Software Design and Development Storing Data Part 2 Text, sound and video Computing Science.

Slides:



Advertisements
Similar presentations
Information Representation
Advertisements

Technology ICT Option: Data Representation. Data Representation In our everyday lives, we communicate with each other using analogue data. This data takes.
Computer Systems Nat 4/5 Data Representation Lesson 4: Storing Graphics.
Copyright 2003 Monash University IMS5401 Web-based Information Systems Topic 2: Elements of the Web (d) Digital representation.
Topic 4 - Video Data Basic Concepts
What is it? The use of computers to present text, sound, graphics, animation and video in an integrated way.
Part A Multimedia Production Rico Yu. Part A Multimedia Production Ch.1 Text Ch.2 Graphics Ch.3 Sound Ch.4 Animations Ch.5 Video.
Nat 4/5 - Software Design and Development – Low Level Operations - 1 National 4/5 – Computing Science Information Systems Design and Development Media.
4.1 Digital Multimedia Elements
An Introduction to Scanning and Storing Photographs and Graphics Bryn Jones Aug 2002
Images you see on your screen are made up of these things called pixels. A screen will show over 1 million pixels and then a computer has to do what it.
Prepared by George Holt Digital Photography BITMAP GRAPHIC ESSENTIALS.
1 Bitmap Graphics It is represented by a dot pattern in which each dot is called a pixel. Each pixel can be in any one of the colors available and the.
Unit 30 P1 – Hardware & Software Required For Use In Digital Graphics
Higher Computing Data Representation.
Computer Systems Nat 4.5 Computing Science Data Representation Lesson 4: Storing Graphics EXTENSION.
COMP Bitmapped and Vector Graphics Pages Using Qwizdom.
CSCI-235 Micro-Computers in Science Hardware Part II.
Presentation Design: Graphics. More About Color “Bit depth” of colors -- This is based on the smallest unit of information that a computer understands.
 Refers to sampling the gray/color level in the picture at MXN (M number of rows and N number of columns )array of points.  Once points are sampled,
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 14 Introduction to Computer Graphics.
Higher Computing Computer Systems S. McCrossan 1 Higher Grade Computing Studies 1. Data Representation Data Representation – Why do we use binary? simplicity,
Data Representation Int 2 Computing Unit 1 – Computer Systems St Kentigern’s Academy.
Shawlands Academy Higher Computing Data Representation.
What is Digital Photography? Lesson One Mrs. Johnson Winter/Spring 2012 Digital Photography Course.
AS LEVEL ICT2 Processing Different Types of Information.
Data Representation The method of data representation in a computer system depends upon the type of data which is being used. Three types of data are considered.
Types of Data. Numbers Text Pictures Sound Video.
Chapter 2 : Business Information Business Data Communications, 6e.
Agenda Last class: Memory, Digitizing Numbers Today: Digitizing: Text
GRAPHICS. Topic Outline What is graphic. Resolution. Types of graphics. Using graphic in multimedia applications.
Marr CollegeHigher ComputingSlide 1 Higher Computing: COMPUTER SYSTEMS Part 1: Data Representation – 6 hours.
Unit 1: Task 1 By Abbie Llewellyn. Vector Graphic Software (Corel Draw) Computer graphics can be classified into two different categories: raster graphics.
Graphics An image is made up of tiny dots called pixels (“picture elements”) The resolution determines the.
Data Representation The storage of Text Numbers Graphics.
Computer Systems Nat 4.5 Computing Science Data Representation Lesson 4: Representing and Storing Graphics EXTENSION.
Marwan Al-Namari 1 Digital Representations. Bits and Bytes Devices can only be in one of two states 0 or 1, yes or no, on or off, … Bit: a unit of data.
File Types. Terms Multimedia- the integration of text, sound, video and/or animation into a document Letters, brochures, newsletters, web pages or presentations.
Media Types Information Systems can contain the following types of media: Sound, graphics, video & text.
CSCI-100 Introduction to Computing Hardware Part II.
Graphics in a computers memory How a picture (i.e. a graphic) is stored in a computers memory A computer screen is made up of little dots, called PICture.
COMP135/COMP535 Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 2 Lecture 2 – Digital Representations.
Resources used for marketing the product By Jamie Colclough.
Information Systems Design and Development Media Types Computing Science.
Data Representation. In our everyday lives, we communicate with each other using analogue data. This data takes the form of: Sound Images Letters Numbers.
National 4 and National 5 Computer Science. National 4 Computing Science 2 units: Software Design and Development Information System Design and Development.
Text and Images Key Revision Points.
Image and Sound Representation
Storing Graphics Nat 5 Data Representation Lesson 4a: Storing Graphics
GCSE COMPUTER SCIENCE Data 2.2 Characters and Images.
GCSE COMPUTER SCIENCE Topic 3 - Data 3.2 Data Representation.
Data Representation.
Level 3 Extended Diploma Unit 19 Computer Systems Architecture
Level 3 Extended Diploma Unit 19 Computer Systems Architecture
Computer Systems Nat 4/5 Data Representation Lesson 4:
Computer Science Higher
BTEC NCF Dip in Comp - Unit 02 Fundamentals of Computer Systems Lesson 10 - Text & Image Representation Mr C Johnston.
Intermediate 2 Computing
"Digital Media Primer" Yue-Ling Wong, Copyright (c)2013 by Pearson Education, Inc. All rights reserved.
Image File Size and File Compression
An Introduction to Scanning and Storing Photographs and Graphics
Representing Images 2.6 – Data Representation.
Web Design and Development
Computer Systems – Unit 1
Final Study Guide Arts & Communications.
Computer Systems Nat 4.5 Computing Science Data Representation
Option: Data Representation
Computer Systems Nat 4/5 Data Representation Lesson 4:
Option: Data Representation
WJEC GCSE Computer Science
Presentation transcript:

Software Design and Development Storing Data Part 2 Text, sound and video Computing Science

Learning Objectives By the end of this topic you will be able to: understand that text can be stored as ASCII code or as Unicode;understand that text can be stored as ASCII code or as Unicode; understand how computers store graphics as bitmaps understand how computers store graphics as vector graphics; understand how computers store graphics as vector graphics; calculate graphic image file sizes explain the need for data compression; explain how computers store sound data. explain how computers video data.

Storing text Text is stored as a series of binary numbers by giving a unique binary code to each character. Need for common standards to allow data transfer between different applications and different computers First common standard used was ASCII

What does ASCII stand for? American Standard Code for Information Interchange

How does it work? Every character on the keyboard is given a different 7 bit code This gives 128 (2 7 ) possible combinations

How does it work? You can convert the ASCII code to a decimal number to make it easier to recognise. The code below is 73 in decimal U = 73

How does it work? 128 different possibilities was enough for all the characters on the keyboard and a number of control characters.

Control Characters 128 different possibilities was enough for all the characters on the keyboard and a number of control characters. They include tab characters, cursor keys, acknowledgement signals etc. These can be generated by pressing a key with the CTRL key e.g. CTRL-C =return

Unicode Now that computers and computer programs are used internationally, there is a need for more than 256 characters to account for foreign alphabets and scripts. UNICODE uses 16 bits to code text, giving 2 16 = different possible characters

Unicode A Unicode character takes up more memory than an ASCII code character. ASCII code = 1 byte per character Unicode = 4 bytes per character ASCII code characters are limited to 128 possible symbols Unicode currently has over 107,000 defined characters

Bitmap and vector graphics Images can be stored in two ways As a bitmap graphic As a vector graphic

Bitmaps The easiest way to store a graphic is as a set of bits Each bit corresponds to a pixel on the screen which is either on or off (black or white) =

Resolution Resolution refers to the number of pixels per square inch making up the image

Resolution A typical digital camera photograph will be at a much higher resolution than your screen display:

Resolution This scanned image takes up KB = approximately 0.5Gb if saved as an uncompressed image

Bit-depth Refers to the number of colours used to represent each pixel 1 bit = 2 colours (2 1 =2) 2 bits = 4 colours (2 2 =4) 3 bits = 8 colours (2 3 =8) …….. 24 bits = 16 million colours (RGB)

Bit Depth 2 colours = 1 bit 4 colours = 2 bits 8 colours = 3 bits 16 colours = 4 bits 256 colours = 8 bits colours = 16 bits colours = 24 bits

Calculating graphic file sizes Information needed: Resolution (dots / pixels per inch) Area of graphic (square inches) Bit depth or number of colours (bits)

Calculating graphic file sizes 600 dots per inch 2 X 3 inches 256 colours = 8 bit colour 600 * 600 * 2 * 3 = pixels * 8 = bits = bytes = 2109 Kb = 2.05 Mb

Calculating graphic file sizes 800 dots per inch 4 X 6 inches colours = 16 bit colour 800 * 800 * 4 * 6 = pixels * 16 = bits / 8 = bytes /1024/1024 = 29.3 Mb

Bitmaps Take up a lot of storage space Are quick and easy to calculate Are used by painting and photo editing programs Are easy to compress for transmission over the web:

Examples of Bitmap Software Microsoft Paint Corel Paint Adobe Photoshop Paintshop Pro

Compressed Bitmaps Graphics files are often very large. To make them easier to store and transmit they are can be compressed. (made smaller) Some compression standards GIF for pictures with large blocks of one colour such as cartoons (lossless) JPG for pictures with detail such as photographs (lossy)

Vector Graphics Vector graphics (sometimes called object oriented graphics) are used by drawing programs. Images are stored as a set of instructions for redrawing the picture.

Vector Graphics Take up much less space than bitmaps Are more complicated to calculate and redraw than bitmaps Are used for CAD and graphic design

Vector Graphics If you place one object on top of another you can move it later and still see the object below You can stretch and squeeze objects after you have put them on a drawing Objects are always separate from each other You will not see pixels if you zoom in on a vector graphic

Vector Graphics and Bitmaps

Vector graphics are Device Dependent. This means that the resolution of a printout or screen display depends on the quality of the output device The resolution of a bitmap graphic cannot be improved by upgrading your printer.

Examples of Vector Graphics Software Corel Draw Autosketch Google Sketchup DesignWorks Serif Draw Windows Draw Flash

Storing sound files Quality of sound file depends on Sample rate, which is the number of times the value of the signal is recorded Bit depth, which is the number of bits to record each sample Sound files are often large and require compression

Storing sound files Sample point Analogue signal

Calculating the size of a sound file The size of a sound file per second of recorded sound is given by File size(per second) = sampling depth (bits) * sampling frequency (Hz)

Calculating the size of a sound file Example A CD quality sound recorded using a sampling frequency of 44KHz and a sampling depth of 16 bits. Solution: File size= * 16 File size= bits per second = 704K bits per second

Storing video files Video files require storage of both graphical and sound data. Because of this they are large and require compression A series of compression standards have been set by the Motion Pictures Expert Group (MPEG). These are known as MPEG-1, MPEG-2 and so on.

Storing video files Each frame in an MPEG video is compressed as a JPEG. Data that stays the same is then removed Only key frames with all the data are then stored Other frames only store changed data MPEG is an example of lossy compression. This means that some of the data is lost when stored (and cannot be recovered)

Video file sizes depend on: Frame size: (for example. PAL = 720 x 576 pixels; HDMI = 1920×120 pixels) Frame rate: measured in Frame per second rate (for example: PAL = 25fps HDMI= 60fps ) Bit depth (PAL = 24 bit HDMI = 36 bit) Audio sample rate and bit depth Compression method (Codec)

Uncompressed video files As video files are simply a collection of images, all we need to do is calculate the size of one image (i.e. one frame) and multiply that by the number of frames in the entire video. File Size (Bytes) = Frame Size (Bytes) x Frame Rate (frames per second [fps]) x Video Time (seconds) The sound element of the file then needs to be added