BITM 1113 SISTEM MULTIMEDIA Week 13 Multimedia Production Process.

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Presentation transcript:

BITM 1113 SISTEM MULTIMEDIA Week 13 Multimedia Production Process

Introduction Multimedia design and development is a complex and harder-than-you-think proposition Producing multimedia projects with quality, at a reasonable price, and on time calls for thinking things out ahead of time A healthy multimedia production process is tailored to the type and scale of the individual project, but certain concepts apply no matter what you're developing

Multimedia Production Process Pre-Production Production Post-Production

PRE-PRODUCTION Concept Definition Design Production Plan Documentation Assembly Team Build Prototype Clear Rights Client-Signoff and Fundings

Concept Definition Title goals Audience Title Genre - Doom type game, nonprofit web site, kiosk, etc. Marketing requirements Budget parameters Schedule requirements

Design Story/content/services Information architecture Visual and sound Technical Interaction Navigation

Production Plan Storyboarding / Content outline Budgeting Scheduling Asset Management Staffing Payment Methods

PRODUCTION Content Creation Content Processing Software Creation Integration of Content and Software Revise Design Build Alpha Version First Testing and Bug Reporting Revise Software Build Beta Version

POST-PRODUCTION Beta Testing and Bug Reporting Evaluate Bug Report Revise Software Release Golden Master Archive all Production Material Documentation

BITM 1113 SISTEM MULTIMEDIA Issues in Multimedia Application Development

Information Kiosk Property Tourism Simulation Marketing Video Conferencing Virtual Worlds Training Video Mail Home Page Services Finance Interactive Encyclopedia MULTIMEDIA APPLICATIONS Electronic Catalogues Games

Media Combination Human Resource Application Area Legislation End Users ISSUES IN MULTIMEDIA APPLICATION DEVELOPMENT Hardware Software

PC / Workstation Input Devices Conversion Devices Output Devices Computer Network Hardware

Text Graphics / Image Animation Voice / Music Video Media Combination

Authoring Tools Graphic Software Animation Software Software for Media Combination Software

Industry School Public Sector Marketing Documentation Training Application Area

Technical Expertise Creative Designers Programmers Media Experts Graphic Designers Script Writers Audio/Video Engineers Human Resource

Public Students Professionals Computer Literate Teachers Trainees End Users

Copyright Patent Intellectual Property Royalties Legislation

Storage Considerations for Product Delivery The choice of delivery media to be used for any multimedia system depends on a number of factors. Speed Media such as video and large graphic images place high demands on the data transfer rate of the media used. Cost Here not only should the cost of the data of the media be taken into account but also cost of recording data onto the chosen media

Storage Capacity Multimedia projects tend to require a large amount of storage capacity due to the use of video, sound and graphics. Installed Base The choice of delivery media should also take into account its popularity. Rewritability Some applications require periodical updating. Not all types of media can be rewritten to so again this must be taken into account

MULTIMEDIA NETWORKING Week 14 BITM 1113 – Multimedia Systems

Multimedia, Quality of Service: What is it? Multimedia applications: network audio and video (“continuous media”) network provides application with level of performance needed for application to function. QoS

MM Networking Applications Fundamental characteristics: Typically delay sensitive –end-to-end delay –delay jitter But loss tolerant: infrequent losses cause minor glitches Antithesis of data, which are loss intolerant but delay tolerant. Classes of MM applications: 1) Streaming stored audio and video 2) Streaming live audio and video 3) Real-time interactive audio and video Jitter is the variability of packet delays within the same packet stream

Streaming Stored Multimedia Streaming: media stored at source transmitted to client streaming: client playout begins before all data has arrived timing constraint for still-to-be transmitted data: in time for playout

Streaming Live Multimedia Examples: Internet radio talk show Live sporting event Streaming playback buffer playback can lag tens of seconds after transmission still have timing constraint Interactivity fast forward impossible rewind, pause possible!

Interactive, Real-Time Multimedia end-end delay requirements: –audio: < 150 msec good, < 400 msec OK includes application-level (packetization) and network delays higher delays noticeable, impair interactivity session initialization –how does callee advertise its IP address, port number, encoding algorithms? applications: IP telephony, video conference, distributed interactive worlds

Multimedia Over Today’s Internet TCP/UDP/IP: “best-effort service” no guarantees on delay, loss Today’s Internet multimedia applications use application-level techniques to mitigate (as best possible) effects of delay, loss But you said multimedia apps requires QoS and level of performance to be effective! ? ? ?? ? ? ? ? ? ? ?

Real-time interactive applications PC-2-PC phone –instant messaging services are providing this PC-2-phone –Dialpad –Net2phone videoconference with Webcams Going to now look at a PC-2- PC Internet phone example in detail

Internet Phone: Packet Loss and Delay network loss: IP datagram lost due to network congestion (router buffer overflow) delay loss: IP datagram arrives too late for playout at receiver –delays: processing, queueing in network; end-system (sender, receiver) delays –typical maximum tolerable delay: 400 ms loss tolerance: depending on voice encoding, losses concealed, packet loss rates between 1% and 10% can be tolerated. making the best of today’s best effort service scheduling and policing mechanisms next generation Internet: Intserv, RSVP, Diffserv

END OF LECTURE