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Chapter 13 Multimedia and Artificial Intelligence © Paradigm Publishing Inc. 13-1 Presentation Overview • • • • The Use of Multimedia Creating Digital Media Creating Multimedia Artificial Intelligence © Paradigm Publishing Inc. 13-2 The Use of Multimedia Multimedia Web Pages – Flash and Shockwave are leading sources of Web movies and games – Shockwave – more intensive format, requiring more time to download larger 3-D movies – Flash – faster and commonly used for cartoonlike imagery – both provide fast, easily created movies that transmit over Internet as part of a Web page © Paradigm Publishing Inc. 13-3 The Use of Multimedia Educational Tools – schools and colleges use online courses as valuable teaching medium – online courses incorporate sound, images, and videos within a text framework – multimedia tutorials are helpful for special education students because materials are presented in various forms © Paradigm Publishing Inc. 13-4 The Use of Multimedia Computer Games – about 50 percent of Americans play computer games on a regular basis – game consoles rival personal computers for power and are priced under $300 – online games involve thousands of players and enable them to chat, have adventures, and interact in worlds that exist only inside a computer © Paradigm Publishing Inc. 13-5 The Use of Multimedia Computer Games – multimedia PCs are most costly and high-powered computers on consumer market – running a game makes a computer work harder than any other task because it requires fast 3-D video, sound, and networking–often all at once © Paradigm Publishing Inc. 13-6 The Use of Multimedia Online Gaming Terminology © Paradigm Publishing Inc. 13-7 The Use of Multimedia Online Gaming Terminology (continued) © Paradigm Publishing Inc. 13-8 Creating Digital Media – Digitizing – reducing a picture, sound, text, or movie to a series of on-off settings that can be stored on a computer. – Digital media – an advantage over analog data because it can be reproduced an infinite number of times with no degradation of quality. © Paradigm Publishing Inc. 13-9 Creating Digital Media Painting and Drawing Programs – Bitmap-based (paint) graphics programs provide tools that users can use to create and edit drawings by changing pixels from white to black or color. – Vector-based (draw) graphics programs provide tools that users can use to create, edit, and combine mathematically defined geometric shapes. © Paradigm Publishing Inc. 13-10 Creating Digital Media Some Standard Graphics File Formats © Paradigm Publishing Inc. 13-11 Creating Digital Media Graphics File Formats – Native format – format that is specific to the application in which it is made – Exporting – saving graphic in a standard file format – Importing – placing a graphic from a standard file format into another document or file – Data compression – conversion program can compress a bitmap image into another file format that looks almost as good and requires less file space © Paradigm Publishing Inc. 13-12 Creating Digital Media Shown here are a compressed bitmap file and an uncompressed bitmap file of the same image © Paradigm Publishing Inc. 13-13 Creating Digital Media Vector Graphics – stored as a series of codes representing different shapes, each with a color, size, and starting position – cannot reproduce a detailed image such as a face – wireframe diagram can use three-dimensional techniques to create, using vector graphics, a wireframe that can be stretched and rotated as desired; bitmaps are drawn on top of the wireframe to create a three-dimensional effect © Paradigm Publishing Inc. 13-14 Creating Digital Media Clip Art Images – icon-like images that are sizable and can be inserted into the text of a report or Web pages to liven up the screen – somewhat generic, tending to feature items such as images of spinning globes, stop signs, or stylized computers © Paradigm Publishing Inc. 13-15 Creating Digital Media Raster Image Editing – Adobe Photoshop and Corel Photo House can edit digitized photographs – digitized photographs are stored as raster images, or a collection of pixels – most common file format used for digitized photos is the Tag Image File Format (TIFF or TIF) © Paradigm Publishing Inc. 13-16 Creating Digital Media 3-D Modeling Programs – create what appears to be three-dimensional objects on a two-dimensional surface – requires combined talents of an artist and an advanced computer user – requires enormous computing power © Paradigm Publishing Inc. 13-17 Creating Digital Media Computer Animation – computer graphic special effects (CG FX) allow users to draw computer animated graphics – far cheaper to create computer animated graphics than use traditional techniques – animated graphics are easily manipulated so that any image can be redrawn until it is just right © Paradigm Publishing Inc. 13-18 Creating Digital Media The sound of someone singing is captured by sampling the sound and then storing the measurements in binary format for use by the computer. © Paradigm Publishing Inc. 13-19 Creating Digital Media Wave Files – records any kind of sound by storing masses of binary numbers and measuring exactly how much voltage to send out to the speakers each fraction of a second in order to reproduce the sound – a human voice sounds very real at a sampling rate of 11 KHz – clear, sharp musical reproductions are recorded at 44 KHz © Paradigm Publishing Inc. 13-20 Creating Digital Media Musical Instrument Digital Interface – digitally simulates musical instruments – MIDI file only needs to know which notes to play on each instrument to reproduce music – used to create background music for games – MIDI files reproduce rather poorly on PCs © Paradigm Publishing Inc. 13-21 Creating Digital Media MP3 Sound Compression Technique – takes a wave file and reduces it by 90%, leaving behind a high-quality reproduction – uses a data compression system that works in a similar fashion to JPEG or GIF formats – possible for a device the size of a credit card to hold an entire library of music © Paradigm Publishing Inc. 13-22 Creating Digital Media Digital Movies – significantly enhance the movie-viewing experience through their high-quality sound and pictures – do not degrade with each showing and therefore do not skip, buzz, or flicker © Paradigm Publishing Inc. 13-23 Creating Digital Media Movie Compression Techniques – MPEG file format – movie equivalent of the MP3 music format – MPEG2 file format – high-quality format DVD players use – MOV file format – apple format – AVI file format – older Windows format – Flash – moving images for Web pages © Paradigm Publishing Inc. 13-24 Creating Digital Media Digital Cable – offers wide selection of stations, typically several hundred, with the capability of expanding to 2,000 stations – provides clearer picture but takes longer to come into focus – provides easily accessible information buttons and scheduling data © Paradigm Publishing Inc. 13-25 Creating Digital Media Digital Video Recorder (DVR) – operates as a digital TV cable box and can also perform the job of HD TV support – records TV on a hard drive inside the box – is able to pause and rewind live TV for later viewing © Paradigm Publishing Inc. 13-26 Creating Digital Media High-Definition TV – has more lines and more pixels—thus, higher resolution – offers sharper picture quality – requires stations to buy expensive new hardware – increased bandwidth forces some TV cable networks to remove channels from their list © Paradigm Publishing Inc. 13-27 Creating Multimedia Steps in Creating Multimedia – – – – plan the work create the elements to be included in the work combine the elements to create the work write the work to a portable storage medium such as a CD-ROM, or post the work on the Web © Paradigm Publishing Inc. 13-28 Creating Multimedia Sequential Page-Based Multimedia – sequence of pages or slides appearing one after the other and incorporating elements such as text, sound, graphics, and video – material is presented in a fixed order – appropriate for sales presentations, lectures, or stepby-step descriptions of how to accomplish a task © Paradigm Publishing Inc. 13-29 Creating Multimedia Hypertext Page-Based Multimedia – set of pages containing links that can be followed at will – user can move from page to page or click on links to graphics, text, sound, or video files – author prepares a tree diagram showing links between pages © Paradigm Publishing Inc. 13-30 Creating Multimedia This tree diagram shows links between pages in a simple multimedia presentation. © Paradigm Publishing Inc. 13-31 Creating Multimedia Movie-Based Multimedia – work can be a movie or series of movies that stop from time to time, enabling users to follow links – a storyboard is prepared to plan sequential pagebased multimedia or movie-based multimedia – storyboards consist of sketches of the pages or frames as they will appear in the final work © Paradigm Publishing Inc. 13-32 Creating Multimedia Creating the Content of the Work – text prepared using a word processing program – graphics created in painting, drawing, or 3-D modeling programs, or taken from clip art or stock sources – images produced by traditional means or scanned and edited in a graphics program © Paradigm Publishing Inc. 13-33 Creating Multimedia Hardware/Software for Creating Multimedia – sound digitizing card enables computer to capture and process digitized sounds – programs such as SoundEdit and Deck capture and edit sounds – video digitizing card captures and digitizes video images and sound – programs such as VideoVision and Adobe Premier capture and edit images © Paradigm Publishing Inc. 13-34 Creating Multimedia Combining the Elements – simplest works are documents that move from page to page invoking multimedia elements placed on the pages – more complex works use PDF files incorporating pages created in other programs such as graphics, presentation, or page layout programs – most complex works save elements as single tracks that are combined and synchronized into a single file © Paradigm Publishing Inc. 13-35 Artificial Intelligence The goal of artificial intelligence (AI) is to develop computers that can perform functions normally reserved for humans: thinking, talking, seeing, feeling, walking, and learning from their mistakes. © Paradigm Publishing Inc. 13-36 Artificial Intelligence AI Technology Trends – moving toward limited, focused applications – goal of AI has shifted to augmenting human capabilities rather than supplanting them – three primary areas of artificial intelligence applications are cognitive science, natural interfaces, and robotics © Paradigm Publishing Inc. 13-37 Artificial Intelligence Three primary areas of artificial intelligence applications are cognitive science, natural interfaces, and robotics. © Paradigm Publishing Inc. 13-38 Artificial Intelligence Cognitive Science Application – the study and simulation of the human mind – based on biology, neurology, psychology, and other disciplines – focuses on researching how the human brain thinks and learns – types of applications are intelligent agents, experts systems, data mining, genetic algorithms, fuzzy logic, and neural networks © Paradigm Publishing Inc. 13-39 Artificial Intelligence Intelligent Agent – provides an intuitive assistant (agent) that can utilize knowledge based on past experience and predictions of likely future behavior – agents goal is to reduce difficult tasks down to a few simple mouse clicks that can be completed quickly © Paradigm Publishing Inc. 13-40 Artificial Intelligence Expert System – embodies human expertise in a particular field – works by questioning the user and then drawing a conclusion from the information provided – a knowledge engineer specializes in building knowledge bases of rules the computer can prove or disprove – an inference engine asks the questions and draws the conclusions © Paradigm Publishing Inc. 13-41 Artificial Intelligence Data Mining – finds new ways to use masses of data stored in databases of large corporations – sorts existing data to provide more carefully targeted marketing and pricing of products – able to determine with good accuracy whether a new offering will succeed or fail © Paradigm Publishing Inc. 13-42 Artificial Intelligence Genetic Algorithms – applies a Darwinian (survival of the fittest) method to problem solving – uses a computer to create thousands or millions of slightly varied designs and then tests and selects the best of them – chooses most successful designs for new mutations, producing crossovers by mixing together traits of the survivors © Paradigm Publishing Inc. 13-43 Artificial Intelligence Fuzzy Logic System – attempts to model human reasoning by allowing for approximations and incomplete input data – allows users to input “fuzzy” data – works more naturally with the user by piecing together an answer similar to what a traditional expert system uses © Paradigm Publishing Inc. 13-44 Artificial Intelligence Comparison of traditional SQL query and equivalent fuzzy logic query © Paradigm Publishing Inc. 13-45 Artificial Intelligence Neural Network – simulates the physical workings of the human mind – generally starts off with only an input source, some form of output, and a goal – learns by trial and error how a desired output affects the input – the “gain” controls the change rate of the firing threshold of the neurons which, in turn, controls how fast a system will learn or unlearn something © Paradigm Publishing Inc. 13-46 Artificial Intelligence Natural Interface Applications – Speech recognition – computer can take dictation and perform requested actions – Natural language interfaces – goal is a machine that can read a set of news articles on any topic and understand what it has read © Paradigm Publishing Inc. 13-47 Artificial Intelligence Natural Interface Applications – Virtual reality – characterized in terms of its immersiveness, which measures how real the simulated world feels and how well it can make users accept it as their own – Mental interfaces – uses sensors mounted around the skull to read alpha brain waves; measures brain activity and interprets it as a command © Paradigm Publishing Inc. 13-48 Artificial Intelligence Robots as Androids – Robots – machines capable of independent movement – Androids – simulated humans – Visual perception – computer security programs exist that recognize an individual human thumbprint or face – Audio perception – identifying a single voice and interpreting what is being said amid background noise is a goal of programmers © Paradigm Publishing Inc. 13-49 Artificial Intelligence Robots as Androids – Tactile perception – robot must be able to feel an object AND must be able to sense how much pressure to apply to that object; must be dexterous enough to perform small actions such as placing a chip at a precise spot in a circuit board – Locomotion – most mobile robots use wheels or treads which limit mobility but make them easier to control © Paradigm Publishing Inc. 13-50 Artificial Intelligence Robots as Androids – Navigation – robot can plot a course to a location using an internal “map” built up by a navigational perception system © Paradigm Publishing Inc. 13-51 On the Horizon Based on the information presented in this chapter and your own experience, what do you think is on the horizon? © Paradigm Publishing Inc. 13-52