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could u pls suggest me some mini project topic s based on multimedia
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pls help me with some project topics which is multimedia based
multimedia

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Introduction to multimedia

Temporal media types

Audio - video - music – animation
These types change with time, whereas non-temporal types remain the same.
Analog video
Representation :Frame rate, Number of scan lines, Aspect ratio ,Interlacing ,Quality ,Component ,versus composite
Operations :Storage, Retrieval ,Synchronization ,Editing ,Mixing ,Conversion, Digital video
Representation: Analog formats sampled, Sampling rate, Sample size and quantization, Data rate, Compression, Support for interactivity, Scalability
Operations: Storage, Retrieval, Synchronization, Editing, Effects ,Conversion,
Digital Audio



Non-temporal Media types
Media types can be divided in two types depending on their behavior with respect to time.
Temporal : Audio ,Video ,Music ,Animation
Non-temporal : Text ,Images ,Graphics
Also term-pairs dynamic/static time-based/non-time-based and continuous/discrete can be used here.

Text
Representation: ASCII ,ISO Character Sets ,Marked-up text ,Structured text ,Hypertext ,
Operations : Character operations ,String operations ,Editing ,Formatting ,Pattern-matching and searching ,Sorting ,Compression ,Encryption ,Language-Specific operations

IMAGE
Representation : Color Model ,Alpha Channels ,Number of Channels ,Interlacing ,Indexing ,Pixel aspect ratio ,Compression
Operations: Editing ,Point operations ,Filtering ,Compositing ,Geometric transformations ,Conversion


CHARACTERISTIC Of NON-TEMPORAL MEDIA
Image:


1 SNR: The SNR (signal-to-noise ratio) is a term heard commonly in MRI circles. The SNR determines how grainy the image appears, the more grainy, the less the SNR. The SNR is measured frequently by calculating the difference in signal intensity between the area of interest and the background (usually chosen from the air surrounding the object)
2 Resolution: Spatial resolution determines how "sharp" the image looks. Low resolution will give either fuzzy edges, or a pixels appearance to the image. Spatial resolution is defined by the size of the imaging voxels. Since voxels are three dimensional rectangular solids, the resolution is frequently different in the three different directions. The size of the voxel and therefore the resolution depends on matrix size, the field-of-view (FOV), and the slice thickness.
3. Time: he time of acquisition for a conventional spin echo or gradient echo sequence is the product of the repetition time, phase encoding steps, and number of averages (TR x phase steps x NEX).
4 Trade Off: As you may have gathered from reading up to this point, the SNR, resolution, and acquisition time, are all interrelated. Changing one effects the others. One job of yours as a radiologist may be to decide what factors are more important for an examination of a particular body part or patient. When looking at the pituitary or cranial nerves, for example, you may want to sacrifice some SNR or longer acquisition time for improved spatial resolution.



ANIMATION
A collection of static images joined together and shown consecutively so that they appear to move.

1. Information is transitory
• Unless rehearsed, material will remain in WM for no more than a few seconds
• Difficult to both process current information and remember previous information
• In contrast, static graphical displays can be revisited a number of times, reducing the problems associated with a limited WM
• In this sense, animation produces an extraneous cognitive load

2. Animations consists of a series of successive elements
• If Element A must be learned first followed by Element B, learning B may interfere with what has already been learned of A.
• If Element A is to be remembered, it will need to be transferred to LTM because it will only remain in WM for a few seconds.
• RI will occur if Element B must be processed before Element A has had time to be transferred to LTM
• With static graphics more time can be made available to transfer the information associated with Element A to LTM prior to processing the information of Element B
• Ayres & Mayer (in prep.) have found some evidence of RI with animations


Compression of synthetic images

Although the "digital convergence" (of computers and video) is well underway, the convergence of computer graphics and video technology has only begun. A key problem in this area is developing efficient ways to
compress the data used in graphics algorithms: geometric models, synthetic images, textures, and volumes. Among the questions we are addressing in this research are:
Can a rendering engine provide hints to a compression engine? Examples might include motion hints, quantization hints, importance hints, or real-time constraints.
Can a rendering engine perform compression or decompression? More specifically, can we render directly from compressed textures or volumes, or can we render directly to compressed image formats?


Multimedia Systems Technology

Architecture for Multimedia Systems
The architecure of multimedia system may be described as a four-level hierarchy. In line with concepts developed in conventional layered systems such as the OSI and Internet (Chapter ) each layer performs a specific function and supports the function performed in the layer above. The four-layers (lowest (bottom) layer first) of the archiotecture, known as the RT architecture (Real-time information handling), are:

Network Subsystem (Layer 1)
-- This layer takes care of the functionalities up layer 3 in the OSI model (Chapter ). Network specific funstions depend on the technolgy used in this layer (see Section refsec:mmnetwork below). Essentially this level provides a possible connection through a network with a specified bandwidth and error probability as supported by the underlying technology.

End-to-End QoS Control(Layer 2)
-- This layer maintains the connection between the source and destination and can be conceptually viewed as a single connection -- even though there may be physically many more. Each connection is managed to ensure that a given Quality of Service (Qos) is maintained.

multimedia

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INTRODUCTION

Multimedia is nothing but the processing and presentation of information in a more Structured and understandable manner using more than one media such as text, graphics, animation, audio and video. Thus multimedia products can be an academic presentation, game or corporate presentation, information kiosk, fashion-designing etc. Multimedia systems are those computer platforms and software tools that support the interactive uses of text, graphics, animation, audio, or motion video. In other words, a computer capable of handling text, graphics, audio, animation and video is called multimedia computer. If the sequence and timing of these media elements can be controlled by the user, then one can name it as Interactive Multimedia.


. Audio
Sound is physical phenomenon produced by the vibration of matter such as a violin string or a block of wood. Because multimedia application use audio in format of music and its MIDI stands standard. A computer measure the amplitude of the waveform at regular time intervals to produce series of numbers .Each of these measurement is a sample.yhe mechanism that convert the s the an audio signal into digital signal samples is the analog to digital converter(ADC).the reverse conversion is performed by digital to analog converter(DAC).


Sound hardware

Microphone jacks and build in speakers are devices connected to an ADC and DAC respectively for the input and output of audio.

Audio File Formats
A file format determines the application that is to be used for opening a file. Following is the list of different file formats and the software that can be used for opening a specific file.

1. *.AIF, *.SDII in Macintosh Systems
2. *.SND for Macintosh Systems
3. *.WAV for Windows Systems
4. MIDI files – used by north Macintosh and Windows
5. *.WMA –windows media player
6. *.MP3 – MP3 audio
7. *.RA – Real Player


Music

The development of MIDI(Music Instrument Digital Interface) and its important contribution in the music industry today. The MIDI interface between electronic musical instrument and computers is a small piece of equipment that plugs directly into the computers ‘s serial port and allow the transmission of music signals.

A MIDI interface has two different components;-

A). Hardware connects the equipments. It specifies the physical connection between musical instruments stipulates that a MIDI port is built into an instrument, specifies a MIDI cable and deals in the electronic signals that are send over the cable.


System messages

System messages go to all devices in a MIDI system because noise channel numbers are specified .there are three types of system messages.
1). system real-time messages are very short and symple, consisting of only one byte .they carry extra data with them.
2). system common messages are commands that prepare sequencers and synthesizers to play a song
3). system exclusive messages allow MIDI manufactures to create customized MIDI messages to send between their MIDI devices. This coding starts with a system-exclusive-message, where the manufacturer is specified, and ends with an end-of-exclusive message.


Technical Basics
DVDs achieve a higher capacity than CD-ROMs by using smaller pits(which yield a higher track density), combined with a larger data area, more efficient coding of bits, more efficient error correction and lower sector overhead.




Multimedia

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INTRODUCTION

Multimedia or multiple media is the ability of something to reproduce or record multiple media at a given time. Audios, Videos, Interactive websites are few examples of media and while any of these two combine they for a multimedia source. While computer or any hand held device is capable of play videos audios and more they are termed as multimedia devices. The coming together of different media (to present information in an easily understood and appealing manner) is called multimedia.


Categorization of multimedia

Multimedia may be broadly divided into linear and non-linear categories Linear active content progresses without any navigational control for the viewer such as a cinema presentation. Non-linear user interactivity to control progress as used with a video game or used in self-paced computer based training. Hypermedia is an example of non-linear content.



Major characteristics of multimedia

Multimedia presentations may be viewed by person on stage, projected,

transmitted, or played locally with a media player. A broadcast may be a live

or recorded multimedia presentation. Broadcasts and recordings can be either

analog or digital electronic media technology. Digital online multimedia may

be downloaded or streamed. Streaming multimedia may be live or on-demand.



ADVANTAGE
Increases learning effectiveness

Reduces training costs

Is easy to use.


DISADVANTAGE
Expensive

·Not always easy to configure

·Requires special hardware

·Not always compatible


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plz provide some list of multimedia projects
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know more about multimedia mini project topics

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Please suggest me the project topics related to image processing & Video processing..
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