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125 Cards in this Set

  • Front
  • Back
how humans describe sound: loudness
related to physical concept of amplitude
how humans describe sound: pitch
Related to Fundamental Frequency for periodic sounds. Some noise-like sounds have different pitch heights depending on where in the spectrum most of the energy is concentrated
how humans describe sound: chroma
musical notes---cultural
how humans describe sound: timbre
Quality or color of a sound; related to physical concept of Spectrum (amplitude of harmonics for periodic waves.though noise has energy at all frequencies, some noise will have more energy at certain parts of the spectrum
physics is related to
acoustics
psychoacoustics is related to
hearing
to understand sound in multimedia you need to know
how the physics and psychacoustics of sound work
sound
longitudinal waves travelling through a mediuam (typically air)
sound waves
pressure variations in back and forth motion, in direction of sound propagation
sinusoid waves
represent circular motion--considered pure waves
a sound wave's amplitude is related to
loudness
amplitude
peak value that a periodic wave achieves---shows how much pressure varies
period (t)
amount of time it takes to complete one cycle
a soundwave's frequency is related to...
pitch
frequency's formula is
1/T (measures how many cycles are completed in a second---Hertz)
real world sounds are
composite sounds
Fourier analysis
can create any periodic waveform (ie musical sound) by adding harmonically related sinusoids together
fundamental frequency
lowest mode of vibration
overtones
additional modes above fundamental frequency
harmonics
overtones that obey a harmonic relationship to the fundamental (at integer multiples to the fundamental frequency)
e.g. 220hz--its harmonics are 220, 440, 660, 880 hz
waveform shows
how amplitude of a wave behaves over time.
periodic waves(repeating waves) have a pitch because
they have fundamental frequency
when you represent noise as a sound wave, it
is aperiodic, random
why do instruments sound different if a note has the same harmonics?
stregnth of harmonic amplitudes is different relative to the fundamental of each type of sound (timbre). A tuba could have a really strong 440hz harmonic, while a flute could have a really weak 440hz harmonic. The waveforms will look different.
spectrum shows
the amplitude of different frequencies. (useful to show how different instruments sound different even when playing same note).
wave forms are in what domain
time domain
spectrum are in what domain
frequency domain
when you plot a spectrum
you can look at frequency and amplitude at a particular moment in time.
contain all frequencies
nonperiodic sounds, aka NOISE
time-varying spectrums are a property of
real life sounds
loudness increases
logarithmically but NOT linearly
loudness depends on three things
mainly amplitude and also frequency and timbre
our ears are more sensitive to
certain frequencies
loudness is measured in
decibels
threshhold of hearing is how many DB
0
to double loudness...
you need to make the power 10x stronger. (more complicated explanation: you will need to exponentially increase the power by 10ⁿ. e.g. doubling loudness from 1 watt to 10 watts is (10 to the 0 watts to 10 to the 1 watts). tripling would be 10 to the 2 watts=100 watts. )
Our ears are most sensitive in the
2000-4000 Hz range. means we hear these sounds as louder than ones outside the range.
lowest/highest frequencies we can hear
20 hz (lowest)- 20,000 hz (highest)
timbre affects loudness how?
Sounds that have frequency content spread over a wider area are perceived as louder (spread across multiple critical bands)
Loudness affects pitch how?
•High pitches get higher the louder they are
•Low pitches get lower the louder they are
The Spectrogram shows
the spectrum over time. so we can see the spectrum of real sounds, which happen in time. Time is on one axis (usually horizontal) ,Frequency is on the other axis (usually vertical), and The color measures amplitude/energy
to convert analog audio to digital audio, we need to
sample the amplitude at a set time jump. then convert those amplitude values that into a form a computer can understand (quantize)
aliasing occurs
when you sample too slowly
aliasing is
when you've sampled too slowly and created a waveform at the wrong frequency. it sounds awful.
Nyquist theorem
must sample at 2 times the highest frequency we want to hear so we can hear it
To be able to store audio in the whole range that humans can perceive, we need to sample
at around >40,000 times per second. (highest frequency humans can hear is ~20,000 Hz)
cd audio's sample rate
44,100 Hz
quantize
converts amplitude values that into a form a computer can understand w/a certain number of bits/bytes. a bit- 2 values, a byte-8 bits. Can represent 28 = 256 unique values. 2 bytes: 16 bits. Can represent 216 = 65,536 unique values
quantization noise
We can’t perfectly represent any amplitude, so we “round” the amplitude to the closest quantization level--creating an error noise in our sound atop the perfect sound.
to decrease quantization noise
add more bits. We gain 6 dB of signal to noise ratio per bit added.
CD Audio uses how many bytes per sample
CD Audio – 16 bits (2 bytes) per sample – 96 dB of dynamic range
Sample rate controls
the highest frequency that can be stored. Sample rate must be twice the highest frequency we wish to store per the Nyquist Theorem
Quantization bit-depth
controls the dynamic range, i.e. How much the signal is above the noise level introduced by the quantizer
channels
1 or 2, mono or stereo
to calculate the size of a digital audio file
multiply sample rate by bit depth (#of bytes) by # of channels by duration (# of seconds).

samples/sec*bytes/sample*sec*# of channels
How many bytes is 5 minute of CD audio?
44100 SR x 2 bytes x 2 channels x 300 seconds=52920000 bytes
perceptual coding of audio
exploits psychoacoustic masking
masking is
phenomenon where 1 sound renders another sound inaudible
masking threshhold is
the cone of deaf
if we reduce sample rate and bit depth to make an audio file smaller
We will lose high frequency information
and have a noisier sound
types of masking and their definitions
Simultaneous masking: Two sounds simultaneously occurring where one sound makes another inaudible
–Forward masking: A sound makes another sound immediately following it inaudible
–Backward masking: A sound makes another sound immediately preceding it inaudible (?!?!)
to save space, digital audio drops
sounds outside the threshhold of hearing and sounds in the cone of deaf
compression ratio
raw size/compressed size

cd audio / mp3 @ 128kbps= 1411/128= ~11
name three lossless encoding schemes
run length, dictionary, and entropy encoders
dictionary encoding
Symbols and sequences of symbols are then simply referenced as an index into the dictionary. only works well when symbols and sequences are sufficiently repetitive
run length encoding
Given a sequence of symbols, encode the symbol and how many times it repeats
–AAAABBBCCCCCAABBB = 4A 3B 5C 2A 3B

only works well w/stuff that has a lot of repetition.
entropy encoding
entropy encoding is to exploit that some symbols occur more frequently than others (like letter e vs letter z)

does not work well when symbols are generally equally likely
lossy compression pros and cons
pro: substantial size shrinkage (high compression rate)
cons: permanently lose data
What is light?
a wave phenomenon w/spectra that usually comes from two sources
–Thermal/black-body radiation
–Emission (electron energy state changes
what is the visible spectrum
400-790 terahertz
The actual spectrum of a source is
its physical color:
regulates color perception in human eye
cones
short, medium, and long cones are most sensitive to
Red, Green, and Blue wavelengths, respectively
a color like orange
may excite the red cone most strongly, but also excite the green and blue cones some as well
we create perceived colors by
mixing together the correct amounts of red, green, and blue light--moving from infinte dimensional representation of color to three dimensional
Additive Color
Light--mixing all 3 (rgb) creates white
Subtractive Color
Most objects reflect light, and do not generate it. a green notebook is green because it absorbs the other light wavlegnths but reflects green.

art: ryb
printing: cmyk
how printing with cmyk colors works
Cyan Ink: Absorbs red, reflects blue and green
•Magenta Ink: Absorbs green, reflects red and blue
•Yellow Ink: Absorbs blue, reflects red and green
•To make blue on paper: Apply cyan and magenta so that only blue is reflected
why don't people use rgb values much when making stuff
hard to remember them!
alternative to rgb values that is easier
hue, saturation, value (HSV). maps 1:1 to RGB.
hue is
“Color”
saturation is
"Colorfulness"
value is
“Brightness”
Color Vision
: A spectrum analyzer with receptors that analyze how much red, green, and blue light is present
Color Theory
Add together R, G, B light to create colors. Map RGB values to different representations like HSV to be more intuitive
digital images use which color model
additive (rgb)
what is a raster image?
a representation of an image using pixels, where each pixel takes on an RGB value
how do you calculate a raster image's size?
resolution (pixels wide x pixels high) x color depth (bits or bytes per pixel) = raw file size
1 bit color is
black and white (1 and 0) --(2 to the 1 power)
1 byte (8 bit) color is
256 colors (2 to the 8th power)
3 byte (24 bit) true color is
16,777,216 (2 to the 24th power)
an 800 x 600 true color images file size would be
800 pixels x 600 pixels x 3 bytes=1, 440,000 bytes
the # of color possibilities available per # of bits available per pixel can be caluclated like...
1 bit = 2 possibilities, 2 bits = 4, 8 bits = 256

(2 to the 1, 2 to the 2....2 to the 8---see the pattern here:)
GIF--color depth, compression type, good for
•One of earliest examples
•Supports only 8-bit color (though each image can have its own 256-color palette)
•Lossless compression using the once patented LZW algorithm
•Good for logos, etc.
•Supports animation
PNG--color depth, compression type, good for, other features
Supports 24-bit color
•Uses patent-free DEFLATE lossless compression
good for logos and text
supports alpha channel
JPG-- compression type, good for, other features
lossy, photos,
JPEG's compression exploits
that human eye is good at noticing slight changes in brightness over large areas (low frequency info) but far less sensitive to sharp transitions, e.g., edges (high frequency info)
jpeg compression's steps
Break up image into 8x8 pixel blocks
•Transform each block's data from spacial domain to frequency domain
•Quantize the frequency domain coefficients, and possibly remove high frequency content (edges)
•Colors are averaged in the blocks, and each block is clearly visible
a sequence of pixels has a measurable
spectrum
•Removing too much high frequency information in a jpeg (extreme compression) leads to
blocking artifacts
SVG (vector graphics) is not
a raster image
SVG uses
geometric formulas to draw an image
great for items you need to scale
bad for pictures, good for fonts and some drawn images
video is
a sequence of still images
frame rate is
number of images per second, unit is FPS (frames per second)
how do you calculate the size of video
time (in seconds) x (resolutionxbitdepth of still image) x frame rate
How large would one minute (60 seconds) of a 1080p (1920 x 1080) true-color (24 bits, or 3 bytes per pixel) video at 30 FPS be?
BIG

11,197,440,000 bits (1,399,680,000 bytes)
frame rate film and video standards
Film standard is 24 FPS
•Video standard is 30 FPS
movie theaters project at project at 72 FPS, displaying each image 3 times (for flicker and motion reasons)
“Trumotion” technologies do what
attempt to “create” frames between existing ones for more realistic motion
How does intraframe video compression work?
works a lot like jpeg. Take 8 x 8 pixel blocks
–Transform each block from spatial domain to frequency domain
–Quantize frequency domain coefficients and possibly remove high frequency content
How does interframe video compression work?
Exploit similarity among adjacent frames to achieve compression (e.g., if the background is the same, don't recode it over and over)
when frames are the same in interframe compression
code with a short command to copy
when frames are not the same in interframe compression
use motion compensation. (Uses previous frames to predict the current one, and notice/store the difference)
Motion compensation uses
previous frames to predict the current one, and notice/store the difference
frame types
i (intraframe compressed image),p (predictive frame) and b (bi-predictive frame)
I frame
original intraframe compressed image--no motion compensation or prediction
p frame
predictive. A Delta frame that depends on previous I and P frames
b frame
bi-predictive. Uses both previous (past) and subsequent (future) frames
we can compress motion further by
using prediction--If the prediction is decent, all that needs to be stored is the parameters of the prediction and the ERROR
–With good prediction, the error is small
–If the error is small, it can be stored very compactly
Advances in Video Coding
Variable pixel block sizes, using more reference frames (frames from way back or forward),Extremely complicated motion compensation systems.

drawback: usually requires high computational cost, and thus better and faster computers
compression scheme is referred to as
a codec
codec stands for
coder/decorder
common codecs
MPEG-2/H.262: DVD standard
MPEG-4 AVC/H.264: Blue-ray. Widely gaining ground as the dominant standard. Very CPU intensive
•VP6, VP7, VP8: Proprietary format. Was used extensively in Flash.
•WMV: Proprietary Microsoft format.
a video file type is NOT
a codec, though some share the same file names (ick)
video containers
•AVI: Microsoft container format. Linked to no specific CODEC
•MOV: Apple Quicktime Format - Supports all MPEG formats, amongst others. Became the basis of the MPEG-4 container format
•MPEG: Container for MPEG-1 and MPEG-2 videos
•MPEG-4/MP4: Based off of newest Quicktime MOV. Main container for H.264 encoded videos
•FLASH: Common web streaming format. Was dominated with VP series codecs, now H.264
•REALMEDIA: Real's container format. Uses p
a video container contains
Video compressed with some CODEC (e.g. H.264)
–Audio compressed with some audio codec (e.g. mp3)
–Perhaps text, menus, etc.