Multimedia Applications. Mono-media Document Example: Hypertext. Multimedia Documents



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Multimedia Applications Chapter 2: Basics Chapter 3: Multimedia Systems Communication Aspects and Services Chapter 4: Multimedia Systems Storage Aspects Chapter 5: Multimedia Usage and Applications Documents and Hypermedia Multimedia User Interfaces Abstractions for Programming Multimedia Applications 5.1: Documents and Hypermedia Multimedia Documents Hypertext, Hypermedia and SGML WWW and HyperText Markup Language (HTML) Multimedia and Hypermedia Information Coding Expert Group () Needed for Multimedia: Encoding of multimedia data Protocols for multimedia communication, network and system resources, synchronization Data storage on hard disk, CD, databases Now: how to design and work with multimedia applications? Multimedia documents: How to describe, structure and access documents containing several media in an appropriate way? Design of multimedia system interfaces: How to design good interfaces for a human user to access the applications? Programming: How to ease the way of constructing multimedia applications? First: multimedia documents Page 1 Page 2 Multimedia Documents Mono-media Document Example: Hypertext Exchanging documents requires that the document architecture is known. This requires a definition of an architecture: Content: multi-/mono-media information Structure: spatial and temporal relations between information Manipulation Model: definition of operations for creation, change and deletion of information Representation Model: exchange protocol and data format Presentation Model: rules for document presentation Manipulation Model Structure Content Presentation Model Hypertext System A system that allows to read several related textual documents nonlinearly Node-Link Hypertext Model: Individually chunks of (textual) information (also called nodes) are set in relation by means of hyperlinks Hyperlink: relation between two or more nodes, defining a structure Hypertext Document: distinct set of nodes and links which constitutes a logical entity Hyperweb: distinct set of hyperlinks Hypertext A multimedia document then is a document which comprises at least one continuous (time-dependent) medium and one discrete (time-independent) medium Representation Model Linear text Page 3 Page 4

Multimedia Documents: Hypermedia Hypermedia is the generalization of hypertext to include additional media like graphics, photos, audio clips, video sequences, animations Synchronization and linking of these media elements to other elements must be possible Hypermedia systems allow interactive, integrated and synchronized presentation of multimedia information Hypermedia 3 Layers of different functionalities: Presentation and user interface Based on a given structure and user s display, it is decided: which data to present how the data are presented Hypermedia abstract machine Determine the structure of the document Knowledge about references, data structures, attributes Multimedia Hypermedia Hypertext Database Storage of data as objects without semantics or structure definitions Storage management: consistency for multi-user access, persistency, fault tolerance, Description of hypermedia documents is possible e.g. with SGML, HTML/XML, or Page 5 Page 6 Standard Generalized Markup Language (SGML) SGML: Concept SGML was evolved from an IBM internal project, and was strongly supported by American publishers: Authors define titles, tables, etc. inside a document in a uniform way, without any description of the actual representation Publisher determines layout Basic ideas: Author uses tags (markups) to mark parts of the text to be e.g. a title or a table SGML determines how tags have to look like User groups agree on the meaning of the tags Formatter generates document layout from tags SGML defines a syntax, not semantics! Relationship between: Document Data content Tags (markups) Document Type Definition (DTD): Set of markup declarations, define Element types Attributes of elements Hierarchical relationships between elements Procedures Specify the document processing Correspond to functions of the formatter Example: <title>multimedia Systems</title> <author>otto Spaniol</author> <site>rwth Aachen</site> <summary>in multimedia systems, </summary> Page 7 Page 8

SGML: Tag Categories SGML: Tag Categories Descriptive Tags: Define the structure of the document in the form <tag> text </tag> Entity Reference: For symbol substitution and file, data set, and variable embedding; the actual content can be inserted later at the corresponding place Example: &Ae.rger means Ärger Processing instructions: Instructions used by other programs, e.g. a formatter E.g. for the embedding of different media Tag declaration: Can define the entities referred to by the entity references, e.g. <!ELEMENT Ae ()> Can define rules for the structure of the document, e.g. <!Element paper (preamble, body, postamble)> <!Element preamble (title, author, side)> <!Element title (#CDATA)> --character data <!Element body ()> paper preamble body postamble title author address chapter 1 characters Page 9 Page 10 SGML and Multimedia SGML Conformant Languages Embedding of multimedia data: As external document parts from separate files Originally embedded as CGM (Computer Graphics Metafile) graphic Concrete data referred by using NDATA Example: <!ATTLIST video id ID #IMPLIED> <!ATTLIST video synch #IMPLIED> <!ELEMENT video (audio, movpic)> <!ELEMENT audio (#NDATA)> -- non-text media <!ELEMENT movpic (#NDATA)> -- non-text media <!ELEMENT story (preamble, body, postamble)> Used now: HTML HTML HyperText Markup Language For description of hypertext / hypermedia in the World Wide Web (WWW) Most used SGML-language today HyTime ISO standard for structured presentation of hypermedia information SMDL Standard Music Description Language XML extensible Markup Language Driven by W3C consortium (XML working group) Designed to enable the use of SGML on the WWW Meta language : lets you design your own markup language Conforms better to SGML as HTML does format of the future Page 11 Page 12

The World Wide Web (WWW) WWW: Internet-wide distributed hypermedia information retrieval system, provides access to large universe of documents Client-server model: Clients: (Web browsers) collection of programs which can send requests for documents to WWW servers Servers: programs that, after they receive requests, send back the appropriate answers - either documents or error messages Major WWW standards: HTTP: HyperText Transfer Protocol (transmission of documents) URL: Uniform Resource Locator (address of document) HTML: HyperText Markup Language (document format) The World Wide Web Functional Model Request Request Client (Browser) Proxy (optional) Response Response Set of WWW Servers Proxy breaks up the connection into client/proxy and proxy/server requests and responses Allows for Caching Prefetching (proxy prefetches the links included in the last requested document) Usage of dedicated (transport) protocols between client/proxy and server/proxy Conversion of transferred content to meet the client requirements and transfer medium (e.g. low bandwidth transfer medium like wireless access) Page 13 Page 14 Proxy/Cache Approaches Hypertext in the WWW Autonomous Caching Each proxy itself decides whether to cache or to displace a document No additional management overhead Hierarchical Caching Information about requests is forwarded upwards Central management Cooperative Caching Groups of proxies may exchange documents Even documents that are retrieved very often don t need to be stored everywhere (allows for better scalability) Group management needed Page 15 Nodes Hypertext documents represented by HyperText Markup Language (HTML) or arbitrary information objects referenced by means of an URL Hyperlinks Embedded in HTML documents, directional point-to-point Source anchors Text portions or images regions included in HTML documents Destination anchors Either information objects addressable through an URL or specific parts of HTML documents Link type Always a reference for further reading Further information in addition to the pure link between two nodes Example: differentiation between different kinds of destination nodes Page 16

Hypertext Markup Language (HTML) Hypertext Markup Language HTML is a SGML Document Type Definition (DTD), giving syntax and semantics of hypertext documents by defining tags for describing the text structure (not the layout) creating hyperlinks embedding objects like graphics describing tables stored on the server done by the browser HTML Rules Source document Parser Formatter Document type Semantics of attributes Coding HTML Documents are usually stored as text files Browsers Can understand tags Can convert them into page layout presented to the user Target document The basic definitions of HTML support only the representation of hypertext documents. Numerous extensions exist that move HTML to more interactive documents and hypermedia. Drawback: documents that use extensions maybe are tailored to particular browsers Page 17 Page 18 Document: Internal Representation Forms and CGI (Common Gateway Interface) Some HTML tags: <HEAD></HEAD>: Page header <B></B>: Bold text <P>: New paragraph <IMG SRC= >: Inclusion of picture <A HREF= ></A>: Link to another document Forms are used to convey information from client to server: Example: <HEAD>My Page</HEAD> <BODY> This is my own web page. <P><B>Ain t it nice?</b> <P>Here s my picture: <IMG SRC= myself.jpg > <P><A HREF= http://www.me.info/myself.html >Here</A> you can find further information about me. </BODY> HTML representation: <FORM ACTION= http://www.info.com/cgi-bin/order METHOD=POST> <P>Please send me more information! <P>Name <INPUT NAME= customer SIZE=30> <P>Street <INPUT NAME= street SIZE=30> <P>Name <INPUT NAME= city SIZE=30> <INPUT TYPE=SUBMIT VALUE= Send! > </FORM> Page 19 Page 20

Forms and CGI The <FORM> tag specifies Transmission method GET: get document from URL POST: in this case, a document is sent to the server, e.g. customer=bill+clinton&street=the+white+house&city=washington Action to be taken by server, e.g. execution of a CGI script CGI: Common Gateway Interface CGI script: a program which is executed at the server on behalf of clients request (as defined by transmitted parameters) e.g. a database query Output of the CGI script is returned to client, e.g. newly generated WWW page Addressing of scripts via URLs, usually in directory cgi-bin Enhanced Client-Server Interaction Problem with CGI scripts: client interactions are limited - programs are executed on the server Solution: execute scripts/programs on client side Main idea URL on a page points to small program Program is called applet When clicked: browser downloads applet to the client and executes it there Advantages: WWW pages become more interactive Browser capabilities can be extended on-the-fly E.g. loading of new viewers when needed Page 21 Page 22 Java: Fundamentals Applet Lifecycle Java: Programming language to write applets Originated from Sun Microsystems Inclusion of applets into HTML documents by new tag <APPLET> E.g. <APPLET CODE=game.class WIDTH=100 HEIGHT=200></APPLET> Page 23 import java.applet.*; public class myapplet extends Applet { public void init() { // called on first startup public void start() { // called when page entered (again) public void stop() { // called when page left public void destroy() { // called when browser/runtime environment is finally left public void mymethod(){ // do something Page 24

The World Wide Web Problems Multimedia and Hypermedia Information Coding Expert Group () The WWW with HTML in combination with scripts and applets serves as a basis for presenting multimedia content. But: Users can get lost in hyperspace because documents are arbitrarily structured, no overview is possible Difficult to find information (search engines have scalability problems) No version control of documents (detection of outdated information) No support for document authoring No link consistency: dangling links are created by the deletion of one link end Low performance and high network load (solution: proxy servers) No linking between dynamic media possible (no real hypermedia) much more is an umbrella standard for multimedia objects. It provides a language for control of delivery of multimedia objects: Exchange format and representation for composed (time-dependent) multimedia information Provides a structures for interactive, spatial and temporal related information Suitable for real-time (distributed) multimedia/hypermedia applications (no complex parsing and interpretation required) Platform independent description Typical application: devices with small resources like point-of-sales terminals, video on demand set-top boxes ( is e.g. used in DVB), Page 25 Page 26 Family -5:, Events, Links Outdated standards: -1: Object Representation, Base Notation (ASN.1) -2: Alternate Notation (SGML) -3: Extension for Scripting Language Support -4: Registration Procedures for Format Identifiers Current standards: -5: Support for Base-Level Interactive Applications -6: Support for Enhanced Interactive Applications: JavaVM -7: Conformance Testing -8: XML Multimedia applications can be described using as collection of scenes. Both contain objects and links; on the happening of certain events for an object (mouse movement, clicks, ) the effects of the corresponding link are processed. Events Links Links application scene scene scene Links Page 27 Page 28

standard: data structures and binary representation of objects (not: retrieval protocol or Engine) Engine Object Storage Object Transfer Object Request Engine Object Storage Object Classes objects are defining contents (Content Class) user Interaction (Interaction Class) presentation attributes (Behavior Class) MH Object Behavior Descriptor Component Macro Formatter Parser Action Link Script Content Interaction Composite e.g. start e.g. graphics, text, Information input (e.g. web of hypermedia documents) Interactive presentation Instances can be created from all leaves of this class hierarchy tree. Instances cannot be created from internal nodes of the tree. Selection e.g. push Stop button Modification e.g. edit a data input file Page 29 Page 30 Examples Presentable Object Example Complex include several other objects that determine the content (output objects) the user interaction (input objects) the presentation (action objects) the relations between the different objects (link objects) Input Output Action Link (user Interaction) Button A (start) Button B (stop) Slider A (Volume) Menu A (Control) Picture A (e.g. JPEG) Video 1 (e.g. MPEG) Text A Text B Action 1 Volume = 50% Action 2 Pos. = (100,200) Action 3 Pos. = (250,100) Action 3 START Action 4 START Script 1 LINK Action 1 TO Video 1 LINK Action 2 TO Picture A LINK Action 3 TO Button A IF Button A = CLICKED LINK Action 3 TO Video 1 Structural information included in objects allows to determine the presentation of the object: Hypermedia Object Video 1 (e.g. MPEG) Text A Action 1 Pos. = (100,200) Action 2 Pos. = (100,180) Action 3 external references Button A (start) Button B (stop) IF Button A = CLICKED LINK Action 3 TO Video 1 LINK Action 1 TO Video 1 may be distributed presentation as described by the included set of link, action and script objects Presentation start Text A Video stop Page 31 Page 32

Scheduling of Conclusions supports real-time hypermedia presentations by allowing to add time dependent object preparation and presentation attributes (time stamps) Multimedia documents can be represented using several techniques 0 5 10 15 20 25 Sec. SGML provides a description language for everything. But: only a theoretical construct Presentation Video Audio Text A prepare text B prepare text A prepare audio Text B timestamps and actions stored in the -Object HTML as reduced version of SGML for hypertext in the WWW Different media can be linked in a document Scripts and applets allow for dynamic content But: some problems, e.g. no linking of different media possible as description language for multimedia objects Allows for composing complex objects and specifying time dependencies Also gives an integration with Java Newer standards allow for the usage of XML for description The PREPARE action triggers the retrieval and initialization of the object. Problem: delays cannot be exactly predicted by the engine. Page 33 Page 34