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MMGD0203
MULTIMEDIA DESIGN
Chapter 3
Graphic and Animation
2
 Graphic is a digital representation of non-text
information such as chart, graph, illustration etc.
 Picture or image made with the assistance of
computers.
 Many visual representations are generally much more
effective at conveying information than text.
Chapter 3: Graphic and Animation
Graphic
3
 To add emphasis
 Direct attention
 Illustrate concepts
 Provide background content
Chapter 3: Graphic and Animation
The Use of Graphic
4
 Convey information more quickly than when using
text
 Make complex information simple
 Enhance online teaching and learning
 Enhance communication with some disabled groups,
particularly those with learning difficulties or
cognitive impairments
Chapter 3: Graphic and Animation
Advantages of Graphic
5
 Take longer to download
 Require the use of plug-ins that the user may not
have or be able to install
 Create accessibility barriers for some users
Chapter 3: Graphic and Animation
Disadvantages of Graphic
6
 There are two types of graphic:
 Vector
 Raster
Chapter 3: Graphic and Animation
Types of Graphic
7
Vector Graphic
 Images created with software that
uses geometrical formulas to
represent images.
 Composed of individual elements,
such as arc, line, polygon, with their
own attributes that can be individually
edited.
 Can be created using any drawing
software, eg: Illustrator.
Chapter 3: Graphic and Animation
Types of Graphic
8
Advantages of Vector Graphic
 Ability to resize and rotate a graphic without
distortions.
 Smaller file size.
Chapter 3: Graphic and Animation
Types of Graphic
9
Disadvantages of Vector Graphic
 The more complex they are, the larger the file size
and the longer they take to appear on the screen.
 Cannot display photorealistic quality.
Chapter 3: Graphic and Animation
Types of Graphic
10
Raster Graphic
 Also called bitmap graphic.
 A bitmap represents the image
as an array of dots, called pixels.
 Bitmap graphics are resolution-
dependent and generate large
file sizes.
Chapter 3: Graphic and Animation
Types of Graphic
11
Advantages of Raster Graphic
 Can be more photorealistic.
 We can set the colour of every individual pixel in the
image
Chapter 3: Graphic and Animation
Types of Graphic
12
Disadvantages of Raster Graphic
 Memory intensive, and the higher the resolution, the
larger the file size.
 When an image is enlarged, the individual coloured
squares become visible and the illusion of a smooth
image is lost to the viewer.
Chapter 3: Graphic and Animation
Types of Graphic
13
Chapter 3: Graphic and Animation
Types of Graphic
Original image After scaled up
14
Three factors that affect the raster image quality:
 Image Size
 Color Depth
 Resolution
Chapter 3: Graphic and Animation
Image Quality
15
Image Size
 Image size refers to the height and width of the
image, measured in inches, centimeters, pixels, or any
other unit of measure.
Chapter 3: Graphic and Animation
Image Quality
16
Color Depth
 Color Depth or Bit Depth refers to the number of bits
used to describe the color of a single pixel.
 It determines the number of colors that can be
displayed at one time.
Chapter 3: Graphic and Animation
Image Quality
17
Chapter 3: Graphic and Animation
Image Quality
Color Depth Number of Colors
1 bit 2
2 bit 4
4 bit 16
8 bit 256
16 bit 65,536
24 bit 16,777,216
32 bit 16,777,216 + Transparent
18
Chapter 3: Graphic and Animation
Image Quality
19
Resolution
 The resolution of the image refers to the number of
pixel in the image.
 It also refers to the sharpness and clarity of an image.
Chapter 3: Graphic and Animation
Image Quality
20
Chapter 3: Graphic and Animation
Image Quality
21
 Microsoft Bitmap (BMP)
 Joint Photographic Experts Group (JPEG)
 Tag Image File Format (TIFF)
 Raw Image Format (RAW)
 Portable Network Graphic (PNG)
 Graphic Interchange Format (GIF)
 Windows Metafile (WMF)
Chapter 3: Graphic and Animation
Image File Format
22
Chapter 3: Graphic and Animation
Calculate Image File Size
File size (byte) = (height x width x color depth)
8
23
Example 1:
 A full screen graphic resolution (640 x 480 pixels) at
an 8-bit color will yield the following file size:
Chapter 3: Graphic and Animation
Calculate Image File Size
(640 x 480 x 8) / 8 = 307200 bytes (b)
24
Example 2:
 A full screen graphic resolution (320 x 240 pixels) with
16-bit colors will yield the following file size:
Chapter 3: Graphic and Animation
Calculate Image File Size
(320 x 240 x 16) / 8 = 153600 bytes (b)
25
 File compression is a data compression method in which
the logical size of a file is reduced to save disk space for
easier and faster transmission over a network or the
Internet.
 It enables the creation of a version of one or more files
with the same data at a size substantially smaller than the
original file.
 Two types of file compression:
 Lossless
 Lossy
Chapter 3: Graphic and Animation
File Compression
26
Lossless Compression
 Lossless compression algorithms reduce file size
without losing image quality,
 The files are not compressed as small a file as a lossy
compression file.
Chapter 3: Graphic and Animation
File Compression
27
Lossy Compression
 A lossy compression method is one where
compressing data and then decompressing it
retrieves data that is different from the original, but is
close enough to be useful in some way.
 Lossy compression is most commonly used to
compress multimedia data (audio, video, still images)
Chapter 3: Graphic and Animation
File Compression
28
 Graphics should fit in with the purpose, organization, and
style of the page.
 Avoid using graphics with large file sizes that add to the
load time of the page.
 Graphics should help to guide the viewers’ focus to the
important content on the page.
 Avoid the use of graphics to convey textual content
information.
 Provide textual equivalent alternatives for graphic content.
 When using text in graphics, make sure there is sufficient
contrast between the text and the background color.
Chapter 3: Graphic and Animation
Working with Graphics
29
 A simulation of movement
created by displaying a series of
pictures, or frames.
 Entertainment multimedia titles
in general, and children’s titles
specifically, rely heavily on
animation.
Chapter 3: Graphic and Animation
Animation
30
 Animations are useful in multimedia in the areas of
entertainment, education, and training.
 They can be used to create simplified illustrations of a
simulation or dramatization.
 They can be much easier to understand because they
are less complex than video.
Chapter 3: Graphic and Animation
Animation
31
 Allows for real world processes to be modelled
 Enriching graphical representations
 Attracting attention
 Visual interest
Chapter 3: Graphic and Animation
The Use of Animation
32
 2D animation
 3D animation
Chapter 3: Graphic and Animation
Types of Animation
33
 Two dimensional (2D) animation software adds
movement and action to static images.
 These programs use either vector drawn or
bitmapped images as objects.
 The motion of animation is perceived by the viewer
from a series of frames.
 For the motion to appear smooth a minimum of 15
frames persecond (fps) is generally required.
Chapter 3: Graphic and Animation
2D Animation
34
 2D animation methods:
 Cel Animation
 Path Animation
Chapter 3: Graphic and Animation
2D Animation
35
 Cel animation is based on a series of frames or cels in
which the object is redrawn in each consecutive cel to
depict motion.
 Cel comes from the word celluloid (a transparent
sheet material) which was first used to draw the
images and place them on a stationary background.
Chapter 3: Graphic and Animation
2D Animation
36
 Cel Animation
Chapter 3: Graphic and Animation
2D Animation
37
 Path Animation is the simplest form of animation and
the easiest to learn.
 It moves an object along a predetermined path on the
screen.
 The path could be a straight line or it could include
any number of curves.
 Often the object does not change, although it might
be resized or reshaped.
Chapter 3: Graphic and Animation
2D Animation
38
Chapter 3: Graphic and Animation
2D Animation
39
 Creating 3D animation is considerably more complex
than 2D animation.
 It involves two steps :
 modeling
 rendering
Chapter 3: Graphic and Animation
3D Animation
40
 3D modeling is the process of developing a
mathematical, wireframe representation of any three-
dimensional object (either inanimate or living) via
specialized software.
 The product is called a 3D model.
 Models may be created automatically or manually.
Chapter 3: Graphic and Animation
3D Animation
41
Chapter 3: Graphic and Animation
3D Animation
42
 3D rendering is the 3D computer graphics process of
automatically converting 3D wire frame models into 2D
images with 3D photorealistic effects on a computer.
 Rendering may take from seconds to days for a single
image/frame.
 In general, different methods are better suited for either
photo-realistic rendering, or real-time rendering.
Chapter 3: Graphic and Animation
3D Animation
43
Chapter 3: Graphic and Animation
44
 Don’t need to animate every object.
 Don’t create long animations. Your audience has a
short attention span.
 Keep it simple. Be selective about what object you
animate.
 Use animation as a tool to support your contents.
 Use subtle animation effects.
Chapter 3: Graphic and Animation
Working with Animation

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Multimedia Design Chapter 3

  • 2. 2  Graphic is a digital representation of non-text information such as chart, graph, illustration etc.  Picture or image made with the assistance of computers.  Many visual representations are generally much more effective at conveying information than text. Chapter 3: Graphic and Animation Graphic
  • 3. 3  To add emphasis  Direct attention  Illustrate concepts  Provide background content Chapter 3: Graphic and Animation The Use of Graphic
  • 4. 4  Convey information more quickly than when using text  Make complex information simple  Enhance online teaching and learning  Enhance communication with some disabled groups, particularly those with learning difficulties or cognitive impairments Chapter 3: Graphic and Animation Advantages of Graphic
  • 5. 5  Take longer to download  Require the use of plug-ins that the user may not have or be able to install  Create accessibility barriers for some users Chapter 3: Graphic and Animation Disadvantages of Graphic
  • 6. 6  There are two types of graphic:  Vector  Raster Chapter 3: Graphic and Animation Types of Graphic
  • 7. 7 Vector Graphic  Images created with software that uses geometrical formulas to represent images.  Composed of individual elements, such as arc, line, polygon, with their own attributes that can be individually edited.  Can be created using any drawing software, eg: Illustrator. Chapter 3: Graphic and Animation Types of Graphic
  • 8. 8 Advantages of Vector Graphic  Ability to resize and rotate a graphic without distortions.  Smaller file size. Chapter 3: Graphic and Animation Types of Graphic
  • 9. 9 Disadvantages of Vector Graphic  The more complex they are, the larger the file size and the longer they take to appear on the screen.  Cannot display photorealistic quality. Chapter 3: Graphic and Animation Types of Graphic
  • 10. 10 Raster Graphic  Also called bitmap graphic.  A bitmap represents the image as an array of dots, called pixels.  Bitmap graphics are resolution- dependent and generate large file sizes. Chapter 3: Graphic and Animation Types of Graphic
  • 11. 11 Advantages of Raster Graphic  Can be more photorealistic.  We can set the colour of every individual pixel in the image Chapter 3: Graphic and Animation Types of Graphic
  • 12. 12 Disadvantages of Raster Graphic  Memory intensive, and the higher the resolution, the larger the file size.  When an image is enlarged, the individual coloured squares become visible and the illusion of a smooth image is lost to the viewer. Chapter 3: Graphic and Animation Types of Graphic
  • 13. 13 Chapter 3: Graphic and Animation Types of Graphic Original image After scaled up
  • 14. 14 Three factors that affect the raster image quality:  Image Size  Color Depth  Resolution Chapter 3: Graphic and Animation Image Quality
  • 15. 15 Image Size  Image size refers to the height and width of the image, measured in inches, centimeters, pixels, or any other unit of measure. Chapter 3: Graphic and Animation Image Quality
  • 16. 16 Color Depth  Color Depth or Bit Depth refers to the number of bits used to describe the color of a single pixel.  It determines the number of colors that can be displayed at one time. Chapter 3: Graphic and Animation Image Quality
  • 17. 17 Chapter 3: Graphic and Animation Image Quality Color Depth Number of Colors 1 bit 2 2 bit 4 4 bit 16 8 bit 256 16 bit 65,536 24 bit 16,777,216 32 bit 16,777,216 + Transparent
  • 18. 18 Chapter 3: Graphic and Animation Image Quality
  • 19. 19 Resolution  The resolution of the image refers to the number of pixel in the image.  It also refers to the sharpness and clarity of an image. Chapter 3: Graphic and Animation Image Quality
  • 20. 20 Chapter 3: Graphic and Animation Image Quality
  • 21. 21  Microsoft Bitmap (BMP)  Joint Photographic Experts Group (JPEG)  Tag Image File Format (TIFF)  Raw Image Format (RAW)  Portable Network Graphic (PNG)  Graphic Interchange Format (GIF)  Windows Metafile (WMF) Chapter 3: Graphic and Animation Image File Format
  • 22. 22 Chapter 3: Graphic and Animation Calculate Image File Size File size (byte) = (height x width x color depth) 8
  • 23. 23 Example 1:  A full screen graphic resolution (640 x 480 pixels) at an 8-bit color will yield the following file size: Chapter 3: Graphic and Animation Calculate Image File Size (640 x 480 x 8) / 8 = 307200 bytes (b)
  • 24. 24 Example 2:  A full screen graphic resolution (320 x 240 pixels) with 16-bit colors will yield the following file size: Chapter 3: Graphic and Animation Calculate Image File Size (320 x 240 x 16) / 8 = 153600 bytes (b)
  • 25. 25  File compression is a data compression method in which the logical size of a file is reduced to save disk space for easier and faster transmission over a network or the Internet.  It enables the creation of a version of one or more files with the same data at a size substantially smaller than the original file.  Two types of file compression:  Lossless  Lossy Chapter 3: Graphic and Animation File Compression
  • 26. 26 Lossless Compression  Lossless compression algorithms reduce file size without losing image quality,  The files are not compressed as small a file as a lossy compression file. Chapter 3: Graphic and Animation File Compression
  • 27. 27 Lossy Compression  A lossy compression method is one where compressing data and then decompressing it retrieves data that is different from the original, but is close enough to be useful in some way.  Lossy compression is most commonly used to compress multimedia data (audio, video, still images) Chapter 3: Graphic and Animation File Compression
  • 28. 28  Graphics should fit in with the purpose, organization, and style of the page.  Avoid using graphics with large file sizes that add to the load time of the page.  Graphics should help to guide the viewers’ focus to the important content on the page.  Avoid the use of graphics to convey textual content information.  Provide textual equivalent alternatives for graphic content.  When using text in graphics, make sure there is sufficient contrast between the text and the background color. Chapter 3: Graphic and Animation Working with Graphics
  • 29. 29  A simulation of movement created by displaying a series of pictures, or frames.  Entertainment multimedia titles in general, and children’s titles specifically, rely heavily on animation. Chapter 3: Graphic and Animation Animation
  • 30. 30  Animations are useful in multimedia in the areas of entertainment, education, and training.  They can be used to create simplified illustrations of a simulation or dramatization.  They can be much easier to understand because they are less complex than video. Chapter 3: Graphic and Animation Animation
  • 31. 31  Allows for real world processes to be modelled  Enriching graphical representations  Attracting attention  Visual interest Chapter 3: Graphic and Animation The Use of Animation
  • 32. 32  2D animation  3D animation Chapter 3: Graphic and Animation Types of Animation
  • 33. 33  Two dimensional (2D) animation software adds movement and action to static images.  These programs use either vector drawn or bitmapped images as objects.  The motion of animation is perceived by the viewer from a series of frames.  For the motion to appear smooth a minimum of 15 frames persecond (fps) is generally required. Chapter 3: Graphic and Animation 2D Animation
  • 34. 34  2D animation methods:  Cel Animation  Path Animation Chapter 3: Graphic and Animation 2D Animation
  • 35. 35  Cel animation is based on a series of frames or cels in which the object is redrawn in each consecutive cel to depict motion.  Cel comes from the word celluloid (a transparent sheet material) which was first used to draw the images and place them on a stationary background. Chapter 3: Graphic and Animation 2D Animation
  • 36. 36  Cel Animation Chapter 3: Graphic and Animation 2D Animation
  • 37. 37  Path Animation is the simplest form of animation and the easiest to learn.  It moves an object along a predetermined path on the screen.  The path could be a straight line or it could include any number of curves.  Often the object does not change, although it might be resized or reshaped. Chapter 3: Graphic and Animation 2D Animation
  • 38. 38 Chapter 3: Graphic and Animation 2D Animation
  • 39. 39  Creating 3D animation is considerably more complex than 2D animation.  It involves two steps :  modeling  rendering Chapter 3: Graphic and Animation 3D Animation
  • 40. 40  3D modeling is the process of developing a mathematical, wireframe representation of any three- dimensional object (either inanimate or living) via specialized software.  The product is called a 3D model.  Models may be created automatically or manually. Chapter 3: Graphic and Animation 3D Animation
  • 41. 41 Chapter 3: Graphic and Animation 3D Animation
  • 42. 42  3D rendering is the 3D computer graphics process of automatically converting 3D wire frame models into 2D images with 3D photorealistic effects on a computer.  Rendering may take from seconds to days for a single image/frame.  In general, different methods are better suited for either photo-realistic rendering, or real-time rendering. Chapter 3: Graphic and Animation 3D Animation
  • 43. 43 Chapter 3: Graphic and Animation
  • 44. 44  Don’t need to animate every object.  Don’t create long animations. Your audience has a short attention span.  Keep it simple. Be selective about what object you animate.  Use animation as a tool to support your contents.  Use subtle animation effects. Chapter 3: Graphic and Animation Working with Animation