi, .mov |
While these are not specifically an audio format, these video file formats can contain audio, and in fact, can be made up of only audio content. In this case, the audio is optimized according to the audio codec used to compress the audio track. |
Only a small discussion of MIDI is given in this section. Many excellent references exist if you are interested in this type of audio. MIDI is not actually a sound, but rather a control for electronic musical instruments such as synthesizers and drum machines. A .mid audio file is simply another type of digital data that can be stored, edited, and replayed from a computer.
MIDI format is not supported in Windows or Macintosh video files (.avi and .mov, respectively). Currently only Microsoft's Internet Explorer version 3.0 or later supports .mid files as a source of audio in a browser. So at this point, let's move on.
Recording audio sounds or digitizing audio is usually one of two processes:
In either case, the audio signal can be recorded and converted to a stereo or mono audio track. One important point is that if the original audio is not in stereo, saving the file as stereo doesn't make for a true stereo experience. Granted, the way the original stereo file was recorded and mixed has a great impact on it's stereo sound quality. However, merely splitting a mono file into two sound tracks to make it stereo is not the same as creating a quality, mixed stereo file.
When an analog audio file is digitized or sampled, two properties of the analog audio are recorded; the amplitude, or loudness of the audio, and the timespan of the audio signal. When audio is sampled, instantaneous recordings of the sound wave are made over time. The number of samples taken per second is referred to as the sampling rate. The sampling rate MUST be at least two times the highest audio frequency to be reproduced. Now here's where those things called "hertz" become real!
If you are to reproduce audio frequencies up to 10,000 Hz (10 kHz), a sampling rate of at least 20,000 (20 kHz) is required. Most sound recording boards for computers have the capability of recording sound at various sampling rates, generally 8 kHz, 11 kHz, 22 kHz, and 44.1 kHz. One trade-off of sampling at a high rate is sample size; the more samples you take per second, the larger the size of the audio file.
Now that a series of individual sampling points have been based on the sampling rate, one more step is required before we have a true digital audio sample. This step is referred to as quantization. Think of each individual sampling as having a number of levels or "richness". Sound recording boards are either 8-bit or 16-bit. This means that if audio is recorded as 8-bit sound, then there are 256 levels of richness. If the audio is recorded as 16-bit sound, the number of levels of richness increases to 65,536.
This means that a sound recorded as 16-bit audio has 256 times the amount of information as the same sound recorded as 8-bit audio. The overall quality of a 16-bit recording over an 8-bit one is very noticeable; the human ear is very sensitive to sound quality! This is a key point when recording audio; always record at the highest quality possible for your source material. You can always degrade an audio sample, but you can't make it better than what you started with. If you can get 44.1 kHz, 16-bit audio samples as your source material, do it. Everything will sound much better after you start editing and compressing the sounds later.
Compressing Audio Content
As presented earlier in this audio section, audio files can get quite large depending on their sample rate (frequency), the number of bits per sample (in other words, their perceived quality or richness), and whether they are stereo or mono. For example, a 22kHz, 16 bit mono music sample can require a data rate of 2.65 MB per minute to hear it as it was intended when it was digitized. The key to playing audio files over a network of limited bandwidth or storing audio files on a computer hard disk is compression with codecs. Many codecs exist for differing audio needs. Some codecs are optimized for voice, while others are best suited to low-to-high-bit-rate music samples. This list of codecs is not comprehensive, but provides a summary of the commonly used audio codecs in multimedia content.
Audio Codecs
Software Codec |
Company |
Best Used For |
|
DSP Group TrueSpeech |
DSP Group, Inc. |
Low-to-mid-bit-rate voice-oriented sound; excellent all around audio codec. |
|
Microsoft Network (MSN) Audio codec |
Microsoft Corp. |
Low-to-mid-bit-rate audio, both voice and music. |
|
Lernout & Hauspie CELP 4.8kbit/s |
Lernout & Hauspie |
Low-bit-rate voice audio; not optimized for music. |
|
Microsoft PCM Converter |
Microsoft Corp. |
Uncompressed, high-quality audio for higher bit-rate content. |
|
Microsoft Adaptive Delta Pulse Code Modulation (ADPCM) |
Microsoft Corp. |
High-quality compressed audio for higher bit-rate content; good for audio stream associated with high-bit-rate video. |
|
Microsoft Interactive Multimedia Association (IMA) ADPCM |
Microsoft Corp. |
High-quality compressed audio for higher bit-rate content. |
|
Fraunhofer IIS MPEG Layer 3 |
Fraunhofer |
High-quality audio with low bit-rates; mono and stereo; NetShow and Shockwave use FHG for audio; works better with "mixed audio signals" than pure voice; excellent all around audio codec. |
|
G.723 |
Intel Corp. |
High-quality audio for low bit rates; good voice and music reproduction. |
|
Voxware |
Voxware, Inc.. |
High-quality speech for low bit-rates |
|
Microsoft Groupe Special Mobile (GSM) 6.10 |
Microsoft Corp. |
Mid-to-high-bit-rate voice-oriented sound. |
|
Microsoft Consultative Committee for International Telephone and Telegraph (CCITT) G.711 A-Law and u-Law |
Microsoft Corp. |
Provided for compatibility with telephone standards for Europe and North America. |
Sample Content Creation Scenario
Just as with images and video, depending on your hardware requirements and budget, you can produce a range of sounds from beeps and clicks to full musical scores. You can find audio software as freeware or shareware, or you can pay thousands of dollars to get professional audio recording and editing capabilities. This section will not cover high-end professional audio production.
This content creation scenario is an overview of the planning and processes that go into creating a new audio clip. It is not meant to be comprehensive, nor is it a tutorial on individual software packages. Consult the documentation for your specific software package if you need help on detailed usage. This scenario briefly presents the processes involved in several separate production areas. Many different tools are available to do this work; I've told the story behind just one way of creating a new image. The example covers:
Several months ago, the company I work for made a video for Human Resources recruitment efforts. For this video, a professional music sound track was created. The project I'm working on right now is to develop an illustrated audio using NetShow; you can learn all about this by checking out the section on Creating Illustrated Audio using NetShow in the NetShow Content Creation Authoring Guide. Simply put, illustrated audio is a synchronized audio track with images, text captions like closed captioning on TV, and, if desired, different VB Script or JavaScript features, depending on how much scripting you want to do.
Acquiring and Licensing Audio Content:
As discussed earlier, there are two common methods of acquiring audio; creation of new sounds and the use of existing sound material. It is becoming much easier to obtain existing audio clips; professional audio services license and sell literally thousands of sound clips in all common file formats. There is also a huge repository of public-domain audio that can generally be used without having to deal with licensing issues. For example, many sites on the Web have free sound clips that can be used in your multimedia projects.
However, it is MUCH harder to get complete audio pieces such as music. Most music is created and composed for commercial purposes and this immediately makes the legal issues much more complex, or at least much more expensive.
Generally, if you produce your own new content or hire a professional design service to do the work for you, you will own the copyright to your creations and can use them as you wish. With the increasing availability of high-quality audio recorders, it is becoming very easy to "record" new audio material. However, remember that just because you go to the trouble, for example, of recording an interview conducted personally, or recording a concert or a movie or TV sound track, this doesn't mean you have the legal right to use that recording. For example, you should get a legal release from anyone who can be identified in your recordings and get legal permission before using any commercial presentations. This type of media has strict copyrights to prevent this kind of use and distribution.
Remember that the legal issues involved in dealing with any multimedia content that you do not own are complex. This discussion is not meant to be a comprehensive coverage of legal issues nor is it indended to provide legal advice; use the information only as a guideline for some of the issues you should be aware of when you're using existing media elements.
In order to use existing content in your multimedia project, three general types of arrangements are possible.
1. Copyright permissions and releases
How the content is to be used or altered has an impact on the legal steps you'll need to take to use the media. Permission letters or release forms signed by the owner of the copyright might suffice if the media is to be used unaltered. If you plan on editing the media, a more comprehensive legal agreement may be necessary. Either way, legal advice is important before you find out that one of the parties interested in your multimedia creation is interested for reasons other than your artistic creativity!
2. Individual or customer releases
Some states have laws against using any person's name and likeness, such as their voice, for commercial purposes without prior written consent. "Commercial purposes" usually doesn't mean selling just your multimedia project; it also means promoting any of your company's products. It is wise, if not legally required depending on the state where you reside, to get a signed release from the company and individual if you use any image that is identifiable as that person or company.
3. Trademark agreements
This can be a complex area, since your multimedia project may appear to promote or sponsor a trademarked product or media element. Again, it is important to gain legal advice before using any content that is clearly associated with another company's image or product line.
Video
Before we start discussing the processes involved in creating video, a "quick and dirty" definition of video is in order. A key factor in what is perceived as video is the frames rate or frames per second (fps). The human eye is very sensitive to motion. Below about 8 fps, motion is generally seen as varying degrees of jerky slide shows. However, depending on the type of scenes and motion between scenes, there is some variation in the fps and the interpretation as video. Sometimes this is not as obvious as it seems!
For example, a close-up video of a person, commonly referred to as a "talking head," might seem to allow for a lower frame rate and still look like video because there isn't as much going on in each scene. However, when the human eye has fewer moving details to focus on and these details are largely associated with mouth movement and the synchronization of audio, watch out. The end result is often interpreted as very poor video because the lip synch with the audio is poor. Other factors, such as how close the camera is, how stable it is, and how many head movements the person is making, all impact the final video outcome.
Compare this to the fast-paced "MTV-like or sports" video that has rapid cuts to different scenes and no voice synchronization, and often high-motion video such as this can be reduced as much or more in frame rate and still be acceptable. The eye doesn't have as many details to focus on, the scenes are often presented in a jerky succession anyway, and the audio is not synchronized to lip movements. These factors make the end result look better than one might think when considering just the frame rate.
So there is still a degree of "black magic" associated with creating great-looking video. These issues and more are discussed in greater detail in the video section of Multimedia Basics and in the Creating NetShow Video section of this Web site.
Planning
When working with video, the initial planning questions are the same as for images or audio:
Determining the answers to these questions turns out to be related to bandwidth and data-rate issues similar to those encountered when working with audio. These questions guide you in determining many of the characteristics of the video, such as frame rate, data rate, frame size, and codec selection. These factors determine how quickly you see the video, the video quality, and the synchronization of audio to the video stream.
As discussed in other sections, bandwidth is defined as the amount of information a network can carry in a certain time period. For example, a 28.8 modem connection refers to the ability to transmit and receive 28,800 bits of data/information per second (28.8 Kbps), while a high-speed local area network in a corporation might be able to carry 10 million bits (10 Mbps) or more of data per second. Data rate in the context of this section refers to the amount of data or bits transmitted in a certain time period and usually expressed as Kilobits (Kb), Kilobytes (KB) Megabits (Mb), or Megabytes (MB). This table gives an idea of the amount of video data associated with different sizes and frame rates of video.
Video Window Size |
Frame rate |
Bits per sample |
Data rate/second |
Data rate/minute |
640 x 480 |
30 |
24 |
27.65 MB |
1,660 MB |
|
15 |
24 |
13.83 MB |
830 MB |
320 x 240 |
15 |
24 |
3.46 MB |
207 MB |
|
10 |
24 |
2.30 MB |
138 MB |
160 x 120 |
15 |
24 |
865 KB |
52 MB |
|
10 |
24 |
575 KB |
34.5 MB |
These video window sizes are used for example purposes only; once you start working with different video codecs you'll find that your final choice for a window size depends on your objectives for the content, an understanding of your audience, and the codec selected for preparation of the video file. The major point is that video requires huge amounts of data to be transferred even when targeting very small frame sizes. The goals of effective video production are to understand how the balance of video quality and data rates are related and to develop a process that optimizes the video quality at the targeted data rate.
Platforms and Browsers
Once the issues are understood for determining how fast the video will be delivered to the user, the content creator must consider the user's (client's) hardware and software capabilities. For example, the computer operating system, the type and version of Internet browser, and the graphic and video capabilities of the video card in the user's computer determine the overall video quality displayed to the user.
You've heard this story before; just like with audio, two major sources determine where you'll get your video content; existing video and newly created video.
Existing video
Existing video includes clips from "video clip" packages, stock video collections, or any other video clip that already exists in digital form. Working with video that already exists generally involves five main activities:
Creation of new video material.
Does the video that is to be captured exist in an analog form or is the video to be created entirely in a digital domain?
If you have read the Multimedia Basics section "Creating Audio," you will quickly notice the similarity between the planning processes for audio and video. In fact, most of the time when working with video, you have an associated audio component. A good way to think of video is as a combination of three elements, (images, audio, and video). Video is a superset of concepts and processes used with images and audio.
Digital: The creation of new digital video material can be summarized as:
Capturing video directly to the computer using a digital video camera. In this process the video is never stored in an analog form that requires conversion to digital.
Using animation software such as MacroMedia's Director or Flash that allows the synchronization of multiple images along a timeline and path and then the final output as a digital video file such as an .avi or QuickTime .mov file.
Analog: If the video exists in analog form, special video capture equipment is required. In most cases this is a video capture card that is installed in a computer. The most common source of analog video is videotape, either in VHS or S-VHS format. Other videotape formats such as Hi-8 or Beta-SP are sometimes used. Another source of analog video is directly capturing a television signal such as NTSC, PAL, or SECAM.
This list of video and image capture hardware is by no means comprehensive, nor does it recommend any specific component. It is meant to give a representative range of equipment offerings available for video and image capture. Also, this list does
NOT represent the video capture boards that have been tested with Microsoft NetShow; these are capture solutions for general multimedia work prior to any NetShow-specific production. It is meant to give a representative range of equipment offerings available for capturing analog video from videotape or television signals.
Video capture boards |
|
|
Intel Smart Video Recorder III |
PC |
Intel Corp. |
Bravado 1000 |
PC/Mac |
Truevision Corp |
TARGA 1000 and 1000 Pro |
PC/Mac |
Truevision Corp. |
TARGA 2000 |
PC/Mac |
Truevision Corp. |
miroVideo DC10-30 series |
PC |
Miro |
Videum and PCMCIA Video Capture |
PC |
Winnov |
VideoVision |
Mac |
Radius |
Image Manipulation System PCI150 |
PC |
Imageman |
Nogatech PCMCIA Conferencing Card |
PC |
Nogatech |
Osprey 1000 |
PC |
Osprey |
SE100 |
PC |
Creative Labs |
Wakeboard Multimedia Pro |
PC |
Digital Video Arts |
FAST's AV Master |
PC |
FAST |
Broadway |
PC/Mac |
Data Translation |
Hollywood and Perception series |
PC/Mac |
Digital Processing Systems, Inc. |
AzeenaVision 500 |
PC |
Azeena Technologies |
Digital cameras-motion |
||
Sony |
DCR-VX1000 |
|
Sharp |
Viewcam VL-D500U, VL-DC1U |
|
Panasonic |
DVCPRO AJ-D700, PV-DV1000 |
|
JVC |
GR-DV1 MiniDV CyberCam |
|
Production
The term "video production" has a definitional problem! Are we referring to something analogous to Hollywood's movie production or are we talking about producing video in digital form for use on a computer? We'll address both of these scenarios since they are, from the perspective of this discussion, portions of an overall process of creating, capturing, or digitizing video for use in a computer-based environment. Whether you are creating, capturing, or digitizing video, two processes are likely to be involved:
1. Analog video is created, and then captured and converted to digital form.
2. Video is sampled or created directly into digital form using a digital camera.
In either case, the video signal is ultimately stored as a pure digital signal for editing and output using a computer and a variety of software applications.
Several different file formats exist for working with digital video files on a computer. These formats can be conveniently divided into three categories; streaming digital video files (.asf), digital video files (.avi and .mov), and hardware-based video files (.mpg). ASF files are digital files that are used to deliver streaming video using Microsoft's NetShow server and client player. The primary advantage of this file format is that the file doesn't have to be downloaded to your computer and the file can start playing without downloading it to your hard disk. AVI and MOV are currently the most common digital video file formats. MPG is a file format based on a hardware-dependent compression scheme.
Common digital video file formats |
|
.asf |
Microsoft Active Streaming format The file format for Microsoft's NetShow streaming video. This format can contain multiple data types in addition to video. It supports many compression schemes and works well on a wide range of network connections, from low Internet bit rates of 14.4 and 28.8 Kbps to higher intranet bit rates of 56 Kbps and above. |
.avi |
Audio-Video interleaved A standard video format for computers operating on Microsoft Windows or IBM OS/2. |
.mov |
QuickTime video The file format developed by Apple Computer that displays video, audio, and animation on Macintosh and Windows. |
.mpg |
Motion Picture Expert Group (MPEG) A hardware-based motion video standard developed to approximate VCR-quality video at 30 fps. |
Have you ever wanted to make movies like Steven Spielberg? Well, maybe you won't have millions of dollars to spend on your next video project, but some of the ideas we'll discuss next are part of a Hollywood director's vocabulary.
Just how involved you'll be in the actual filming process depends on the size of the team you can assemble, the equipment you have available, and the amount of time and money you can spend. Regardless of whether you hire others to do most of the work by a video film group or you work with a one or two person team, knowing something about the concepts and processes involved in producing new analog video will prove to be useful to any video project.
The actual process of recording the video or "shots" isn't as simple as merely taking a camera and shooting the scenes you want. Shooting video is a complex process made up of many components. The foundations for shooting video are camera angle, camera movement, and composition.
Camera angle is the position of the camera, which gives the viewpoint or perspective of the story to be presented by the video. The video should have a frame or visual area in which the important action occurs. A common rule is to mentally divide the visual area up into 9 equal rectangles. Then align the action at one of the four intersections. This provides a visual reference point for action, making it easier for the viewer to keep focused on the action and as you'll see later, helps keep the amount of camera motion to a minimum. This point is important later when you have to be concerned about the overall motion in a scene and how the effectively the codecs interpret this motion.
Camera movement is a very important point when shooting video for compression into low or medium data rates. The details of codec selection are discussed in the following section, "Compression and Storage." Suffice it for now to say that the movements of all objects within a video scene, whether intentional or unintentional, impact the overall video compression.
However, camera movement might be a vital part of the video shoot; so let's cover some of the important types of camera movements and when to use or not use them. One of the most common mistakes in shooting video is allowing excess movement, be it intentional or unintentional. Intentional movement, while planned, might actually detract from the video content. For example, the viewer could have a hard time focusing on the main point of the video shot, or you might find that the video can't be efficiently compressed because of the way the codec interprets motion. This topic is discussed in more detail in the "Video Codec" section later in this article. Unintentional motion is defined here as movement resulting from an unstable camera, such as when you're holding the camera and walking.
If I were to give just one suggestion for shooting video, it would be to use a tripod for the camera. Even though some newer consumer video cameras have "auto-stabilizing" capabilities, there is only so much they can do to counteract the "jittery hand-held camera." If you can't use a tripod, try to position the camera on some stable object, such as against a wall or on a table.
An overview of commonly used camera movements in video recording is:
Panning
The camera remains stationary and follows the action horizontally. This technique is used in presenting a panorama of a landscape.
Tracking
The camera moves on a horizontal plane across the scene following the action.
Tilting
The camera remains stationary but moves up and down (for example, when showing the height of a tall tree).
Craneing
The camera moves vertically following the action.
Zooming
The camera remains stationary, but an object you are focused on increases and decreases in size. A common example is when a scene with a person in it "zooms" in to show a close-up of the person's head.
Dollying
The camera moves in and out from the scene (for example, if the video is taken from the perspective of a person walking down a trail).
The important point to realize in all these camera movements is exactly that-movement. Anytime the individual frames of video are changing their perspective, in addition to motion occurring in the scene itself, the complexity is greatly increased. This increased scene complexity makes it much more difficult to compress the video into a high-quality, low or medium bit rate.
Composition is closely associated with camera movement. Composition in the context of this discussion refers to the ratio between the amount of action and the overall view or size of the scene. For example, if the key action in a scene is a person standing in front of fountain and the overall view is from far away, this would be referred to as a long shot. If the person, from head to foot, took up most of the frame, this would be a medium shot. A close-up, as you can guess, is when the person's face fills the frame.
The important point in composition, relative to producing video that works well in a compressed form delivered over a network, is that rapid or numerous changes between different types of shots add to the complexity of a scene.
Production equipment
As discussed earlier, a variety of video capturing and recording devices exist. In this discussion of producing new video, we're focusing on the actual video recording process. Therefore, two main categories of video cameras should be mentioned: analog video cameras and digital video cameras. We will not discuss specific brands and features of either type of video camera; we will mention several points related to quality and ease of use that you should consider in creating a multimedia presentation .
The old saying "garbage in, garbage out" is especially true when producing video for use in multimedia presentations. One of the main keys to great video is great equipment. The money you spend when buying or renting a high-end video camera (rather than just using your consumer camera that's been sitting in the closet) pays off tremendously in the end result. With that said, here are a few guidelines regarding video camera equipment.
Currently, analog video cameras are much more common than digital video cameras. This is likely to change in the future, but for now you're more likely to work in the analog realm while doing video recording. Two general categories of analog cameras are consumer-level and commercial-level. This division is based not so much on cost as it is on quality.
Consumer-level cameras commonly record in VHS or 8mm format. The commercial-level cousins are S-VHS and Hi-8 format, respectively. Even higher-quality commercial cameras use the Beta format. Based on the premise that your video and audio source should be as high quality as possible, the best choices for an analog camera are:
Once you have the video recorded, remember that you still have to go through a conversion to digital form. This requires three important equipment-related items: first, a video player capable of working with your video source format; secondly, the VCR with output connections of the appropriate type for your capture card; and lastly, a video capture card that can accept the video format of your recording. A key point, often overlooked, is that the combination of playback, capture equipment, and video recording format are incompatible. For example, you can record in high quality Beta format, but if your VCR can't play Beta tapes or your capture card doesn't have suitable connections for a Beta VCR, you're in big trouble. In summary, plan, plan, and then plan again!
Using a digital video camera removes many of the issues described above for analog video cameras. First, you don't have to do an analog-to-digital conversion, which can decrease video quality even with the best equipment and processes. Second, you don't have to deal with video format compatibility issues between the camera, video player, and capture card.
Capturing and converting existing video
Once you have your video, the next steps depend on whether the video is in analog or digital form. If it is already in a digital form, the capture/digitization process, described next, is unnecessary. Your next concern would be the editing and compression steps. However, if you have an analog video source, we have to discuss the capture/digitization process necessary to convert your analog video into digital video.
Equipment
One of the first steps necessary for digitizing video is getting a video capture card. As with most things in life and, as you're finding out, with multimedia, money plays a big part. In general, video capture boards that are capable of very high-quality video capture cost considerably more than the "consumer-level" video capture boards. To put this in perspective: consumer-level video capture boards can be purchased for a sum ranging from a few hundred dollars up to around $1,000, while the production-level video capture boards can easily run up to $3,000 or $4,000. If you want to go with a dedicated video system for video capture and video editing, be prepared to spend $10,000 or more.
This list of video and image capture hardware is by no means comprehensive, nor does it recommend any specific component. It is meant to give a representative range of equipment costs available for video and image capture. For a more complete list of video capture equipment, see the earlier section in this article.
Video capture boards |
|||
Under $1000 |
|
|
|
Intel Smart Video Recorder III |
PC |
Intel Corp. |
|
Bravado 1000 |
PC/Mac |
Truevision Corp. |
|
miroVideo DC10, 20 & 30 series |
PC |
Miro |
|
Videum |
PC |
Winnov |
|
Broadway |
PC/Mac |
Data Translation |
|
FAST's AV Master |
PC |
FAST |
|
Over $1000 |
|
|
|
Hollywood and Perception series |
PC/Mac |
Digital Processing Systems, Inc. |
|
TARGA 1000 and 1000 Pro |
PC/Mac |
Truevision Corp. |
|
TARGA 2000 and 2000 DTX |
PC/Mac |
Truevision Corp. |
|
VideoVision |
Mac |
Radius |
|
Process
Once you have installed a video capture board, turn your attention to the software that you'll use to actually perform the video capture. Video capture software can be divided into two groups: the software accompanying your video capture board, and video editing software that can communicate with your video capture board. Generally, dedicated video editing software has more functionality than hardware-specific software provided with your board.
Several commonly used video capture software packages are:
After the video stream has been digitized, the main objective is to set the desired frame rate, frame size, and data rate. These factors have direct impact on the success of your delivery. Improper selection of any these video attributes causes quality and bandwidth problems. If the video requires editing such as removing unwanted frames or adding transitions, most video editing packages allow you to do this at the same time that you set the size and the frame and data rates.
Setting these attributes is directly linked to the compression scheme you select. Certain codecs are more effective when, for example, certain frame sizes are selected. VDOWave is optimally designed to work best with 160 x 112 frame sizes, while MPEG-4 allows a much wider selection of frame sizes. Each attribute has its own characteristics that you need to understand in order to select the most effective codec for your content. The next section, "Compression and Storage," should be read carefully to answer many of your questions concerning this production phase.
If you want a general overview of the video capture through editing and conversion process, read the "Sample Content Creation Scenario" section later in this article.
As discussed earlier in other sections, video files can get quite large depending on their frame rate, frame size, and color depth. For example, a 320 x 240, 15-fps video clip captured at 24-bit color can require a data rate of 3.46 MB per second to see and hear it. The key to playing video files over a network of limited bandwidth or storing video files on a computer hard disk is compression with codecs. Many codecs are available for differing video needs. For example, some codecs are optimized for low bit rates, while others are optimized for high bit rates. Others have optimal frame sizes and frame rates. As part of the planning process, it's important to determine what these factors are for your content, and with this understanding you'll be better able to select a codec optimal for your video needs. This list of codecs is not comprehensive, but provides a summary of video codecs commonly used when creating multimedia content.
Video Codecs
Note: In the context of this discussion of codecs, bit rate refers to the approximate network data rates of:
As a point of reference, a 2x CD-ROM drive has a data transfer rate of approximately 300 Kbps or 2.4 MBps; and we think a CD-ROM drive is slow!
Software Codec |
Company |
Best Used For |
Indeo Video Interactive R4.1 |
Intel Corp. |
Full motion, 24-bit video at mid-to-high-bit-rates; slow compression times even on fast machines; higher-quality video than Indeo 3.2, Microsoft Video, or Microsoft RLE; video displays best on fast processors. |
Indeo Video R3.2 |
Intel Corp. |
Useful for 24-bit video at mid-to-high-bit-rates; best used on raw video source media that hasn't been previously compressed with another lossy compressor; has low CPU utilization; quality comparable to Cinepak with lower bit-rates. |
VDOnet VDOwave |
VDOnet Corp. |
Low-to-mid-bit-rate video; small window sizes; optimized for Internet delivery of high-quality, low-rate video. |
H.263 |
Intel Corp. |
Video telephony standard designed for low-bit-rate video over 28.8 Kbps connections. |
MPEG-4 |
Microsoft Corp. |
A limited implementation of the MPEG-4 video standard; excellent for low-to-mid bit-rate video delivery. |
TrueMotion Ò RT (Duck) |
The Duck Corp. |
Full motion, mid-to-high-bit-rate video. Provides excellent video quality and playback performance. |
ClearVideo |
Iterated Co. |
Low-bit-rate video delivery for Video for Windows and QuickTime platforms. |
Cinepak |
Radius Corp. |
Full motion, high-bit-rate video. Provides good video quality with good playback performance. |
Microsoft Video 1 |
Microsoft Corp. |
Full motion, moderate quality video with low CPU overhead, 320 x 240 or smaller, 15 fps or less. Supports only 8-bit (256) color. |
Microsoft Run-Length Encoding (RLE) |
Microsoft Corp. |
Intended for compressing clean graphic images such as bitmaps. It has a low CPU overhead, but does not handle rapid, complex scene changes well. |
Indeo Video Raw (YVU9C) |
Intel Corp. |
Useful for capturing uncompressed video of high quality. This is NOT the same as capturing with no compression, in other words, raw video. Large files and high bit rates, but excellent image quality. This is the BEST source, along with Raw video, of video content to be compressed by other methods later. |
Hardware Codecs |
|
|
Motion-JPEG |
ISO and Consultative Committee, International Telegraph and Telephone |
Intended for compressing a series of JPEG images. No audio capabilities are available with Motion JPEG. Motion JPEG is generally quicker in displaying images than MPEG; however, the file size is two to three times larger than an equivalent MPEG video. |
MPEG-1 |
ISO and Consultative Committee, International Telegraph and Telephone |
Intended for delivery of high-quality, 30-fps motion video at a frame size of 352 x 240 compressed to a data rate of approximately 150 Kbps (in other words, equal to single-speed CD-ROM performance). |
MPEG-2 |
ISO and Consultative Committee, International Telegraph and Telephone |
Intended as a broadcast video standard providing 720 x 480 playback at 30 fps. To achieve this high quality, the data rate is very high, ranging from about 500 Kbps to greater than 2 MBps. Because of this high data rate, MPEG-2 is currently best suited for dedicated video servers. |
DVI (Digital Video Interactive) |
Intel Corp. |
Based on a chip set developed by Intel and used by IBM for video and audio compression and decompression. The software portion of DVI requires this special, proprietary hardware, hence the term hardware codec. To date, this codec has not received widespread use; however, more recent hardware advances might change this scenario. Currently this codec is unlikely to be part of the content producer's arsenal for compressing video. |
Sample Content Creation Scenario
The creation of video content is the compilation of work with images, audio, and video. Video creation may involve only video capture and conversion steps, or you might want to do additional video and audio editing. Even basic video creation commonly involves a wide variety of content creation software applications, from image creation and editing, to audio and video creation and editing. This section will not cover high-end professional video production.
This content creation scenario is an overview of the planning and processes that go into creating a new video clip. Just as with the image and audio content creation scenarios, it is not meant to be comprehensive, nor is it a tutorial on individual software packages. Consult the documentation for your specific software package if you need help on detailed usage. This scenario briefly presents the processes involved in producing a video clip. Many different tools are available to do this work; this story tells about one way of creating a new video clip from videotape. The example covers:
As I described in the image creation scenario, Human Resources recently had produced videotape to help their recruitment efforts. An outside video production company was hired to develop the script, do the actual video shoot, provide the talent, and ultimately deliver a finished videotape in both S-VHS and VHS format. Human Resources wants to use Microsoft NetShow to develop a series of video recruitment clips for the Internet; the creation of these Internet ready video clips is my task. This scenario doesn't describe the details of producing the NetShow delivered content; you can learn more about this by checking out the section on Creating Video using NetShow in the Content Creation Authoring Guide. This section focuses on the steps through the production of the NetShow streaming file format, ASF.
Vidtoasf -leadtime 5000 -in filename.avi
Acquiring and Licensing Audio Content
As discussed earlier, there are two common methods of acquiring audio; creation of new sounds and the use of existing sound material. The same issues are relevant when dealing with video acquisition and licensing. It is becoming easier to obtain existing video clips. Professional audio services license and sell thousands of video clips in the common file formats; most often, .avi and .mov (QuickTime). There is also public-domain video that can generally be used without encountering licensing issues. For example, there are numerous companies developing graphic software that offer CDs of free video clips that can be used in your multimedia projects.
Generally, if you produce your own new content or hire a professional design service to do the work for you, you will own the copyright to your creations and can use them as you wish. With the increasing availability of high-quality video recorders and video capture equipment, it is becoming much easier to "record" new video material. However, remember that just because you go to the trouble, for example, of recording an interview conducted personally doesn't mean that you have the legal right to use that video. For example, you generally should get a legal release from anyone that can be identified in the video. The best, high-quality video is from videotapes of commercial movies; this is always a big
No, No! Generally, it is nearly impossible to get permission to use commercial movies, or if you do it will be very expensive.A important point to remember; the legal issues involved in dealing with any multimedia content that you do not own are complex. This discussion is not meant to be a comprehensive coverage of legal issues, nor does it attempt to provide legal advice; use the information only as a guideline for some of the issues you should be aware of when you're using existing media elements.
In order to use existing content in your multimedia project, three general types of arrangements are possible.
1. Copyright permissions and releases
How the content is to be used or altered has an impact on the legal steps you'll need to take to use the media. Permission letters or release forms signed by the owner of the copyright might suffice if the media is to be used unaltered. If you plan on editing the media, a more comprehensive legal agreement may be necessary. Either way, legal advice is important before you find out that one of the parties interested in your multimedia creation is interested for reasons other than your artistic creativity!
2. Individual or customer releases
Some states have laws against using any person's name or likeness, such as their voice, for commercial purposes without prior written consent. "Commercial purposes" usually doesn't mean just selling your multimedia product; it alo means promoting any of your company's products. It is wise, if not legally required depending on the state where you reside, to get a signed release from the company and individual if you use any image that is identifiable as that person or company.
3. Trademark agreements
This can be a complex area, since your multimedia project may appear to promote or sponsor a trademarked product or media element. Again, it is important to gain legal advice before using any content that is clearly associated with another company's image or product line.