Sound
- Sound is an air pressure wave that is sensed by our ears.
- Can either be analogue or digital.
- Analogue sounds are when pressure waves are captured by a transducer and produces an electrical current which varies with the sound pressure.
- The electrical signal produced can be transmitted by telephone, over the radio and can be preserved on magnetic tape.
- At the other end when being broadcasted or transmitted by telephone the electrical signal is used to re-create sound via vibrations.
- The higher the pitch of the sound the more rapid the vibration.
- A pure tone is a regular sine wave, but when two waves get put together they superpose meaning you then get a pulsating tone.
- Today most sound systems are digital.
- The electrical signal from the transducer is converted in to a digital signal meaning it is represented by binary (1's and 0's)
Analogue to Digital Conversion (ADC) and Digital to Analogue (DAC)
- Converts an anologue signal into an equivalent digital signal.
- A computer may be used to record sound, but first the sound must be converted into digital form.
- The analogue signal is sampled.
- Sampling is when a wave is measured at regular time intervals and then rounded to the nearest binary value.
- To play back sound the signal must be converted back to analogue.
- The technique to do this is called pulse code modulation.
Pulse Code Modulation (PCM)
- Samples of the analogue signal are taken at regular intervals of time.
- The sampling frequency or rate must be at least twice the highest frequency in the anologue signal.
- These samples are represented as narrow pulses of height which are proportional to the value of the original signal.
- This process is known as Pulse Amplitude Modulation (PAM)
- To produce PCM data, the PAM samples are quantised, meaning they are rounded to the nearest whole number.
Nyquist's Theorem
- We Must Sample At A Frequency At Least Twice The Rate Of The Highest Frequency In The Sampled Signal.
Storing Sound In Files
- One of the most notable sound formats is WAV (supported by most Operating Systems)
- WAV requires 2.5 MB of memory for one minute of sound.
- WAV is commonly used when storing music and sound to CDs.
- Most common nowadays is the MPEG format, this can be mp2, mp3 or mp4.
- MPEG compresses the sound file by 10% of what WAV does.
- 1 min in WAV = 2.5 MB - 1 min of mp3 = 0.25 MB
- MPEG also removes frequencies that the ear and brain cannot detect.
Editing Sound
- When sound is stored digitally on a computer for example, the sound can be modified allowing the user to mix multiple sources and add effects.
- When a sound is edited it can be saved as a single sound file.
Synthesising Sound
- Musical Information Digital Interface does not store sound waves but stores a digital representation of the sound.
- It takes note of the notes to be played, the instrument being played and how long a note and intrument is played for.
- The resulting form is that it is very compact.
- It can easily be transposed and played on different instruments.
- Musical Information Digital Interface is also known as MIDI.
Streaming Audio
- When you stream audio the server sends it bit by bit.
- The client buffers it and plays it when it has enough bits to keep on playing and buffering at the same time.
- Advantages - No need to download the file
- Saves harddrive space
- Makes copying harder
Disadvantages - Cannot listen when disconnected
- Can be affected by bandwidth
Followers
Saturday, 12 February 2011
Tuesday, 1 February 2011
Representing Images
Bitmapped Graphics
- An image is divided into a grid of pixels.
- Each pixel in a grid cell is sampled and is then assigned a Binary Code to represent the average colour of the grid cell.
- The Binary Codes are then used to produce a copy of the original image.
Memory Bitmaps
- The Binary Codes of each pixel are stored in memory when an image is scanned.
- The image is displayed on a Visual Display Unit by transferring the Binary Codes back into the memory.
- Bitmap is used because the pixels of an image are mapped to specific positions in memory
Resolution
- The resolution of a Visual Display Unit is usually expressed by the # of pixels per row x # of pixels per column
- It is not the number of pixels that determines the sharpness of the image but the size of the pixels.
- For a sharper image the pixels need to be smaller.
- A small image size containing a high number of pixels is going to produce the sharpest image.
Colour Depth
- The number of bits used to represent the greyscale value of a pixel is called the image depth.
- The colour of a pixel can be coded using the RGB colour model.
- The RGB model mixes Red, Green and Blue to produce a specific colour.
1-Bit Colour
- A black and white image is known as a monochrome image.
- One bit is allocated to each pixel
- To get a white pixel the binary value is 1
- To get a black pixel the binary value is 0
12-Bit Colour
- 4 bits are allocated to each RGB components
- As 4 bits are allowed then 4096 different colours are available.
- This coulour depth is used most often when there is little colour needed, such as on a mobile phone
True Colour
- 24-Bit true colour images use 8 bits for each RGB component
- Having 8 bits for each component there are 256 different alternate colours
- When the colours are combined they give a total of over 16 million different colours
Vector Graphics
- Instead of dividing a graphic image into pixels a vector graphic identifies the objects that make up the image.
- Vector Graphics record information about these objects to define the image.
- Vector drawing software uses the commands that create objects as the source of information needed to describe the graphic.
Comparing Bitmaps and Vectors
- When a bitmap is scaled it is enlarged.
- As the magnification increases the vixels become more visible.
- Vector graphics avoid distortion because scaling is applied to a line's endpoint.
- Vector graphics do not deal with pixels.
- You do not lose resolution when you enlarge a true vector drawing.
Advantages and Disadvantages
- Geometric images require fewer bytes in vector graphic format than in a bitmap format.
- Images that have continuous areas of colour (such as photographs) take up fewer bytes in bitmap format than in vector.
- Geometric images load faster from secondary storage and download faster over the internet in a vectot graphic format.
- Vector graphics scale without distortion whereas bitmap does.
Compression
Run Length Encoding
-Single Compression technique that takes into account the fact that some images have long runs of pixels.
-If three or more consecutive cells have the same bit pattern then a run of cells has been found and can be encoded by two bytes.
-First byte stores the number of consecutive memory cell bytes and second byte stores the colour code.
-It is a loseless compression technique.
-Decompressing the Run Length Recording image produces an exact original image.
Lossy Compression
-Discards information that is not necessary such as a background scene.
-Decompressing an image with the Lossy technique produces a different image compared to the original.
-As the human eye is not so good at recognising exact strengths of brightness variation allowing it to be possible to highly reduce the information of the high frequency components.
- An image is divided into a grid of pixels.
- Each pixel in a grid cell is sampled and is then assigned a Binary Code to represent the average colour of the grid cell.
- The Binary Codes are then used to produce a copy of the original image.
Memory Bitmaps
- The Binary Codes of each pixel are stored in memory when an image is scanned.
- The image is displayed on a Visual Display Unit by transferring the Binary Codes back into the memory.
- Bitmap is used because the pixels of an image are mapped to specific positions in memory
Resolution
- The resolution of a Visual Display Unit is usually expressed by the # of pixels per row x # of pixels per column
- It is not the number of pixels that determines the sharpness of the image but the size of the pixels.
- For a sharper image the pixels need to be smaller.
- A small image size containing a high number of pixels is going to produce the sharpest image.
Colour Depth
- The number of bits used to represent the greyscale value of a pixel is called the image depth.
- The colour of a pixel can be coded using the RGB colour model.
- The RGB model mixes Red, Green and Blue to produce a specific colour.
1-Bit Colour
- A black and white image is known as a monochrome image.
- One bit is allocated to each pixel
- To get a white pixel the binary value is 1
- To get a black pixel the binary value is 0
12-Bit Colour
- 4 bits are allocated to each RGB components
- As 4 bits are allowed then 4096 different colours are available.
- This coulour depth is used most often when there is little colour needed, such as on a mobile phone
True Colour
- 24-Bit true colour images use 8 bits for each RGB component
- Having 8 bits for each component there are 256 different alternate colours
- When the colours are combined they give a total of over 16 million different colours
Vector Graphics
- Instead of dividing a graphic image into pixels a vector graphic identifies the objects that make up the image.
- Vector Graphics record information about these objects to define the image.
- Vector drawing software uses the commands that create objects as the source of information needed to describe the graphic.
Comparing Bitmaps and Vectors
- When a bitmap is scaled it is enlarged.
- As the magnification increases the vixels become more visible.
- Vector graphics avoid distortion because scaling is applied to a line's endpoint.
- Vector graphics do not deal with pixels.
- You do not lose resolution when you enlarge a true vector drawing.
Advantages and Disadvantages
- Geometric images require fewer bytes in vector graphic format than in a bitmap format.
- Images that have continuous areas of colour (such as photographs) take up fewer bytes in bitmap format than in vector.
- Geometric images load faster from secondary storage and download faster over the internet in a vectot graphic format.
- Vector graphics scale without distortion whereas bitmap does.
Compression
Run Length Encoding
-Single Compression technique that takes into account the fact that some images have long runs of pixels.
-If three or more consecutive cells have the same bit pattern then a run of cells has been found and can be encoded by two bytes.
-First byte stores the number of consecutive memory cell bytes and second byte stores the colour code.
-It is a loseless compression technique.
-Decompressing the Run Length Recording image produces an exact original image.
Lossy Compression
-Discards information that is not necessary such as a background scene.
-Decompressing an image with the Lossy technique produces a different image compared to the original.
-As the human eye is not so good at recognising exact strengths of brightness variation allowing it to be possible to highly reduce the information of the high frequency components.
Subscribe to:
Posts (Atom)