By Yue-Ling Wong
Descripción: Digital Media encompasses a wide variety of topics including: the study of image, sound, and video processing, compression, interactive multimedia development, and advanced web programming. Digital Media Primer is designed for students from all disciplines interested in learning the foundational concepts and basic techniques in digital media production. This edition has been expanded so that while students learn the concepts and techniques of digital media production, they will also learn basic computer programming skills.
The Primer is not tied to a specific application program like Flash or Photoshop; instead, the author introduces tools and techniques using a task-based approach and provides the rationale for the techniques. This way, the skills students learn are transferable to whatever tool they end up using or have access to. For students that do not know how to navigate certain tools, Wong provides brief Application tutorials as supplemental material.
Instructor/Student resources include: web-based interactive material, worksheets, programming assignments, demos, solutions to exercises, lecture notes and exam questions.
Contenido: CHAPTER 1 BACKGROUND
1.1 Introduction
1.1.1 Relevance of Binary Notation, Bits, and Bytes to Digital Media Studies
1.2 Analog versus Digital Representations
1.2.1 Analog Information
1.2.2 Digital Data
1.3 Bits
1.3.1 Prefixes
1.4 Using Bits to Represent Numeric Values
1.4.1 Base-10
1.4.2 Base-2
1.5 Using Bits to Represent Non-Numeric Values
1.6 The Finite and Discrete Nature of Computers
1.6.1 Limitations
1.6.2 Advantages
1.7 Converting Analog to Digital
1.7.1 Problems in Representing Analog Media on Computers
1.8 File Sizes
1.9 Compression
1.9.1 Lossy and Lossless Compression
1.10 Summary
CHAPTER 2 FUNDAMENTALS OF DIGITAL IMAGING
2.1 Introduction
2.2 Digitizing Images
2.2.1 Step 1: Sampling
2.2.2 Step 2: Quantizing
2.3 Bitmapped Images
2.4 Vector Graphics
2.5 File Types of Digital Images
2.6 Digital Image File Size and Optimization
2.7 Color Representation
2.7.1 RGB Color Model
2.7.2 CMYK Color Model
2.7.3 HSB Color Model
2.7.4 CIE XYZ
2.7.5 Other Color Models
2.8 Color Modes
2.9 Difficulties in Reproducing Colors in Digital Images
2.10 Summary
CHAPTER 3 CAPTURING AND EDITING DIGITAL IMAGES
3.1 Introduction
3.2 Scanners
3.3 Capturing Digital Images by Scanning
3.3.1 Scanning Resolution Determination
3.3.2 Tonal Adjustments
3.4 Capturing Digital Images by Digital Photography
3.4.1 Megapixels
3.4.2 Digital Cameras
3.5 Digital Image Editing
3.6 Color and Tonal Adjustments
3.6.1 Understanding and Reading Histograms
3.6.2 Applying Histograms to Adjustment of Brightness and Contrast
3.6.3 Curves Adjustment Tool
3.7 Selection Tools in Image Editing Programs
3.8 Layer Basics and Advanced Layer Techniques
3.9 Printing the Final Image
3.10 Optimizing the Final Image for the Web
3.11 Working with Vector Graphics Programs
3.11.1 Paths and Points
3.11.2 Strokes and Fills
3.11.3 Preset Shapes and Free-Form Drawing
3.11.4 Selection Tool
3.11.5 Layers, Effects, and Filters
3.11.6 Creating Complex Shapes Using Boolean Tools
3.12 Summary
CHAPTER 4 FUNDAMENTALS OF DIGITAL AUDIO
4.1 Introduction
4.2 The Nature of Sound Waves
4.2.1 Frequency and Pitch
4.2.2 Sound Intensity and Loudness
4.3 Adding Sound Waves
4.4 Digitizing Sound
4.4.1 Step 1: Sampling
4.4.2 Step 2: Quantizing
4.5 Dynamic Range
4.6 File Size, File Compression, and File Types of Digital Audio
4.7 Midi
4.8 Summary
CHAPTER 5 CAPTURING AND EDITING DIGITAL AUDIO
5.1 Acquiring Digital Audio
5.1.1 Recording
5.1.2 Field Recording
5.1.3 Digitizing Analog Media
5.2 Basic Workspace Elements in Digital Audio Editing Programs
5.2.1 Basic Editing: Working with One Audio at a Time
5.2.2 Audio Mixing: Working with Multiple Audio
5.2.3 Spectral View
5.3 Basic Digital Audio Editing
5.3.1 Reassembling a Waveform
5.3.2 Changing Volume
5.3.3 Noise Reduction
5.3.4 Special Effects
5.3.5 Downsampling and Reduction of Bit Depth
5.3.6 General Steps of Digital Audio Recording Touch-up
5.4 Multitrack Basics
5.4.1 Placing Clips on a Track
5.4.2 Applying Effects in Multitrack
5.5 Music Creation
5.5.1 MIDI
5.5.2 Loop Music
5.6 Sharing Your Digital Audio
5.6.1 Video
5.6.2 Multimedia Authoring
5.6.3 For the Web
5.6.4 Audio CD
5.6.5 Podcast
5.7 Summary
CHAPTER 6 FUNDAMENTALS OF DIGITAL VIDEO
6.1 The Nature of Motion and Broadcast Video
6.1.1 Broadcast Standards
6.1.2 Frame Rate
6.1.3 Interlaced and Progressive Scan
6.1.4 Overscan and Safe Zones
6.1.5 Color Format
6.2 Sampling and Quantization of Motion
6.3 Measuring Frame Size and Resolution of Digital Video
6.3.1 Frame Size
6.3.2 Frame Aspect Ratio
6.3.3 Pixel Aspect Ratio
6.4 Counting Time in Digital Video
6.5 Digital Video Standards
6.5.1 Standard Definition
6.5.2 High Definition
6.5.3 Digital Television (DTV)
6.6 File Types of Digital Video
6.7 Digital Video File Size and Optimization
6.7.1 Data Rate
6.8 General Concepts of Video File Compression Methods
6.8.1 Spatial Compression
6.8.2 Temporal Compression
6.8.3 Lossless and Lossy Compression
6.8.4 Symmetrical and Asymmetrical Compression
6.9 MPEG Compression
6.9.1 MPEG-1
6.9.2 MPEG-2
6.9.3 MPEG-4
6.10 Streaming Video and Progressive Download
6.11 Summary
CHAPTER 7 DIGITAL VIDEO: POST-PRODUCTION
7.1 Acquiring Digital Videos
7.1.1 Analog Sources
7.1.2 Digital Video
7.2 Digital Video Cameras
7.2.1 Video File Format and Storage Media
7.2.2 Resolution
7.2.3 Stereoscopic 3-D
7.3 Basic Workspace Elements in Digital Video Editing Programs
7.4 Basic Steps of Digital Video Editing
7.5 Exporting and Sharing Your Final Video
7.5.1 The Web
7.5.2 Optical Disc: Blu-ray and DVD
7.5.3 Optical Disc: CD-R/RW and DVD+/-R/RW
7.5.4 Tapes and Other Media
7.6 Creating a DVD-Video Disc
7.6.1 Menu Structures and Navigation Hierarchy
7.6.2 Authoring a DVD Project
7.7 Summary
CHAPTER 8 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ANIMATION
8.1 What Is Multimedia Authoring?
8.2 The Multimedia Production Process
8.2.1 Developing for iOS and Android Using Flash
8.3 Animation
8.3.1 Frame-by-Frame Animation
8.3.2 Tweened Animation
8.3.3 Scripted Animation
8.3.4 Frame-by-Frame versus Tweened versus Scripted Animation
8.3.5 Frame Rate and Frame Size
8.4 Adjusting the Speed of Animation Playback
8.4.1 Slowing Down Motion by Adding More Frames
8.4.2 Speeding up Motion
8.5 Flash CS5.5 Workspace
8.5.1 Tools Panel
8.5.2 Stage
8.5.3 Timeline
8.5.4 Property Inspector
8.5.5 Library Panel
8.6 Flash: Essential Terminology
8.6.1 Shape
8.6.2 Symbol
8.6.3 Tweening
8.6.4 Motion Path and Motion Guide
8.6.5 Mask
8.7 Summary
CHAPTER 9 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ActionScript—PART 1
9.1 Programming Languages versus Scripting Languages
9.2 Programming and Scripting Fundamentals—Part A
9.2.1 Syntax
9.2.2 Data Types
9.2.3 Variables
9.2.4 Statements
9.2.5 Assignment Statements
9.2.6 Operators
9.2.7 Constants
9.2.8 Keywords
9.2.9 Expressions
9.3 Programming and Scripting Fundamentals—Part B
9.3.1 Control Structures
9.3.2 Functions and Procedures
9.3.3 Parameters and Arguments
9.3.4 Comments
9.4 Summary
CHAPTER 10 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ActionScript—PART 2
10.1 ActionScript: Essential Terminology and Basic Concepts
10.1.1 Movie Clips: Instances and Naming
10.1.2 Movie Clips: Each Has Its Own Timeline
10.1.3 Nesting Movie Clips and Dot Syntax
10.2 Where Do Scripts Go?
10.2.1 Keyframe
10.2.2 Actions Panel
10.2.3 “actions” Layer
10.3 Script Errors
10.3.1 Syntactical Errors
10.3.2 Logical Errors
10.3.3 trace() Statement
10.3.4 Lists of Common Errors
10.4 Summary
CHAPTER 11 INTERACTIVE MULTIMEDIA AUTHORING WITH FLASH: ActionScript—PART 3
11.1 Adding Interactivity
11.2 Concepts of Event Listeners and Event Handlers
11.3 Writing Event Listener Code in ActionScript 3.0
11.4 Mouse Events
11.5 Keyboard Events
11.6 Frame Events for Animation
11.6.1 Adding Gravity in Games
11.7 Controlling Objects on Stage
11.7.1 Controlling and Monitoring an Object’s Screen Position: x and y
11.7.2 Making Objects Disappear: x, y, alpha, and visible
11.7.3 Changing the Visual Content of an Object
11.7.4 Making an Object Draggable: startDrag() and stopDrag()
11.8 Monitoring the Mouse Position
11.9 Detecting Collision between Two Objects
11.9.1 hitTestObject()
11.9.2 hitTestPoint()
11.10 Other Useful Functions and Constructs for Interactive Multimedia Authoring
11.10.1 Randomize
11.10.2 Array
11.10.3 Loop
11.10.4 Generate Movie Clip Instances Dynamically
11.11 Using Actionscript to Play Sound
11.12 Summary
CHAPTER 12 OOP BASICS WITH FLASH ActionScript 3.0
12.1 Concepts of Objects
12.2 Concepts of Classes
12.3 Object-Oriented Programming (OOP)
12.4 Creating Classes in ActionScript
12.4.1 Improving the Game
12.5 Instantiating a Class to Create Objects
12.6 Adding Visual Representation of Objects
12.7 Using Parameters in the Constructor
12.8 Class Diagrams
12.9 More Class Examples
12.9.1 A Car Class
12.9.2 A Car Class with a Constructor That Takes One Parameter
12.9.3 A LaserTurret Class
12.9.4 A LaserTurret Class with Event Listener Code
12.10 Multiple Objects Using Arrays
12.11 The Keyword static
12.11.1 In Its Class File: No Keyword this
12.11.2 Used Outside Its Class Definition: Use with Class Name NOT Object Name
12.12 Deciding what Needs to Be static
12.12.1 Static Properties
12.12.2 Static Methods
12.13 Notation for Static Properties and Methods in Class Diagrams
12.14 Using Event Listener Code in Class Files
12.15 Summary
CHAPTER 13 INHERITANCE AND POLYMORPHISM
13.1 Start with a Scenario
13.2 Inheritance
13.2.1 Class Hierarchy
13.2.2 Notation in Class Diagrams
13.3 Coding Inheritance in ActionScript
13.3.1 The Keyword super
13.3.2 Accessing a Subclass’s Members
13.4 Inheritance Examples
13.4.1 Parent Class: Car Subclass: TimeVehicle
13.4.2 Parent Class: Item Subclasses: Coin and Bee
13.4.3 Parent Class: Character Subclasses: Hero, Villain, and Wizard
13.5 The Keywords extends MovieClip
13.6 Access Specifiers: public, protected, and private
13.6.1 Notation for Access Specifiers in Class Diagrams
13.6.2 Motivation
13.6.3 Setters and Getters
13.7 Polymorphism
13.7.1 An Example: Violinist, Pianist, and TrumpetPlayer
13.7.2 The Keyword override
13.8 Identifying Inheritance and Polymorphism
13.8.1 Example: Hero and Villain
13.8.2 Example: Coin, Bee, and Cloud for the Side-Scrolling Platform Game Lab
13.9 Summary
CHAPTER 14 INTRODUCTION TO HTML
14.1 Web Pages, HTML, and Web Browsers
14.2 Basic Anatomy of an HTML Document
14.2.1 Tags and Attributes
14.2.2 A Bare-Bones Structure of an HTML Document
14.2.3 XHTML
14.3 Common HTML Tags
14.3.1 Paragraph
14.3.2 Line Break
14.3.3 Headings
14.3.4 Bold and Italics
14.3.5 List
14.3.6 Link
14.3.7 Image
14.3.8 Table
14.4 Understanding File Paths
14.4.1 File Paths
14.4.2 Types of File Paths for Web Pages
14.4.3 Rules for Creating Links Using Document-Relative Paths
14.4.4 Why Is It Important to Understand File Paths for Web Page Creation?
14.5 Summary
CHAPTER 15 HTML5 VIDEO AND AUDIO
15.1 Introduction to HTML5
15.1.1 HTML5 versus XHTML
15.2 HTML5 Video and Audio
15.2.1 Setting up a Source List for Fallback Content
15.2.2 Preloading
15.2.3 Autoplay, Looping, Width, and Height
15.2.4 Poster Image
15.3 Fallback Strategies
15.3.1 Flash Video
15.3.2 Links to Download Video
15.3.3 Image
15.4 Creating HTML5 Video and Audio
15.5 Summary
Material: