Professional Documents
Culture Documents
Analogue:
Analogue devices scan physical data, such as voltage, from media devices
including record players and tapes.
For example a record player would read the 'bumps' and 'dips' in a records
groove, in order to output the music, we hear from it.
Below is an image of a records groove, where the stylus (needle object below)
bumps up and down in each grove.
The bumps and dips store the music on the disc. Each bump represents a
musical note.
This information (I.e. the bumpy lines in the record) is translated into an
audio signal, by being recorded from one linear (straight) point to another.
This is achieved by the stylus vibrating in the groove, causing microscopic
bounces to be transmitted through the styluses metal bar.
Below is a picture.
Digital:
Digital information (e.g. photographs/music) is stored
as a series of binary numbers (I.e. ones and zeros) into Digital devices
including CD recorders and hard drives.
Satellite:
This allows almost every continent and even remote areas to have a wide
range of media channels and services played to homes. This is more cost
efficient, as less ground equipment (e.g. cable lines) is required.
Originally broadcast television involved a powerful antenna from a
television/radio station transmitting radio waves to its surrounding area.
Unfortunately, these signals transmit from the broadcast antennae in a
straight line, meaning the viewers receiving antenna had to be in antennas
line of sight. Due to the earths curved shape, the radio waves could easily be
reflected, meaning further areas could not receive
television/radio signals.
With Satellites, broadcast stations transmit
broadcast signals up to satellites orbiting the
enabling wider areas to receive signals.
earth,
The Radio signal has to de compressed. This means the overall number of
binary coding (I.e. digital information- program footage and audio) in the
broadcasted program must be reduced, enabling faster transmission of
programs. It can be achieved by reducing
excessive signal
information. For example in a text sentence,
you
may find the word "hello" has been used
twice.
The satellite transmits the received radio
broadcasting station and re broadcasts
signals, to home satellite dishes. The
program contained within the signal has
to the correct size and format for
The satellite dish contains a bowl shaped surface (parabolic) and central feed
horn. The signal is sent through the feed horn, so it passes through to the
satellite receiver, which converts the digital signal into an analog format,
which standard television sets recognize.
Next it extracts an individual channel, selected by the viewer, from the larger
satellite signal and displays it onto the T.V.
Cable:
Cable television transmits programs to paying
customers/subscribers, via radio frequency
signals, which go through a coaxial cable, with
the ability to carry hundreds of megahertz
(frequency unit, equal to one million hertz)
signals per second.
The Coaxial cable has a controlled conductor interior, allowing it to transport
radio frequencies (signals from broadcast stations) at around two-thirds the
speed of light.
Coaxial cable lines are installed between a head end (main receiving point for
television signals) and local T.V station, which uses a modulator, to transmit
program signals to the Cable TV head end. This receives the signal with a
demodulator, which extracts the signal, transporting it to the Cable T.V head
end and over to paying subscribers.
Digital recorders:
This records video in a
digital format, to a Disk
drive, U.S.B or flash drive.
Types of recorders include
Set-top boxes, which
connect to a T.V, allowing
the displayed output to be
displayed onto the screen.
This function is achieved by a T.V tuner, which transports the television signal
(from via cable, antenna or satellite) into the digital video recorder, which
goes through an MPEG-2 encoder (converts the analogue signal into digital),
and transports the digital data to the hard drive, for storage, and then over to
the MPEG-2 decoder (converts signal to analogue, to be recognized by T.V),
where it is sent to the television for audiences to view.
Internet television:
Internet T.V allows digital distribution of T.V, over to the Internet, by allying
with a wide variety of companies and individuals, which can assist in
broadcasting Internet T.V, using video streaming technology.
For example, BBC I Player uses Adobe Flash Player, to stream video clips and
also uses additional 'Adobe' software to incorporate downloading
applications, for viewers to use.
Sky Players service, has been expanded to Xbox 360 and Windows Media
Centre too, enabling 'Sky' customers to now have access to online gaming
content and other applications.
It also allows for independently produced programs for specific audiences.
For example, it may produce web series, such as 'Husband' (distributed on
platforms including YouTube, Roku and Blip). Other distributions include
'Netflix', 'Amazon.com' and 'Newgrounds'.
Chrome cast:
A media-streaming device, which can be plugged into the HDMI port from a
consumer TV. Next, the Wi-Fi needs to be connected.
Simply afterward, people can display films/programs they are watching on
their tablets, computers or I pads onto their television screen.
As well as films, they can even display websites and put up apps and play
lists onto their T.V
It works with a variety of apps, including Netflix,' YouTube Now T.V and
Google+.
Film-based technologies:
3D: This is now a commonly used technique in todays films. It involves
capturing 3 dimensional objects/characters, so they appear out of the
screen.
This requires the viewer to wear a pair of 3D glasses, which give the illusion.
In typical blue and red 3D glasses, the red side simultaneously joins the other
side. The viewers eyes are approximately 2 inches apart, meaning they can
see the same picture. The brain combines the two images to see them as
one. This is known as 'Binocular vision'.
Thus the image on screen has more depth and the audience is convinced the
characters and objects are coming out of the screen, creating a more life like
and engaging experience for the viewer.
48 frames per second: Frame rates are the frequency of which a camera
produces each still image.
There are 3 main rates currently used today. They are 24p, 25p and 30p.
48 Frames per second has been trialed in the film industry. The Hobbit: An
Unexpected Journey was the first film to use this frame rate.
It was twice the frame rate of 24 frames per second, giving a slower realistic
motion to movements.
This ensured no blurs in running scenes, would occur.
This gave the film a more life like tone, which some audiences argued was
breaking the suspension of belief.
Despite the frame rate providing a life like factor, there are negative ethics,
for a film should be an imaginary place, audiences can escape to and become
embroiled in. If it is too real, though, then it is difficult for audiences to be
succumbed.
Motion Capture:
This enables actors to perform movements, which can then be applied to a
pre made 3D computerized character/object.
The actor has a special suit, which contains marker points. These are near to
skin areas, where bony landmarks can be identified.
Marker points can be infrared reflective. This works with infrared optical
systems, comprising of a series of cameras, with infrared light, which is
reflected toward the marker point. A particular marker point position is
analyzed and shown back onto the 3D software, containing the digital
character.
This enables each marker points movement (e.g. from legs to arms) to be
relayed back to the computer and move the digital character on the
computer.
Each marker point is placed next to specific areas, where the actors bone
ligaments and key skeletal features exist.
The marker information is translated onto the computer and develops the
skeleton system of the character, giving muscle texture, to give the
appearance of a life like character.
Afterwards further animation is used to develop elements, such as skin
texture and facial expressions.
High definition:
4K: A display device with 4,000 distinct pixels being displayed on the screen.
This is used in digital television and cinematography.
8000 HD: Cinemas currently use projectors. Recently though, cinemas such
as the Odeon, have started using digital projection systems, at a 8000 HD
capacity, which assists in creating stunning quality, depth and realist tones to
their films.
Audiences can see intricate detail in the image, from an animals skin texture
to every detail of an insect, which is based on how we would see them in real
life. Both the resolution and television size can make audiences feel like they
are really encountering the animal, creating a life like experience for
audiences.
It would not work well for fictional programs. Audiences like to be drawn away
into a story, but may be distracted by noticing a characters facial hair or
mistakes with a set. Thus being distracted away from the story.
During the 200s, Internet streaming allowed Internet only channels (e.g.
'YouTube' 'Netflix' and 'Amazon.com') to distribute the web series (e.g.
'Husbands') online.
Unfortunately Internet streaming has recently led to programs being shared
online between people, for free, preventing media industries from earning
profit.
D.V.Ds are more costly (around
8.00 - 12.00 - dependent on T.V service/shop type), resulting in streaming
being preferable.
Despite being free, the video quality is poor, long pauses occur in between
and there are non-skip able advertisements.
Internet streaming should be used for web-based videos (e.g. YouTube'),
which are intended to be reached to viewers purposely online.
Satellite Television
As the cable television industry developed, so did satellite television.
Todays satellites transmit multiple programs, simultaneously from the same
television/digital radio station, using a process called 'Multi-plexing', which
compresses the data, reducing excessive information from a programs signal
into smaller signals. These signals are combined into one signal granting
audiences more options for watchable content, reducing broadcasting
competition, between different media industries for what gets to be
broadcast daily.
For example, the BBC and I.T.V may be able to combine some of their output,
to be broadcast on the same satellite, but in separate signals so they reach
their desired channels.
Satellites have also allied with advanced microwave (electromagnetic waves
for point-to-point telecommunications) and semi-conductor (conduction of
electricity) technology, significantly reducing the level of white noise from
broadcasted material.
Now audiences do not have to try listening too tentatively to the program.
Internet Protocol Television
This has become increasingly popular (since internet streaming), as it allows
video on demand services (e.g. BBC I Player) to be available toward products,
including computers and I pads.
To specify how the data should be transmitted, Packet switching (digital
networking communication) is used to transmit the data into suitable sizes,
transmitted from a medium (e.g., television service) and shared by multiple
communication sessions.
It also allows different computer based applications to operate on the same
network. For example BBC I Player includes a Twitter account, allowing people
to comment on programs they have watched.
The BBC has also worked with Microsoft and Inside secure to enable 'BBC I
Player' in launching mobile downloads toward current smart phone and tablet
technology.
Audiences require Wi-Fi connections on a plane/train. Mobile downloads do
not require a Wi-Fi connection and download many programs onto the
device, which can be stored for 30 days and when played, can be watched for
seven more days.
This demonstrates innovative collaboration with different media companies,
as many ages commonly use tablets and can watch content where and when
ever they wish.
Film based technologies
Motion capture, 48-frame
rate and 3D technology
have become more
currently used in todays
films. One notable example
is ' The Hobbit: An
unexpected journey'.
Motion capture has
significantly developed
with more marker tracks
placed around the actors facial features. For example 'Gollum' had extra
markers placed around his eyes, to allow more
expression. Software used in creating the digital character included a wider
variety of facial controls, to enable the actor (Andy Serkis) to
convey a bigger range of facial expressions.
Software for creating the digital character 'Gollum'
enabled the rise of a tissue system, which the animators
used to stimulate the digitally created skeletal and muscle
systems. This applied changes in the shape of different skin
areas. For example, if Gollums hand were clenched tightly, the exterior skin
would suddenly show crease markings
around the fingers or hands.
The use of 48 frames per second
'Gollum' to have more fidelity, when he
quickly, or quivering
audiences to easily process his
behavior.
The use of both motion capture and the 48-frame rate has helped make
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